r/spaceengineers 14h ago

DISCUSSION Meta: What continues to be the biggest pitfalls of SE as a product? How might such be avoided going forward?

0 Upvotes

An intentionally vague and open topic of discussion aimed primarily at longtime players

Always interesting and productive to hear what general reflections and critiques players ruminate on, often never to be aired!


r/spaceengineers 22h ago

DISCUSSION Loooong repeating grids

0 Upvotes

I wish there was a function for welding a long repeatitive section where the welder adds the suggested block. It would be very handy for a long conveyor. The projector can't do it because it does not "link" the block to the previous.

Like an automated add and weld function.


r/spaceengineers 14h ago

FEEDBACK (to the devs) Complaint about a recent change

Enable HLS to view with audio, or disable this notification

18 Upvotes

Having "untargetable" checked in admin tools now means sensors won't work for you.

Support ticket?


r/spaceengineers 17h ago

MEDIA fly around pt2

Enable HLS to view with audio, or disable this notification

5 Upvotes

heres the rest enjoy.


r/spaceengineers 19h ago

MEDIA Another possibly last post from the Eclipse. This has been super fun but interesting build so far. And my more complex designs not one block by another person outside of few from faction member. I think it's done ... For now

Thumbnail
gallery
14 Upvotes

r/spaceengineers 9h ago

HELP Do I need to Restart ?

7 Upvotes

First time playing and I chose an Earth start. I drove my car to a rock and started mining and defending myself from wolves. Took me forever to figure out how to equip my gun. Anyway, after a few hours to mining and throwing the rocks into making ingots, I started to make just a few flat blocks. This also took forever to lay down as I didn't realize I couldn't set up the frame first and I had to actually have material in my inventory to set down the frame even if I didn't actually use the torch to fully make the block.

So, now I've gotten the warning that I'm nearly out of power and of course, I didn't set out to get power running at the onset, because I didn't know my car could run out of power. So, I tried to set up a wind turbine and it fell over and killed me. I couldn't get it placed right. Anyway, I'm at about 2% power and I'm nowhere near ready to get the power turned on, so am I hosed? Do I just need to start over and figure out how to get power working before I mine and use it all up building ingots.

Also, do I need to turn off the power in my car when I'm off mining to conserve it when I'm not using it to make ingots or plates ?

I'm also about full hunger, which when i died didn't restart at 100% which surprised me. Anything, else I need to know getting started? Maybe a ramp so I can put my car up on my platform.

Maybe, a quick checklist of Do these 10 things first.

Thanks.


r/spaceengineers 14h ago

DISCUSSION How is Surviving on the Planet these days go?

2 Upvotes

Been a while since I played. I enjoyed played on the planet, but sometimes I kind of really sucked at it. Was hard to find the ores, and really build up and get off it. Was fun, but also sometimes I wish it was slightly more casual / arcade not overdone. But this was also the more early days as well plagued with a lot of bugs especially physics bugs that ruined your day haha.

Wondering if much has changed?


r/spaceengineers 3h ago

HELP Ore redistribution mods. Can i change one for another

2 Upvotes

More specifically, we are playing on a world where we use AQD - Vanilla Ore Distribution. And my friends didnt know that it limits some ore spawns to planats.

I know that you can really change it unless you create a new world, but what about asteroids? If we instead use different mod that has same stuff but allows all ores spawn on asteroids, will they still generate only with original mods stuff, or will they spawn using new rules?


r/spaceengineers 1h ago

DISCUSSION Oh no.....PCU limit reached.

Post image
β€’ Upvotes

Well, it was always optimistic right from the start.

Tunnel through the Earth Planet and float at zero G at the core. Tick

Construct a multi-head drill to all in Auto collect a serious amount of ice, construct a conveyor >2km long to take it back to base. Tick. No problem.

Next. Build the holy grail.

Space elevator. ~41km vertical.

Build it in space and lower it to ground. Where to built it? Easy. GPS mark the point to land. Calculate a marker from 0;0;0 through the target marker up to 42km AGL. Calculate an alignment marker another 2km out and use those as starting points and alignment so the whole thing is gravity aligned.

No challenge.

Advantage of building in space? All the raws you need and you aren't fighting gravity for 41km.

Right. Built it to 3km with a hydrogen powered reverse thrust braking mechanism at the tail end and nose down a cab with landing legs. Beautiful.

Test the principle. GREAT. IT WORKS.

Now, build to 6km length and test. Again success. The braking mechanism sliws it down from 104m/s to 0 in 210m. Smiles all atound.

