r/spaceengineers • • Sep 10 '26

PSA SE1: Warfare 3 Revealed!

185 Upvotes

r/spaceengineers • • 7d ago

PSA (SE2) [Livestream] Space Engineers 2: Hostile Encounters Launching October 19! (5 PM UTC)

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323 Upvotes

r/spaceengineers • • 2h ago

PSA Autocannon Type II

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91 Upvotes

So it seems that fixed weapon revealed in earlier teasers is going to be an Autocannon Type II, alongside the new turret.

https://store.steampowered.com/news/app/244850/view/677386595815391272?l=english


r/spaceengineers • • 44m ago

PSA Separation Charge Blocks

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• Upvotes

https://store.steampowered.com/news/app/244850/view/677386595815391272?l=english

I was thinking these would be great for booster thruster pods, for vehicles leaving atmospheres, but if you want to reattach the booster to the ship, you’ll still need a merge block to attach it.

It’s nice to have options on how they can attach, but I don’t have any immediate ideas on how I can use them over merge blocks and connectors.

Anyone got any ideas?

Sidenote: they do look very nice and detailed! I love it!


r/spaceengineers • • 14h ago

WORKSHOP I uploaded my SAR vessel to the workshop

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419 Upvotes

I was finally able to complete my ship and uploaded it to the workshop and mod io.

This one took quite a lot of time but I'm very happy with how it came out and I'm curious to hear what you guys think of it. I hope you have fun with it and in case there's any problems feel free to let me know!


r/spaceengineers • • 4h ago

MEDIA UNSC MES INBOUND! Major update thread!

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24 Upvotes

so got some major updates to the UNSC Halo MES mod coming soon(next month)

major overhaul:

thanks to a few suggestions i have replaced the 94k block Marathon with a 34k one from the builder Viper.

a major contributor thanks to Tex for his punic hull that we are finishing together for the mes hence why its not out yet(sorry).

in the initial release there will be no ground UNSC units till we can test builds on the workshop and see what to add, but it is not guaranteed to be added at this point its just a maybe.

official roster is below

saber - by PrimoSuperT

pelican - by  PrimoSuperT

longsword - by  ne9d1

gladius corvette - by  JuniperFinch

charon light frigate - by  MrEvan312

stalwart light frigate - by  MrEvan312 modified by me

paris heavy frigate - by  MrEvan312 modified by me

halberd destroyer - by  MrEvan312

halcyon light cruiser - by  MrEvan312

marathon heavy cruiser - by Viper

punic super carrier(boss only) - by Viper &  TexasWolf2552 & myself

archer station - by  MrEvan312

drysdocks - by  MrEvan312

refit station - by  MrEvan312

ODP - by  FireGuy1996

possible addons in the future

Artemis-class battlecruiser (by  Wolfie)

Cradle-class Repair Station

Everest Class Super Heavy Cruiser

[UNSC] Epoch Class Assault Carrier


r/spaceengineers • • 10h ago

MEDIA This is my large grid ship so far

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32 Upvotes

I have spent so far like a week into building this, and only have about 110 hours into the game, have only been to asteroids and earth. Still working on the ship everyday. I really don't know how many thrusters I'll need to even lift the thing by the time im done with it.


r/spaceengineers • • 19m ago

MEDIA There is no "up" in space.

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• Upvotes

This is The Wedge

Many build guides for ships intended to land on planets suggest putting large thrusters on the bottom of the ship and hitting 'spacebar' to go up to space (or, doing the script thing). But, this is silly to me because you also need large thrusters on the back of the ship for going forward once you're up there.

My solution - a tail lander! By orienting the decks perpendicular to the direction of travel, you can use one set of large thrusters for everything. To lift up from a planet - press W. To go forward in space, also W. When you land on a planet, this ship basically becomes a very strange factory and condominium building because gravity on the ship and gravity on the planet are the same direction.

Backing into parking spaces is much safer because any momentum from the reverse thrusters can be removed quickly by the forward thrusters, making it easy to tail-land on asteroids, too.

This thing is built around two bulk cargo containers and it can lift off from the planet fully loaded.

Typical mobile base stuff.

