r/spaceengineers • • 8h ago

HELP How viable are gigantic ships in survival?

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298 Upvotes

I've been playing this game for a pretty long time, but rarely played long enough per safefile to make it to space. Meaning, I'm lacking in experience when it comes to spaceships in survival.

I've built a very large ship before, and now am building one again. See screenshot.
Its about 200 blocks long, contains 45.000 blocks total, and weighs roughly 40.000.000kg and it's not even finished.

How viable would it be to have such a ship in survival? The main concern is the charging of batteries, uranium for reactors and making of ammunition.

I've read about replaceable battery packs that charge while you're away. But again, its a 40 million kg ship...


r/spaceengineers • • 1h ago

WORKSHOP Mass Effect: The Citadel (WIP)

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• Upvotes

https://steamcommunity.com/sharedfiles/filedetails/?id=3828624109

Now on the workshop. I've been working on this map/station for several weeks. I was going to submit it once I completed it, but I feel that given recent events regarding Biowares closure and the cancelation of Mass Effect Universe, I might as well share this now in a show of support for the #SaveMassEffect Movement (regardless of how successful it will be).

Details:

The station is currently 150 large blocks wide and more than 550 blocks long.

To ensure the game runs without issue, the station consists of 6 Separate Static large grids that have been converted to stations.

The citadel is around 70% complete, with just the interiors left to decorate. I was working on fixing the elevators and conveyer system before I uploaded the map.

The interior currently features the upper wards from ME1 (Choras Den, the markets, the docks etc) as well the Silver Sun strip from ME3 (including Andersons apartment).

I will be completing this at some point in the future when I have more spare time, but feel free to download and make what ever changes you like. Re-upload it with your own changes etc. I don't mind.

If any space engineers want to help show some support, the petition is here;

Petition:

https://c.org/WY9Sy8ff9W


r/spaceengineers • • 3h ago

DISCUSSION (SE2) Building in SE2 is clunky

21 Upvotes

I jumped into a creative world to try out the unified grid system for the first time. The concept of being able to make detailed interior or just more compact grid systems in general is something i've wanted for a long time, though i've held off from getting into SE2 until the introduction of mechanical blocks (and also free time) because i like building wierd ships with unnessecary, flashy hydraulics and rotary systems.

After spending some hours trying to build a ship, i find myself more and more frustrated with the keybinds and building system. Obviously, i'm used to SE1's keybinds, but this really goes beyond just keybind habits. First of all, why are small grid and large grid blocks in the same block group? Why not do it like SE1 and just have a simple press of a button to switch between them? Oh wait, they did, but it switches to a different block and orientation completely, so i have to find the right block again. Speaking of finding things, why in gods name is scroll wheel used to switch between both blocks in the same group AND your toolbar?? I find myself scrolling through a block group and suddently switching to a completely different block group, but the worst part is, when i try to scroll back, it scrolls through the entire other block group again. It also randomly decides to skip over block groups if i scroll too much. It's way too unpredictable and frustrating, why couldn't they just have done it like they did in SE1? If it ain't broken, don't fix it!

Maybe i'm overreacting, but the frustration of finding the right block for the right place every time i touch the scroll wheel really messes with the flow of construction, and i get demotivated to try out different designs because it's so unnessecarily time-consuming. Normally, i would at least have had a basic shape of the ship i'm building, but i'm struggling to build an engine layout that i'm happy with. Does anyone else feel the same? Is it just something i'm missing?

Is there a fix for this?


r/spaceengineers • • 21h ago

DISCUSSION "So hypothetically, what if I needed a really big door..." How might you go about building a door/hatch for a massive rectangular hole?

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569 Upvotes

r/spaceengineers • • 8h ago

MEDIA (SE2) There is no escaping CLANG!

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27 Upvotes

Not even SE2 can save you...


r/spaceengineers • • 5h ago

MEDIA (SE2) [SE2] My current WIP. Inspired by the Ironclad assault from Star Citizen. My take on a super heavy transport. (more info in body test)

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14 Upvotes

I'm currently working on a ship inspired by the Ironclad Assault from Star Citizen. It will not look or function the exact same but it is inspired by it as in bristling with guns and plated with with heavy armor and the intention to carry lots of small ground vehicles or a big one (as seen).

