r/spaceengineers • • 1h ago

MEDIA vanilla scriptless beam riding missile

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• Upvotes

guidance uses an ai recorder. the path is a straight line and it's set to be relative to a beacon, which is on a custom turret, that way it rotates with it. the laser is a projection


r/spaceengineers • • 4h ago

DISCUSSION How do you guys make your ships and cars? like when you start to build them do you have a plan beforehand? and im talking about in survival

5 Upvotes

Ive played this game for a few years and have 300+ hours on it but ive never really made something. ive mainly just made a big box for a base on a planet and build really weird ships that somehow work but look like shit (as long as it gets the job done ay) but Ive always wanted to build something cool, something that doesent look like dog shit but still works

https://reddit.com/link/1x70ugx/video/outmb16zspvh1/player

this is my car/ship rn. its the spawn car (I always remember you spawning in a pod not a car) and i broke it down and turned it into a mining car, then i put some jets on it and now it flys (really shitly but works) but I wanna build a real hybrid, i wanna build a car that when i wanna i can flap the tires under the car and so it can turn into a ship, I wanna make somewhat of a interior. I wanna do cool shit like that. so any tips? btw all survival I only played creative once to try and build a ship but that save is lost

also does anyone know a good mod that I can have my own jarvis or some kind of ai companion? I downloaded LIM CLAIRE Unit V2 | Ship AI mod and I cant find the block to build her. also can I use the ai blocks to make a ship auto mine?


r/spaceengineers • • 4h ago

MEDIA Aegis Idris - WIP

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90 Upvotes

WIP Idris I’ve been working on for a while. Full interior laid out with some finished/near finished areas shown. The gladius isn’t mine


r/spaceengineers • • 5h ago

MEDIA Odin - The God of Gods

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11 Upvotes

r/spaceengineers • • 7h ago

HELP I have alot of mods and I havent played in awhile but for some reason my world is in eternal darkness, like the sun never comes around, and I need to fix this. it was fine at first but now it annoying as fuck cus solar panels dont work and moving around the world when i Cant see 10ft infrount is bad

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0 Upvotes

r/spaceengineers • • 7h ago

LFG Looking for server

7 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 • • 8h ago

HELP Why does the sensor not go down to 0

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6 Upvotes

r/spaceengineers • • 10h ago

WORKSHOP DSS - My dynamic skin changing mod is now live!

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8 Upvotes

Inspired by the amazing Rust Mechanics mod, I have spent the past [far too long] working on a mod to automate many more skin changes based on various criteria and events!

The mod incorporates weather effects, temperature, damage - you name it. There are 14 different sets of criteria and events to dynamically modify block skins across 8 of the skins we have in the game.

Some DLC is required as the mod will change your block skins into other skins, so you need access to those skins.

I'd love if you gave it a try!


r/spaceengineers • • 14h ago

WORKSHOP There is no "up" in space.

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74 Upvotes

This is The Wedge and the Steam Workshop Link

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 • • 14h ago

MEDIA My Current Mega Project

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26 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 • • 14h ago

PSA Separation Charge Blocks

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408 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 • • 16h ago

PSA Autocannon Type II

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219 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 • • 16h ago

MEDIA (SE2) H-E-I SHIPYARDS

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0 Upvotes

r/spaceengineers • • 18h ago

MEDIA UNSC MES INBOUND! Major update thread!

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44 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 • • 21h ago

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

8 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 • • 1d ago

MEDIA This is my large grid ship so far

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42 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 • • 1d ago

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

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28 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 • • 1d ago

LFG Want to start a Text Based Heavy-RP Server

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0 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 • • 1d ago

DISCUSSION (SE2) I really hate SE2

0 Upvotes

I know the game is ear,y in its stages. But for how far along it is, for me…..i regret buying the game, it genuinely is so different, in all the wrong ways that I does not feel like SE anymore.

First off, the UI/UX is too modern, does not feel lived in at all, clunky, always in your face just glaring at you, too clean too sleek yet somehow clunky, that utilitarian look? Gone! Abolished!, the controls seem the same yet feel too different to play with. I have no idea how that was managed.

It genuinely takes too long to even make a small atmo ship to just fly for a bit from point A to B…I don’t know why it feels like that, maybe cause of the new building system, but I usually can get an idea of how I want my build to look before committing in SE1, in SE2? It feels like a chore….in my point of view, the building system feels like it’s been ruined. An another point. Despite how far the game is into development the lack of blocks….rivals trailmakers (not scrap mechanics thank god) the progression block system is just ass imo, in SE1 you could at least see the tech tree and what you had to get to get to say an advanced assembler, in SE2 it’s tied to some stupid contract system. Said progression system is also buggy as hell. I’m stuck on the objective on the starter planet where you have to fix the wind turbine the solar panel and two batteries….yet the two batteries are fine….and im soft locked. It’s genuinely a shit game for how far it’s along. I haven’t even fully gotten to play with the unified building system, I was excited for that. Now I’m glad it’s just two different systems in SE1.


r/spaceengineers • • 1d ago

WORKSHOP I uploaded my SAR vessel to the workshop

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525 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 • • 1d 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 • • 1d ago

SERVER Goldens wasteland

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2 Upvotes

If you wanna play a wasteland server come on in.

Were an eos server


r/spaceengineers • • 1d ago

MEDIA Summer 41

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16 Upvotes

screenshot of map im curently working on.


r/spaceengineers • • 1d ago

LFG LFG PVP

4 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

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

4 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)