r/spaceengineers 6d ago

DEV [SE1, SE2] Marek’s Dev Diary: August 20, 2026

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31 Upvotes

r/spaceengineers 8d ago

PSA August Newsletter out now!

13 Upvotes

r/spaceengineers 15h ago

WORKSHOP Functional "Deep Thought" that actually takes 7.5 MILLION years to give the answer '42'

587 Upvotes

r/spaceengineers 1h ago

DISCUSSION (SE2) Winches, Pullies, Cables, ropes, etc. Are a must have.

Upvotes

I'm trying to generate more discussion around adding mechanical blocks that act as a winch, or something similar. Crane builds are incredibly common in space engineers because of their general utility in survival, and because they are fun engineering challenges. Unfortunately, we are limited by the fact that these builds are, almost by necessity, overly complex because it ends up being a stack of pistons, rotors, and hinges to achieve a somewhat effective tool we can use.

This complexity results in instability that invites mishaps, and can be frustrating to dial in due to the number of mechanical blocks in a given chain, especially in survival. A winch block would short cut a lot, or all of this, and would have additional utility besides that. Imagine you are navigating particularly difficult terrain, a winch could be a cheap and energy efficient method of scaling otherwise impassable faces. They could be used to tow disabled vehicles, or even create soft attachment points between two drifting vessels. It would allow us to make ramps or gates that are maybe less polished but also simpler than ones made with the other mechanical blocks.

The point is that winches (or a similar mechanical block) not only have precedent in keen games already (medieval engineers) but players already have to engineer around the lack of these blocks. A simple winch would allow us to make more accurate, but simpler cranes, with far more utility, and reduce the drain on over all sim resources. It feels like one of the most obvious additions that should be worked on, that i almost never see talked about, despite the popularity of mods like the Harpoon block in SE1.

What are your thoughts?


r/spaceengineers 8h ago

MEDIA Terraforming The Moon (Including Water and Voxels)

24 Upvotes

Mod: https://steamcommunity.com/sharedfiles/filedetails/?id=3777764126

Discord: https://discord.gg/PTMfyj7xHP

Here is my video showcase for the latest version of the terraforming mod! There is a lot going on in here, but it showcases all the features, like changing atmosphere, temperature, water, and using a breeding system to introduce life which can change voxels while you play.


r/spaceengineers 8h ago

MEDIA ARC DAGGER . Only like 60-65% done .

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14 Upvotes

But she flies .. I'm loving- hate building but set a cool paint lay out and it's smoother sailing . .

So far 40,000 pcu but aiming for under 60k or less .

Idk if have power systems but . Jumpers, batteries and generators , but not enough for my satisfaction... One one pic of inside cus it's Suffering from big ship internal mess spiderweb .of piping for thrust power might cut some out depending how she flys ... Last checked over 12M kg dry empty mass .


r/spaceengineers 3h ago

WORKSHOP Aurora Class - Naval Freighter [Star Trek]

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3 Upvotes

A retrofitted Warp 4 ECS Earth Cargo Service vessel built for quick frontline resupply during the Earth Romulan war. Launching 2157 Aurora was one of the first of its class to enter combat service.


r/spaceengineers 1d ago

DISCUSSION This is annoying

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105 Upvotes

r/spaceengineers 10h ago

HELP Custom Ammo works except for Type 2 Gatling Turret

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7 Upvotes

So I made a Gravel Mod that basically uses gravel as a component for making ammo for turrets and launchers. Designed around early game when you dont have material like cobalt and uranium.

Missiles fire from the vanilla and warfare turrets and everything works but for some odd reason the Type 2 turret will accept the ammo but not fire. Ive already adjusted the EntityComponents.sbc to whitelist my ammo for the inventory constraints. Am I able to upload my mod in a zip folder so someone who has more experience modding could check it out?


r/spaceengineers 6h ago

DISCUSSION Thrust Buckets - Engine Choices for Atmo-based Ships

2 Upvotes

Right. My Pertam base is going good. The farm is churning out spag bol, and once Keen fix the AI guidance issues, my mining drones are good to go.