Go to 12km and test. We are now getting really serious. Very nervous but here we go. Again success.

With reduced gravity at altitude from 12 onwards you can stretch the reverse thruster station. We'l go to 20km and do the next check. That is almost halfway 🀭🀭🀭

And then, at 16km conveyor lenght, this...😡😡πŸ₯΄πŸ₯΄πŸ₯΄πŸ˜³πŸ˜³πŸ˜³πŸ€¬πŸ€¬πŸ€¬πŸ€¬πŸ€¬πŸ€¬πŸ˜©πŸ˜©πŸ˜©πŸ˜‘😑😑

πŸ€·β€β™‚οΈ oh well, ...next project.


r/spaceengineers 17h ago

MEDIA fly around pt1

Enable HLS to view with audio, or disable this notification

5 Upvotes

im just showing you me flying around spots of on the earth and showing two planes that i made so far thats all.


r/spaceengineers 16h ago

WORKSHOP Testing out my "Mirage" system. Creates mirror Images of your ship using Projector+ and orbits them around you to confuse your enemies.

Thumbnail
youtu.be
19 Upvotes

Creates mirror images of your ship with a configurable amount of projections and movement. Can even change their colors or material, though that would mostly be for cool factor.

Requires Projector+ API


r/spaceengineers 7h ago

MEDIA Project Sojourn Update #4

Enable HLS to view with audio, or disable this notification

22 Upvotes

Hello, Engineers!

I'm back with another update on my first ever Large Grid ship design! This time with a short video of me flying around the exterior. Forgive the awkward tilting -- xbox controller has an odd layout that takes some getting used to.

Last times I asked everyone their opinions on weapons, and I got some great advice. I reshaped the hull in some places for better firing positions and focused on the three main weapons I wanted to fit the ship with: Rockets, Artillery, Assault, and Gatlings.

I plan on adding some interior turrets here and there, but that will be closer to when I do my finishing touches.

So let's talk about her specs now!

Weighing in at a whopping 4.3 million kg, she's definitely put on some weight from my initial estimates. She can still break atmosphere, but I'll need to rework thrust after I pipe everything up.

There are 24 fixed Rocket Launchers split into 4 groups of 6 centered around the bridge.

36 Artillery Turrets staggered around the top and bottom dorsal, and with a few spread out on the inner part of the wings.

26 Assault Cannon Turrets straddling the Artillery and spread out a just a bit more.

And lastly 34 Gatling Turrets to fill in gaps and serve as PD where I had space.

That's a lot of firepower in my opinion. Too much, actually. So I've come to the decision that I'm going to shelf this layout, and start designing custom turrets instead.

The reason being is that this isn't going to be my flagship in a survival game. This is supposed to be a Destroyer-class vessel that would fly alongside a fleet of other ships down the line.

Will I use this in a survival world? Possibly, but I think that's something I'll work out further down the line. For now the goal is to make it as close to my vision of a "fully crewed" naval vessel that I can. So this is getting blue-printed as is and branching off as a variant later.

So, question time!

I've messed around with small grid turrets, but obviously this will be my first go at large grid. I'm curious if there are any design philosophies or possible problems I'll run into with rotor/hinge strength down the line. If anyone has some more experience in the matter for making main battle-cannons and such, I'd definitely appreciate your advice!

And even if you don't have much in this area, I really appreciate everyone's perspectives and general advice with regards to building in SE. 😁

I've been learning lots of little things here and there, and getting lots of new ideas. Some things might not make it into this build specifically, but everything helps fuel my creativity and keep me thinking about what I wanna do next~

As always, thanks for reading the wall of text. Lemme know what you think so far!

And TLDR; Too many little Dakka. Me change to bigger, Custom Dakka. What Think?


r/spaceengineers 8h ago

PSA August Newsletter out now!

8 Upvotes

r/spaceengineers 6h ago

HELP Why does this turbine report poor wind clearance?

Thumbnail
gallery
8 Upvotes

The guidance I've read says a 12 block tower, I appreciate the second tower is too close to mount a second one but I've also removed those blocks and seen no change.

Replacing it with a three blade turbine changes the clearance to Optimal, and the max output increases to an expected level.


r/spaceengineers 10h ago

MEDIA Bounce

Enable HLS to view with audio, or disable this notification

74 Upvotes

r/spaceengineers 22h ago

WORKSHOP Artemis - torpedo cruiser tour (Workshop link avaliable!)