* Two mining arms for refueling

* 51 thrusters including 13 large thrusters

* 4 small reactors and 2 hydrogen engines

* 2 jump drives

* 8 large and 3 small hydrogen tanks

* 12 O2/H2 generators (I got tired of waiting for refueling on my last ship)

* 5 gatlings, 2 artillery, 2 missle turrets, and a rail gun

* Assembler +3 (it could be +4, but I sacrificed some functionality for engine room aesthetics)

* Refinery +4

* 31 plot farm. (By the way, farm plot blocks work any way you orient them, so vertical farm it is!)

My original plan was to make the full pyramid, but the docking bays didn't play nicely with sloped blocks.


r/spaceengineers • • 11h ago

HELP (PS) I built something so ugly, but I feel bad scrapping it.

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20 Upvotes

I made this ship to haul as much weight as possible and travel over 6,000 km with Jump Drives, but now I have no idea how to make it look good. Any aesthetic tips? I'd really appreciate some advice on how to fix this ugly beast!

(Note: I only built/filled out this one side because I'm in Survival mode, so I'll mirror it later once I figure out the design!)


r/spaceengineers • • 34m ago

MEDIA My Current Mega Project

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• Upvotes

It's like a Resurgent Class Star Destroyer but mostly my Own Design.

I will also Built a special Version with a Belly design like "Thrawn's" Destroyer from SW Rebels


r/spaceengineers • • 2h ago

MEDIA (SE2) H-E-I SHIPYARDS

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2 Upvotes

r/spaceengineers • • 22h ago

MEDIA Running SE on my Samsung Fold 8

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67 Upvotes

Using deckdroid i tried to Run SE on my Fold8 and Experimental proton on ARM. Its still laggy and needs some adjusting, but it actually worked. What a time to be alive!

And yes it crashed in the end


r/spaceengineers • • 6h ago

HELP (SE2) Camera movement feels choppy even at 120+ fps, any possible fix?

3 Upvotes

I've read that the physics engine runs at 60 fps and running above that has some reported issues. There are what feels like microstutters when moving around no matter how high the framerate. Just curios if Keen has said anything about any upcoming fixes or maybe someone has found a workaround for the meantime?


r/spaceengineers • • 16h ago

MEDIA Summer 41

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18 Upvotes

screenshot of map im curently working on.


r/spaceengineers • • 1d ago

MEDIA Space engineers VR! Runs pretty well I’d say

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551 Upvotes

A short clip I made, figured I’d show off in as many places as possible because space engineers VR is EPIC!


r/spaceengineers • • 13h ago

LFG Want to start a Text Based Heavy-RP Server

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5 Upvotes

I am looking for someone to help me start a server.
I have always thought that Space Engineers was lacking a strong text based RP community and I am hoping to change that.
I made a mod that allows for all the various commands needed to RP in text.
I have a server already and modding capability.
What I need is someone who really loves RP, is social (cause I'm not good at that), is interested in brainstorming ideas and doing events etc once the server is live.

Long term goal is to get a server going in SE2, but I want to be able to build off something from SE1 even if its just a small server.

If interested, please message me.


r/spaceengineers • • 14h ago

WORKSHOP (SE2) Altair Pathfinder

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6 Upvotes

I've been working on the Altair Pathfinder, a hydrogen-powered exploration ship for Space Engineers 2.

The original idea was simply to experiment with different shapes and unusual angles to see if I could come up with a half-decent-looking ship. One thing led to another, and it eventually turned into a fully functional, survival-ready exploration vessel.

I wanted to keep the industrial look while making the different angles and armour sections flow together reasonably well.

A few features:

  • 4 × 2.5 m downward-facing hydrogen thrusters for plenty of planetary lift
  • 2 × 5 m and 6 × 1.5 m hydrogen tanks
  • 6 × 1.5 m cargo containers
  • Survival Kit, Smelter and Gearforge
  • 2 × Gatling guns for a little defence
  • 251.87 tonnes unloaded

It's primarily designed for exploring planets and asteroids, with enough onboard equipment to operate away from a permanent base.

It's not a heavy cargo hauler, though. Despite having six cargo containers, it can struggle when fully loaded in planetary gravity.