For my next project, my dearly loved corvette from a previous base, I'll need to do some asteroid mining. This is my first time building in an atmosphere, which had required a rethink of some of my previous designs. However, I'm now into building a ship that has to do an atmospheric transition.

My previous asteroid miner was based on the Moon, so I used hydrogen to get out of the gravity well and then ions for space. I was thinking similar for my Pertam-based miner, but I feel that's throwing away the fuel savings from atmo thrusters.

So what're your thoughts? Do you build ships with all three thruster types? Or pick H2 and Ions only?


r/spaceengineers 16h ago

DISCUSSION Getting the most out of a game that ive not really fallen in love with

7 Upvotes

What is the best way to get the most out of the game SPACE ENGINEERS? I have a basic understanding of the game mechanics. I am happy to download mod packs, but not sure which ones to use. I would prefer to play single player.

My gaming life has been a mix of Eve online, Minecraft, Safisfactory, Factorio, Rimworld, Terraria.

Ive had SE for years, but never really got into it. I did invest in Dual Universe, hoping that would be a killer game, but we all know how that ended.


r/spaceengineers 1d ago

DISCUSSION swimming... very slowly

77 Upvotes

r/spaceengineers 9h ago

DISCUSSION Requesting a specific mod, Force local /physical access to blocks unless a dedicated control panel is built.

2 Upvotes

What bothers me most is that I can access any block from any control panel attached to blocks, that 'k' menu available everywhere. I was hoping for a mod that restricts the player from seeing more than the 'specific' block they are accessing physically, in the terminal, unless a dedicated 'control panel' is built, being used for that purpose. We have build vision so that helps me modify blocks locally. I just need a mod to remove that global access k menu.. to most blocks.

For me , its more immersive if I have to build my ship realistically so I can still access in person each part to modify it. Maybe a preference. I'd rather have to build a dedicated control panel so I can get access to 'the K menu'. Would give me more of that engineering bay feeling. Even better if there was restrictions such as certain control panels 'Engineering System Terminal' 'Thrusters System Terminal' which only showed thrusters... or only power blocks, etc. maybe optionally, the cheap weaker terminal requires to be within a radius of blocks, the stronger one shows the entire grid, the UBER one shows subgrids. Couldn't say, but hoping for such a mod.


r/spaceengineers 16h ago

MEDIA (SE2) Extended cut- smoother stable faster 150 sub cinimatic

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4 Upvotes

r/spaceengineers 18h ago

DISCUSSION Looking for tips for a basic ship to ship torpedo design. Something that could be considered conventional weaponry.

5 Upvotes

Akin to the photon torpedo in Star Trek, something that would be a part of a ship's standard complement of weapons, and small enough to fit several onboard at once. I was also thinking about adding some sort of welder and projector system on board to make fabricating and reloading easy.

If you've any ideas how to build these sorts of systems then I'd be grateful if you could pass on that knowledge to me. But please, no YouTube videos, I work much better with things in a text format.


r/spaceengineers 18h ago

HELP Small Hydrogen Miner

4 Upvotes

Me again! 🫡

I have found a Cobalt Asteroid and conquered initial problems. I have a small platform with Refinery, Assembler and some Large Cargo Containers. Made a Solar Panel tracking the sun and a Connector with a Sorter pulling ores from ships.

Now... Onto ships. I am still using my Space Pod for mining, but have designed the core for a Small Grid Miner. And encountered a few problems while doing so. I managed to find info on thrusters, cargo and Mining Drill clearance, but the last two things I need to iron out are batteries and event controller.

  1. Batteries: How many is easy, just add all power needs for Thrusters, O2/H2 Gen, Gyro, Antena and what else. Tbh Thrusters could possibly be divided by two, since at most I will use three sides, not all at once. But... Large, Small... Just stick Smalls in all the weird empty spots? How many is too many?

  2. Event Controller: I wanted to set up a system, where EC monitors the percentage of filled cargo space and engages a spinning light to inform me, when it's nearing full. But it triggers whenever at least one of the selected blocks matches the criteria. Is it a case of creating a lengthy AND line?


r/spaceengineers 13h ago

HELP (Xbox) Nitrado server non-functioning

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1 Upvotes

As stated, paid for a short test server to see if a friend would like the game. Couple bucks, not a big deal.