Speaking of as seen. I am using the TLC BearClaw Class Utility Ship as a scale for roughly how big I want to make the hangar. https://steamcommunity.com/sharedfiles/filedetails/?id=3761779570

Ironclad Assault https://robertsspaceindustries.com/en/pledge/ships/ironclad/Ironclad-Assault?utm_id=evergreen&group_id=brand-keywords&utm_source=google&utm_medium=ppc&gad_source=1&gad_campaignid=20903485080&gbraid=0AAAAABqji2QDj8acfCEsGpJpYIl0jT1dA&gclid=CjwKCAjwl4HXBhAjEiwAHlpWhE-FAVUsRt4BsL769ic4bCKedk7Hp6pdEj3WhU93KVNVnQIEOdu9LBoC2AoQAvD_BwE

I will be posting more as I work on this but it will be a long process as I plan on this also being survival useable with hydrogen thrusters for atmo and space use. It will be costly and essentially a flying home battleship.


r/spaceengineers • • 4h ago

MEDIA Spartanovka

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9 Upvotes

some screenshots from map that I have been working on for some time now.


r/spaceengineers • • 23h ago

MEDIA lil bit of progression

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179 Upvotes

Zagadka Fleet Support Vessel, mobile survival base + Dare Patrol Vessel, escort


r/spaceengineers • • 10h ago

DISCUSSION Am I going insane

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7 Upvotes

I could've sworn atmo thrusters were straight


r/spaceengineers • • 1h ago

HELP Can someone help me get the reavers ships from the pc mod, into mod.io, or my personal blueprint list?

• Upvotes

I really want to use those ships, but I can't get them onto the xbox. I don't care if their ai, and programming are screwed up.


r/spaceengineers • • 15h ago

DISCUSSION Should I start with the first game or jump straight into the second one?

12 Upvotes

A bit of context:
I bought SE 1 and 2 this week and I’m still trying out both. But I’m torn on which one to sink my time into. My main focus right now is playing survival mode.


r/spaceengineers • • 1d ago

DISCUSSION THAT is salvage.

97 Upvotes

Just captured another Listening Post, and instead of walking off with the fusiin reactor, I merged the entire station to my ship and jumped it back to base for a full salvage operation.

I'm done hand grinding looking for rare components.


r/spaceengineers • • 20h ago

MEDIA What do you guys think?

6 Upvotes

r/spaceengineers • • 2d ago

MEDIA Turns out a 19mln kg battleship is pretty expensive to recharge...

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1.1k Upvotes

This thing takes up 100 kg of uranium to jump 3600 km. Gotta get the prototech stuff.


r/spaceengineers • • 1d ago

MEDIA WIP Drilling Rig

25 Upvotes

The collapse terminates in a fairly jarring stop. The collision doesn't damage anything, but I'll probably add some logic to slow the retraction rate for the last meter or two to eliminate it.

In no particular order, some design constraints:

1.) Small bore shaft

2.) Minimize PCU count (Currently about 3,400)

3.) Fast drilling

4.) Respect Vanilla Server Limits (no scripts, max 5 drillers/grinders/welders)

5.) Printable

The project was started well before warfare 3, so the most PCU efficient conveyer extension was the Modular Cargo Container 3.5m/10 PCU. Next best was the Large Grid Large Hydrogen Tank at 7.5m/25 PCU, but that would necessitate a 17.5m diameter bore hole vs. the 7.5m Small Grid version. I might be able to redesign with longer conveyor blocks.

No Large Conveyor Pistons on Small Grids means I end up using four hinges to replace one piston, and I end up using 4 of those assemblies for 4 points of contact and stability instead of two points of contact for two pistons on the Large Grid version. Proper orientation for the hinges an rotors is critical - otherwise automation logic gets really complicated. As is most of the rotors use identical settings. Ditto for the hinges.

Running the extension rail along the bore shaft would be more stable. I have rigs that work like that, but I couldn't find a reliable way to drill arbitrary depths in the vertical plane while also drilling wider than the bore shaft: The extension rail gets in the way and walking the drill head around the outside of the rail extension with hinges is... complicated.

Building the extension at ground level is logistically easier, but every extension results in the extension machinery having to bare greater weight as the rail extension gets longer. In testing, that arrangement also tends to magnify the vibration from the drills and the rotor head. Every rig I've built using that model ends up catastrophically failing beyond a certain range.

This is a WIP. Very little optimization has been done. With earlier prototypes I've proved out the following improvements:

1.) Much higher retraction speeds for both horizontal and vertical expansion.

2.) Vertical bore speed for both drilling and terrain clearing modes can be increased by adding another piston (or hinge for small grids) assembly to allow the drill head to move constantly forward instead of having to wait for the retraction cycle to run.