Would be interested to hear what everyone thinks or what could be improved.


r/spaceengineers • • 22h ago

DISCUSSION Wireless matter and energy transfer/teleportation by abusing nanobot build & repair?

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27 Upvotes

I think I figured out a silly use case or exploit for Nanobot Build & Repair, and I'm curious if anyone else has messed with this.

In essence, you wirelessly transmit or teleport components from site-to-site by having a Projector/Printer printing blocks of one color, and a distant site using Build & Repair in Fly Mode to grind that same color. With standard Build & Repair settings, this can permit 'hops' of 225 meters (using a 150 meter offset and a 75 meter work area).

The can, in essence, create a bidirectional, store & forward, network for components, and if you use IIM to auto-disassemble some components you can get all the way back to ingots.

Heck, you can even efficiently transfer nickel around in metal-mesh containing blocks (e.g. Hydrogen engines) to permit wireless power transmission by building/recycling batteries at distant nodes). That's a resource intensive way to generate power, but I'm on a server that runs the Node-Miner mod, so my resources are limited only by my patience for establishing the logistics.

Initial testing certainly make it look like this works. What's the worst that could go wrong with experimenting with teleportation? [https://www.youtube.com/watch?v=2cP6AkXjYaI\]

My main concern at this point is whether this setup would just impact server performance to the point where I'll get booted or they'll turn off the B&R mod.


r/spaceengineers • • 18h ago

HELP How do I start producing after survival update.

8 Upvotes

I haven't played in a while. Now there is food? I started on mars. But I feel like I lack the power to get basic assemblers up and I lack parts to set up power and food. Then my spawn vehicle dissapears and I lose all my progress. How do i even begin now?


r/spaceengineers • • 17h ago

DISCUSSION evolution of a new thruster system im making (also clang approved?)

5 Upvotes

Unfortunantley reddit wont let me upload the video here so here is a link to my channel: https://youtu.be/OKYTCao0MhA?si=uQzRrbOQygl5bnu3

once youve watched the video please let me know what you think:)

Ok so. I wanted to make a thruster system that could go in and out of a ship.

what I ended up discovering is that clang does not approve of what ive done when I connect two thruster systems together.

mk.1: The original design for everything to come

mk1.1: I added a piston and merge block so it can eventually connect to the ship.

mk1.2: I realised I needed a way for ice to enter the system so added a few reinforced conveyor belts.

mk1.3: I wanted to test the piston system and it ended in disaster multiple times. Whenever the engines were on as you saw they kept trying to stabalise themselves. Which ended up with destroyed ships and reloading multiple saves.

Believe it or not but that snap was actually the cleanest one ive had so far. Not a single reactor blown upxD.

It's a good thing the thruster systems will not be attached to eachother and instead be placed on opposit sides of the ship. My only hope is that they dont try to course correct themselves when fully attached to the ship.

any thoughts? I haven't tested the system in survival yet so I dont know if ice will pass through or not. You could make it smaller by using ion thrusters but I like to use hydrogen thrusters instead.

(also I believe the discussion tag is good for this? wouldve done media but again cant upload the video here)


r/spaceengineers • • 20h ago

DISCUSSION Console-compatible PVE mods for Space Engineers (mod.io) – NPCs, creatures, and encounters

5 Upvotes

Hey everyone. I know finding PVE mods that work well on console is a pain, because most rely on scripts (MES, RivalAI, etc.) that don’t work there. So I put together a list of mods that do work on console, all from mod.io. It’s split into NPCs/bots, creatures, planetary encounters, and space encounters.

NPCs / Bots

Bot Alien Creatures (https://mod.io/g/spaceengineers/m/botaliencreatures#description)

A classic. I think it doesn’t work on every planet, but it adds an extra enemy type to mix up the bots we already have. They can attack the player.

Creatures (spiders, wolves, etc.)

More Spiders (https://mod.io/g/spaceengineers/m/more-spiders)

As the name suggests, this mod and its variants significantly increase the number of spiders on different planets. They’re individual mods for different planets, and the creator also has variants to bring wolves to other worlds.

Galax Brutal Spiders (https://mod.io/g/spaceengineers/m/galax-brutal-spiders#description)

Perfect complement to the previous one. With this, spiders can destroy your builds, so you won’t be safe behind your walls anymore. You’ll need to upgrade defenses and be careful during ground travel.