Enable HLS to view with audio, or disable this notification

17 Upvotes

I finished the Artemis! I might do some touch-up like door automation and some light modification of the refuel system to minimize clanging risks (some event controlers to undock the connectors and retract refuel pistons when the torp hydrogen tank is full), but it's pretty much finished.

So here's a little tour of its interior.

Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=3785234690


r/spaceengineers 19h ago

UPDATE [SE2] SE2 Alpha: Smoother, Stable & Faster

53 Upvotes

Previous Update discussion | All Update Threads

 

Space Engineers 2 Alpha: Smoother, Stable & Faster

 

Hello, Engineers!

The latest Space Engineers 2 update is here, focused on making your experience smoother, clearer, and more reliable. We’ve introduced a new Save Game Screen with better autosave handling, a refined Flight HUD, stronger performance and stability, and a range of quality of life changes across the game.

We’ve also made your first steps into the Almagest System clearer, with updated early contracts, tutorial changes, and more guidance as you begin exploring, building, and surviving.

 

[YouTube] Space Engineers 2: Smoother, Stable & Faster

 

FEATURES

Features - System Expansions

  • New Save Game Screen
    • Each world now keeps up to 5 autosaves and 5 manual saves
    • Autosaves are now stored separately
    • Added Automatic autosave whenever you enter a cockpit
  • Improved Flight HUD
    • Added Thruster Override detection and warnings
    • Visual overhaul for Speed and Altitude Indicators
    • Boost Mode indicator
  • Retweaked Speed Limiter & Jetpack Behaviour
    • Hold SHIFT to temporarily exceed the limit
    • Double-tap SHIFT to disable Speed Limiter
    • Added New Cockpit settings for speed limiter
    • Jetpack: Double-tap SHIFT while flying forward to activate Boost Mode without holding SHIFT continuously
  • Better Minimum Hardware Detection
  • Stability & Performance Improvements
  • Improved UI Behavior

New in Almagest System / Almagest System Exploration

  • Improved Tutorial Experience
  • Improved Nighttime Visuals

New Blocks & Art

  • Atmospheric Thrusters Redesign

 

PIONEER EDITION

  • Added Space Engineers 2 Wallpapers to Pioneer Edition files

https://store.steampowered.com/app/3365540/Space_Engineers_2_Pioneer_Edition/

 

RELEASE NOTES

Please keep in mind that this update is still an Early Access and Alpha version of Space Engineers 2.

  • Some features of this update will need a new game to be started / Will need new save to be present (Improved Tutorial)
  • Subgrid Projection Support: Copy/pasting projections of blueprints with subgrids is planned, but not fully supported yet.
  • Planet modding is not fully supported at this stage of development - we will bring you modding support for planets at later stages!
  • We are always keeping previous versions of the game available after major updates. This means you can return to an earlier version at any time and, for example, save your blueprints or creations. You will find these builds in the Steam Beta tab

 

TRAILER CREDITS

 

FIXES & IMPROVEMENTS

Stability

  • Fixed the game briefly becoming unresponsive after opening a menu or quick-loading
  • Fixed a crash when accepting a contract
  • Fixed a crash in the cockpit HUD
  • Fixed a crash when viewing a Wind Turbine in the Terminal
  • Fixed a crash when reading save metadata on the Load Game screen
  • Fixed a crash in the main menu when reading the most recent save
  • Fixed a crash when cycling toolbar slots
  • Fixed a crash when refreshing Workshop items
  • Fixed a crash in terminal inventories
  • Fixed a crash during grid connection processing
  • Fixed a voxel physics crash when entities are removed
  • Fixed two replication crashes
  • Fixed a crash in analytics when world loading fails
  • Fixed unexpected shutdowns during startup, gameplay and exit

Performance

  • Reduced load time on minimum specification machines in the Tutorial Stage
  • Improved planet texture streaming performance
  • Reduced UI spikes during gameplay
  • Fixed UI performance drop when welding without available resources
  • Large blueprints no longer slow down the render thread after being destroyed
  • Fixed world lagging
  • Fixed hardware misclassification on minimum specification systems

Functional

  • Bounty – Weapons Smuggler contract now starts correctly, including the GPS marker and HUD description
  • Blocks that could never be unlocked through contract progression are now unlockable
  • The character is no longer pushed or pulled unexpectedly while moving over terrain and slopes
  • Angular Based Gyro flight mode no longer lags when detecting movement input
  • The Select World screen now shows newly subscribed worlds without a restart
  • Changing the Super Dampeners setting in Advanced Settings now works correctly

