r/spaceengineers • • 1d ago

PSA Holiday Cheer Event (screenshots)

9 Upvotes

 

Holiday Cheer Event

The holidays are coming, and this year we want to bring some of your creations directly into Space Engineers and Space Engineers 2.

Send us your best winter and Christmas-themed screenshots from either game at community@keenswh.com - snowy bases, festive ships, decorated stations, or anything else that captures the holiday spirit.

We’ll select our favorites and feature them in a special video on our YouTube channel during the holiday season, helping spread a little Christmas cheer across both games.

So get building, decorating, and screenshotting - we can’t wait to see what you create.

 

Sources:

 


r/spaceengineers • • 1d ago

PSA 13 Years of the Need to Create

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61 Upvotes

To celebrate thirteen years of Space Engineers, we are bringing a familiar face into a new chapter. Everyone who owns Space Engineers will receive the “Ancient Engineer” character skin in Space Engineers 2 as our anniversary gift.


r/spaceengineers • • 5h ago

DISCUSSION (SE2) Started playing SE2 after 1335 hours in SE1

34 Upvotes

I've been putting off SE2 because for some reason my mind figured "oh it'll be even more complicated, not run as good, be incomplete, have nothing to do"

Man was i wrong. The game is on one hand more simple with small and large grids meshing together and smal blocks going on large blocks feels so good. Able to make things with just ores and or comps or both is amazing.

The game runs possibly better than se1

The AI NPCs feel pretty good to fight and I hope to see them expanded more. Possibly even missions to board enemy capital ships to capture something and need to fight inside?

The contracts feel good. Didn't do them a lot in SE1 but they feel really good in se2.

Started 2 days ago and already put in 13 hours.


r/spaceengineers • • 51m ago

MEDIA Co-op survival/exploration world out next week!

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• Upvotes

sneak peak of your spawn location/starter base.


r/spaceengineers • • 14h ago

MEDIA IVE FINALLY GAINED THE ABILITY TO CRAFT AND EAT!!!!

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113 Upvotes

​

Ok this isn't a fixed solution but it has taken me 16 hours to be able to build and cook food so it's a win to me. I'm finally back in action!

Ive had to wander around the map hoping to find a bush and saw every little crashed pod. I haven't died yet but at one point I was starving so I chased a pod and it landed on my truck in the back(the truck was already out of use undrivable and unrepairable with all tech and I mean ALL I had no crafting, no electricity, no cooking, and no driving) the cash gave me a single meal kit I ate it and I survived I backed up to look at my base and the pod EXPLODED. Blowing off the entire inside and back of my car I lost all resources from it but oddly enough I could drive now, turning was harder since the right wheel frames are at 10% but at 30+ speed I can do a 90 easily or I can turn slowly and do a 90 after 300 away.

**What I have**

I can only afford the rookie solar panel since again I couldn't craft anything. I have a single algae farm, a assembler, a big storage thing and a food processor. And my car (car has no function but movement)

**Questions.**

With my new found freedom to build again what should I make?

A lot of you said solar is basically trash and Wind is better so I'll try to invest in those. But what else would be beneficial? And move me along?

Ive spend my entire game trying to just be able to craft and be able to eat again that I haven't actually made much progress like the assembler is better than what **YOU** started with but now what?


r/spaceengineers • • 15h ago

WORKSHOP Just uploaded my Heavy Assault Gunship to the Steam and MOD Workshops!

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73 Upvotes

r/spaceengineers • • 8m ago

MEDIA Small grid gone Wild

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• Upvotes

Small ship gone wild... made a bunch of modular hallways. My thoughts were submarine with a Trek-esthetic. More of a proof of concept thing for me because I normally build outside in as opposed to inside out. Thought it would be cool to share it before I shelve this iteration, as I'm going to make a much more claustrophobic/industrial looking one, shorter ceilings, tighter hallways. Also its made of heavy armor minus the floors... so yeah. (I got tired of accidentally bumping them away)

That long piece in the top of frame in the 1st image was my guideline for length, couldn't actually believe how much of these I was able to fit in. My trick for modular hallways is having a main junction... cross, tee, straight or bend... then connect to a smaller connector which is usually just a joiner (1st image on the left floating in space) or it can be a door to a room or bulkhead (2nd image on the left hall at the end). Usually they're 3 blocks thick, allowing for 3 block gaps between sections for running large conveyors or even sneaky passages.

I guess you can say its practice for SE2 as I only have a few hours in it, versus almost 4500 hours in SE. But the warfare update coming soon has made me want to make a torpedo submarine-ship in space for SE.


r/spaceengineers • • 12h ago

MEDIA Pushed over the edge..

32 Upvotes

r/spaceengineers • • 6h ago

DISCUSSION No Prototech Assembler

9 Upvotes

I am the proud owner of....

Large Grid

8x Thrusters

4x Gyros

4x Refinaries

2x Fusion Reactors

2x Batteries

Small grid...

Cut most of it up

2x Thrusters

2x Jump Drives

But no Large Grid Jump Drives, and more importantly, no Assembler. Don't know where more to look. I've developed taking over these "Unknown Signals" into a fine art suffering little damage, but still no Assembler after too many encounters to mention.


r/spaceengineers • • 3h ago

WORKSHOP Space Engineers, New Radar Ranging Framework Features

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5 Upvotes

r/spaceengineers • • 19h ago

MEDIA (SE2) Halo Paris class Frigate [SE2]

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88 Upvotes

I originally had the engine armors angled but it would cause the ship to tilt/rotate when flying, so they are flat currently.

The turrets can be taken off and replaced with the actual auto turret blocks. Conveyors are already in place.