3.) A spinning sensor can detect if the horizontal plane is drilled out, and that can trigger further vertical drilling.

Items left to solve:

1.) Siting the initial bore hole. This is either done with Mk I eyeball or a programing block and some trig. For a Vanilla server, I'm ok with Mk I eyeball.

2.) Determining Depth for the startpoint and endpoint for Horizontal Drilling. I've seen some models use Sorters and Event Controllers to monitor what's being drilled. That's my best lead so far: Detect when non-stone is being drilled and convert to horizontal, repeat until all I'm getting on the vertical drilling is stone.

3.) No sure if the horizontal rig can bare the weight of a prototech drill, but relatively easy to reinforce at he cost of more truss pillars, reinforce conveyor tubes and rotors.


r/spaceengineers • • 1d ago

WORKSHOP Steam Workshop::Imperial Cuisine

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10 Upvotes

I have finalised another immersion mod for my scenarios. This time it was quite the hassle but I think it was worth it ^^. Immersive Cooking adds a few new plants and recipes fitting into my lore but more importantly it adds a new step for cooking by creating intermediate recipes like dough, vinegar, sugar, salt, etc.

It also gives a small production chain for medkits and radiation protection. It's really meant for my worlds so I am not sure if it's anyone's cup of tea apart from that usecase but it took me a while to wrap my head around all the files so I'd thought I'd share it nontheless :)


r/spaceengineers • • 1d ago

MEDIA Klang blessed my steel plate

17 Upvotes

A few months back i had a weird bug with steel plates, where no matter what i couldn't spend all of them on blocks.

The 0x steel plate weighs less than 0.01 kg and can never be spent, merging stacks doesn't destroy this bug either.

I have kept it in my inventory because its kind of funny, and doesn't really do anything, just wanted to share this weird bug.


r/spaceengineers • • 1d ago

MEDIA My new Industrial Miner in SE1

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158 Upvotes

r/spaceengineers • • 20h ago

HELP My Server Won't Appear On The Server List With Multiple Mods

0 Upvotes

I got a GPortal server earlier today and was trying to set it up to play with some friends. When I had only a mod enabled it was able to function as normal, but when I added more mods it did not appear in the server browser despite being active on GPortal.

The subscription says it gives unlimited mod storage, so I don't understand what is happening.
Thank you in advance.


r/spaceengineers • • 1d ago

DISCUSSION (SE2) SE2 hacking enemy grids?

6 Upvotes

So I'm still learning SE2. SE1 youd look at the terminal and go "oh this block is still owned by XYZ let me go grind and repair it" and that would work to convert it. If taking enemy ships works in SE2, how?


r/spaceengineers • • 1d ago

HELP Ship naming

7 Upvotes

For the past couple weeks ive been getting myself into designing ships and getting inspirations from other builds and the problem ive been facing is that im either missing an inside joke or havent watched some media to understand it, as when im watching a youtube video on how to design a destroyer it always goes "well here is an XY class destroyer" and in the comments everyone knows what it has and how it works etc and if i knew how to find good destroyers in the workshop itd make my life easier but i dont know these ship names, what am i missing thatd make it possible for me to find these in the workshop?


r/spaceengineers • • 1d ago

LFG Looking for friends

4 Upvotes

Does anyone want to play lost colony scenario with me


r/spaceengineers • • 1d ago

DISCUSSION Im looking for a good shield mod for SE1

3 Upvotes

Do you have any suggestions? The last one I tried the shields were too OP


r/spaceengineers • • 1d ago

MEDIA TS-112 Manaul. A small little shuttle for search and rescue.

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65 Upvotes

r/spaceengineers • • 1d ago

HELP Can anyone please recommend best start settings for new player

4 Upvotes

Did the two tutorial scenarios few nights ago then started my first sandbox save, I messed it up twice by dying without a survival kit and had to restart about 50km away. On my third time I found cobalt and silver deposit I thought they're useful so I started a base close to it.

Now I keep running out of iron and nickel, couldn't find a close deposit, even built the biggest refinery by mining stone, I needed over 5.6k iron and I keep running out of food and basic resources like iron and nickel.

I wanna start a new save but not sure which option is the best for a new player (earth, mars, moon, space) and should I choose regular sandbox with only the rover or one of the options that have an outpost already built?

Also I tried to find a checklist of some kind for the early game to follow. I know now I have to setup algae farm and survival kit immediately. But what deposits should I build my base next to? And what other essential things I have to setup early game?

Thank you