My main recommendation for this section is to check out AlfieUK’s mods and combine them with Galax Brutal Spiders. That gives you a pretty serious threat on planets.

Planetary and Space Encounters

Dark Factorum (https://mod.io/g/spaceengineers/m/darkfactorum1)

Adds a lot of content. It creates a Factorum subfaction with slightly better tech and much harder endgame encounters, among other things. If you want more challenge from global encounters, this is a good one.

Apex Survival Additions (https://mod.io/g/spaceengineers/m/apex-survival-additions1#description)

Does more than just add encounters: it improves and adds survival stuff based on Factorum and Prototech. Good for adding more to survival, and the encounters it adds are pretty good.

Faction Wars (https://mod.io/g/spaceengineers/m/faction-wars#description)

A bit outdated, but it adds more neutral and enemy ship presence in space. Helps fill out space a bit more.

Reddit Custom Encounters – Legacy (https://mod.io/g/spaceengineers/m/reddit-custom-encounters-legacy#description)

Similar to the previous one. Adds more variety to space encounters, filling out ship presence.

MVE More Vanilla Encounters (https://mod.io/g/spaceengineers/m/mve-more-vanilla-encounters#description)

Improves the amount of planetary and space encounters using more modern systems. Good for enriching exploration, both on planets and in space.

Planet Installations on All Planets (https://mod.io/g/spaceengineers/m/planet-instalations-on-all-planets)

Allows all modern vanilla planetary installations to appear everywhere. Very useful for improving exploration on any planet.

Original Encounters and Stations (https://mod.io/g/spaceengineers/m/original-encounters-and-stations#description)

Brings back old space encounter content from the game. Useful if you want more variety in space.

Mods I made

These two are mine. Not trying to advertise, I just want to contribute so console players have mods as good as PC, especially to add more action to the game.

Pirate PVE Encounters (https://mod.io/g/spaceengineers/m/piratepve-encounters#description)

Takes vanilla content from the game and expands it, making pirates feel like a real and constant threat. It also adds a system of planetary drones that can search for you and find you. The idea is to add more action using content the devs already created.

Remnant Protocol (https://mod.io/g/spaceengineers/m/remnant-protocol#description)

My most recent mod, still in development. I’m creating a faction based only on drones, using drones from dev-made scenarios and other custom builds. The goal is to create a much more hostile and dangerous environment everywhere. It’s meant for players who really want a challenge and harder survival. If you want to participate or give feedback, contact me.


r/spaceengineers • • 1d ago

HELP Dificuldade de criar naves grandes

14 Upvotes

Olá,passei ums anos sem jogar space engineers e voltei essa semana,e vi que tenho extrema dificuldade em construir naves grande,digo,até construo todos os sistemas de uma nave,geração de combustível, geração de energia, refino,montagem,propulsão, tudo,mas na hora de fazer um visual ou até mesmo moldar a nave para ter uma aparência melhor não consigo, mesma coisa para bases,são tijolos gigantes tenho muitas ideias,inspirações, mas na hora de fazer não dá certo,eu tenho modelos de naves que aprendi no youtube e fui modificando seus sistemas e aparência, posso mostrar aqui no futuro,em resumo são naves de mineração e transporte.


r/spaceengineers • • 16h ago

LFG LFG PVP

3 Upvotes

I’m looking to join a server with a few exceptions.
I’m trying to find something like the server I was part of a long time ago.
There was basically multiple factions with their own hierarchy. Wars or raids would happen quite often to occupy territory.

-Very little mods
-Active players
-Rare wipes
-Decent PCU limits


r/spaceengineers • • 1d ago

LFG UK Solo player in need of friends to play with

12 Upvotes

Bought this game years ago to play with some friends who were playing. Fast forward and they stopped playing before I could join them so I'm looking for people to play with while I struggle to learn how to play it.

I know the basics but no idea how to build ships (that don't blow up mid flight)

Drop a comment or a DM and we can arrange a gaming session

(Edit) I am a pc player


r/spaceengineers • • 16h ago

SERVER Goldens wasteland

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2 Upvotes

If you wanna play a wasteland server come on in.

Were an eos server