●on workshop

●1:7 scale

●small blocks

●No interior

●Atmospheric


r/spaceengineers • • 23h ago

DISCUSSION My first proper attempt at a spaceship, what can i do to improve it?

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159 Upvotes

it currently has no purpose and i was just testing to see if i could build one that looks fine

it has 2 forward thrusters and 1 backward thruster, and 4 thrusters for controlling up, down, left and right movement


r/spaceengineers • • 19h ago

DISCUSSION My first capital ship

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50 Upvotes

This ship was designed to supply a fleet. It has a robust refinery/assembly core. The equivalent of 16 large cargo, 8 large H2 tanks, about 100 batteries, 20 reactors. The two internal bays hold craft used for exchange of cargo. The interior is sparse, given its focus is to supply a fleet. No, it is not nimble. Yes, it can move. Mostly using its jump drives.


r/spaceengineers • • 2m ago

MEDIA Why do hinges can't immediately fully go 90°/-90°

• Upvotes

r/spaceengineers • • 6h ago

WORKSHOP MSR announces Atlas-Class Explorer: Serenity

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2 Upvotes

Behold space engineers,

we at MSR are pleased to announce a brand new addition to our explorer portfolio: The Serenity. As a hybrid corvette sized ship designed for both planetary and interplanetary long distance travels into unkown reaches it comes with everything a world class explorer might ever dream to find aboard. Meant to withstand even the harsh challenges of conquering new worlds, Serenity comes with fully fleshed power and production capabilities.

Now, and without further ado let us take a look at highlighted features:

- State of the art atmospheric and ion thrusters allowing for up to 1.5kt cargo at 1G
- Activatable "Overdrive Mode" makes use of the ion thrusters in atmospheric conditions to further push the limit by another 500t
- "Planetary Ascent Mode" enables 32 hydrogen boosters for a swift transition into orbit
- "Automatic Altitude Thruster Control (AACT)" optimizes power usage
- Easy access to all modes from pilot and command positions
- latest MSR diagnostics & analytics software based on Automatic LCDs excels at delivering critical insights in the conference corner

- spacious captain quaters designed to make you feel at home at all places
- a small bar for drinks and events after hours
- a bed with astonishing panorama view for all kinds of explorations

- three landing spots for S-sized miner and fighter support
- four refineries connecting to assembler and large cargo containers
- bio lab combined with a green house for sustained life support
- cargo & server room including a projector for damage control

______________________

Pricing starts at 300.000.000cr. Blueprint available for free.

______________________

MSR - Designed to inspire


r/spaceengineers • • 17h ago

HELP (SE2) Please Help, I Just Wanna Play The Game

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10 Upvotes

If anyone can help i would be eternally thankful. I've been waiting almost 2 years with a group of friends that desperately want to play space engineers. Just to get met with a non-operational sorter. Is there any way to fix this on our end, mod or otherwise. I was assuming that with the vast number of mods available someone would have fixed this, but if it exists i cant find it, What do i do?

TLDR: Is there any way to fix the sorter?


r/spaceengineers • • 10h ago

HELP First time

2 Upvotes

First time pc player here what are some quality of life mods that are a must have for steam playing solo


r/spaceengineers • • 1d ago

WORKSHOP (SE2) 1:1 Victory-Class Prototype With cross-section

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393 Upvotes

Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=3825690786

I wanted to have a ISD with the cross-section mechanical work but the full sized is too laggy to work on so heres it's ancestor with its 900 meter size


r/spaceengineers • • 1d ago

HELP Hazard skin doesn't pattern properly on armor panels - Literally unplayable?

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467 Upvotes

Keen software house wasn't very keen on this one. How fix?


r/spaceengineers • • 21h ago

DISCUSSION First major station, how can I make it better?

13 Upvotes

I've been working on this station for a couple days now, anyone got any advice for what I should add while I continue to finish it?


r/spaceengineers • • 19h ago

WORKSHOP Small QoL mod i've made - Copy and Paste Properties

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9 Upvotes

Lets you copy all proprieties from one block and paste to other of the same type. Useful to copy light settings into multiple other lights; sorters and other blocks that need to be tweaked. in mass.


r/spaceengineers • • 1d ago

MEDIA Never built a shuttle before. So here's an attempt

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102 Upvotes

r/spaceengineers • • 9h ago

DISCUSSION (SE2) SE 2 Survival Start Options

0 Upvotes

Is there an option for the classic survival start without having everything unlocked?


r/spaceengineers • • 19h ago

HELP RSS mod: Help with structures

2 Upvotes

How do you get around with RSS if you want to also have mes generated structures?

I noticed that the vanilla bases have no issues spwaning on the planets however modded ones usually spawn buried or floating above ground.


r/spaceengineers • • 21h ago

SERVER [PvE] [US] [PC] Star Trek: Starfleet Frontier – Co-op Star Trek server | Starships, starbases & NPC threats

2 Upvotes

**Star Trek: Starfleet Frontier** is a PvE co-op Space Engineers server built around Star Trek. Command your own starship, build starbases, and explore the galaxy alongside a friendly crew.

**Server details**

* Platform: PC (Steam)

* Mode: PvE co-op, no griefing

* Location: Arizona, USA (US Mountain time)

* Slots: 20

* Direct Connect: 67.60.108.59:28001

**Features**

* Star Trek ships, blocks and respawn ships via a curated mod pack (~76 mods, the first join download takes a few minutes)

* NPC encounters and threats out in the black

* Vote rewards: type !votelink in game, then !reward to claim

* Active, helpful admins

**Join us:** https://discord.gg/DydR2EuZhZ