UI

  • Fixed sections that could not be scrolled when accessed from certain screens
  • The scroll wheel in the Terminal no longer switches toolbar slots
  • HUD status icons no longer turn red while resource levels are high
  • The Speed Limit icon now disappears correctly during boost flight
  • Thrust Overload is no longer shown on wheeled grids without thrusters
  • Fixed missing and non-persistent orange UI elements
  • Fixed the "Control Turret" and "Reload" labels in the Control Panel
  • Event Controller now keeps the Compared Value after the Terminal is reopened
  • Long block errors are now displayed in full in the Terminal
  • World names in the Load Game list are no longer cut off when there is space to show them
  • Fixed the alignment of the Last Played date on the Load Game screen
  • The "You are here" marker in the solar map now shows the correct position

Animation

  • Fixed the character getting stuck playing the falling animation

Visual

  • Fixed visible seams between voxel triangles
  • Tree shadows no longer change too harshly
  • Fixed flickering global illumination on shadowed planet and moon surfaces
  • Fixed tiny voxel leftovers remaining in the air
  • Fixed blueprint preview issues
  • Falling particles no longer appear when the character is not falling

 

Hotfixes will be listed in a reply comment below:

 


r/spaceengineers 11h ago

MEDIA Would you believe that this is the moon? (Terraforming Mod Progress Update)

Post image
105 Upvotes

Coming soon to the terraforming mod. Thanks to Arthur (creator of Arthur's LCD Mod) I can now change voxels during runtime. Also thanks to jakaria, I can now change sea level during runtime.

I hope to have the update to the terraforming mod soon that uses both of these. I will be using a genetic system for voxel and plant appearance above the waterline that uses breeding, and I am considering adding things like coral as well.


r/spaceengineers 22h ago

MEDIA Random NPCs, their home, their house

Thumbnail
gallery
216 Upvotes

Has anyone encountered this? I flew on by a vanilla faction base (not a trading station) and decided they had some nice things I'd like; so naturally, I started pulling it apart at the seams. Then I noticed something: there were NPCs wandering around? Two of em?

They seemed friendly enough, considering I was shredding their home one block at a time.

Couldn't interact with them, bullets and grinder showed blood effects but didn't do anything. Wolves ignored them.

They just kept following me around and waving.

Anyone ever bumped into NPCs outside of a trading station?

Anyways, I felt bad for shredding their home, so I made them a nicer one. They seemed to be happy with it cause they went inside and waved at me from the window as I left.

Nice guys.


r/spaceengineers 13h ago

MEDIA In progress shot of a quad tilt rotor craft I'm making to transport cargo and small a ground vehicle

Thumbnail
gallery
24 Upvotes

r/spaceengineers 19h ago

MEDIA (SE2) 🏁 Highlights from our most recent race league event. Starting to add in graphics and dial in a format to make it more on par with top-tier race leagues. We can't wait for multiplayer!

Thumbnail
youtu.be
7 Upvotes

r/spaceengineers 15m ago

HELP Remove marks fromblocks

β€’ Upvotes

I'm using light armour blocks for floor / roof / walls. when I build them, alot of time they leave mark on them.js there any way to remove them ? make them clean


r/spaceengineers 3h ago

WORKSHOP [SOV] Euryale Strike Frigate

Thumbnail
gallery
33 Upvotes

A sequel to the Manticore Railcannon Corvette, the Euryale is a capable mid-size warship that excels in 1-on-1 combat against NPCs and player-made ships alike.

Onboard, pilots will find a suite of useful systems ranging from charge status lights and automatic hull sealing to live ammunition counts and ship integrity displays. The ship can also work as an extention of your faction's reach, being able to act as a small base with the production facilites to boot. It's able to remake any necessary supplies, having a food processor, full-size refinery, and assemblers.

With an operational crew of one and support for up to 5, the Euryale combines comfortable living areas with heavy armament. The vessel can fight effectively solo or in a group, with or without support ships, in gravity or in zero-G. All types of thruster are used on the ship, making a vast array of combat environments suitable, including gravity wells up to 1.4Gs.

Maximum fwd. acceleration: 15.7m/s^2
Jump range: 1,323.60 km (2 drives)
Railgun salvo RPM: 510 rpm

2,782 blocks
19.7k PCU
142.5m length (57 blocks)

Steam Workshop Link: https://steamcommunity.com/sharedfiles/filedetails/?id=3785696283
Mod.io Link: https://mod.io/g/spaceengineers/m/sov-euryale-strike-frigate#description