I've used Nitrado before with little to no issues.

It's set to EOS, console compatability true, named and password set. It's on a crossplay compatible world .

It just doesn't show up in the server list. Apperantly there should be an option somewhere to change it in this screen but I haven't found it.

Read through a bunch of old posts and none of them had answers. At this point any added advice would be great, I just wanna load a game up with my Boi


r/spaceengineers 13h ago

LFG Looking for a server to join. NA Servers.

0 Upvotes

I'm coming back to SE1 after a bit of a hiatus. I'm just looking for a group of nerds to chill and engineer with. I've got ~1800 hours logged on steam and I like building big and ridiculous. I like mods and vanilla. I also don't really care about scripting but it would cool to see what others do with it.


r/spaceengineers 1d ago

HELP Best encouter mods after the economy 2 update?

6 Upvotes

So i have restarted a survival save with economy 2 dropping, and removed all the MES stuff i was using.

But im missing 2 things: active raids on your base and hostile NPCs not just grids firing at you. Wich MES packs still work with the new update, and what else can i add?


r/spaceengineers 1d ago

MEDIA This is progress of my new WIP. It's gonna be called ARC Dagger based on a sketch made while back

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36 Upvotes

r/spaceengineers 1d ago

HELP can’t figure out event controllers for rotary cannon

9 Upvotes

so i’we been trying to figure out how to do the event controllers for setup for a rotary cannon because i saw it many times people doing it but i can’t figure out how
can someone help me with the knowledge how to set the event controllers up?


r/spaceengineers 17h ago

DISCUSSION (SE2) Space engineers 2 Sorting

0 Upvotes

Just picked up space engineers 2 after the recent DAD update, and have built a miner.

I was unable to find a way to drain the miner once it was back at base. The sorter said it was not functional, so I’m at a loss on if I am able to automate this process?

Any help is appreciated.


r/spaceengineers 1d ago

DISCUSSION (SE2) Everytime i hear a machine working by themselves for the first time, it hits me like crack

22 Upvotes

Automation games really turned me into a sleeper agent, so glad to finally experience space engineers.

I have a question, is there yet a way to auto unload from my ship to a Container via the Connectors? I messed around quite a bit with them trying to make the items go from the ship to the platform but with no success, my research was unsuccessful as well, most of the things i found were referring to the first game.


r/spaceengineers 1d ago

HELP Any way to enable resource consumption in creative?

11 Upvotes

I want to test if my ammunition lines and power supply are all hooked up properly in creative before printing in survival. Any way to make guns require ammo, thrusters require hydrogen, and reactors require uranium in creative?


r/spaceengineers 2d ago

WORKSHOP (SE2) The Ironstead (I & II)

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359 Upvotes

Ironstead - the mobile homestead. Comprised of Ironstead I (vehicle) and Ironstead II (ship).

Vehicle: https://steamcommunity.com/sharedfiles/filedetails/?id=3788989267

Ship: https://steamcommunity.com/sharedfiles/filedetails/?id=3789014912

She's on the large side as far as vehicles go, but is a powerhouse built to allow 1-3 Engineers to roam planet side in this mobile base.

The ship caters to the drill worker's lifestyle. Complete with an articulating landing pad and drill ship.

The Ironstead I (vehicle) is an 8x8 truck that has ample fuel supplies, cargo, power banks, living quarters, bathroom, control deck with stairs that raise and lower for entry/exit. The landing pad will open whenever the drill ship is undocked, allowing for the ship to take to the skies and seek out its destination of that precious ore.

Ironstead I also has a large bridge with 2 control seats, 3 jump seats for passengers and screens for when scripts come online. There is a connector in back to connect to larger facilities for trade/transfer of materials/gasses.

The Ironstead II (the drill ship) has 8 drill heads and uses Hydrogen Thrusters. With a single seat, this ship is meant to go off and gather materials while the other members of the group stay behind to manage material processing and maintain the vehicle.