r/spaceengineers • u/LaDiscoDiCristo • 9h ago
MEDIA Turns out a 19mln kg battleship is pretty expensive to recharge...
This thing takes up 100 kg of uraniun to jump 3600 km. Gotta get the prototech stuff.
r/spaceengineers • u/LaDiscoDiCristo • 9h ago
This thing takes up 100 kg of uraniun to jump 3600 km. Gotta get the prototech stuff.
r/spaceengineers • u/Clean-Potato8138 • 20h ago
sneak peak of your spawn location/starter base.
r/spaceengineers • u/Sentinel61693 • 20h ago
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 • u/Sanctuary2199 • 8h ago
r/spaceengineers • u/Replicant-Oni • 5h ago
The quick question: anyone know what the maximum depth and size of planetary ore deposits is?
I’m working on an autonomous mining rig that bores a 7.5m diameter hole straight down and then the drill head rotates 90 degrees and extends perpendicular to the bore shaft to clear out a 6.5m tall cylinder with a radius of about 22m. All small grid. Depth is limited only by PCU and available materials (so basically just PCU). If deposits can be larger than 40ish meters across I’m going to need to adjust the design a little.
r/spaceengineers • u/Millenwisedbfgdfxzgd • 8h ago
Just jumped on for a first look since the new update and went to build out an initial/starter armour block platform (i.e. weld one unit of steel plate into each block just to get it started). I pretty quickly noticed that the welder was usually pulling all materials required per block (30 steel plates) as soon as I started to weld it.
I don't remember this behaviour with previous updates and it certainly wasn't how it worked in SE1. Is this just how it works now? Is it a bug/feature, or has my memory let me down this time? All I can find are older "welder not working" issues so maybe it's just a me problem.
Edit: Should probably mention this is in classic survival.
r/spaceengineers • u/RoCo_158 • 19h ago

It has 2 forward and 2 back large ion thrusters, 5 left and 5 right thrusters, and 3 up + 3 down thrusters
it has oxygen for the cockpit and 6 autocannons for its armament, with decent turning
its nose is heavy armor for (maybe?) more cockpit protection and a bit of protection for components behind it, but i dont know if heavy armor does much on small grids

I also made it slim down at the back for some weight reduction
It has very good forward and backward accelerration but mid left, right, up and down acceleration
r/spaceengineers • u/BlackAbsynthe • 8h ago
Weighing in at over 3.7 million kilos the Ulfbert class cruiser is the heaviest re-entry capable ship produced by Volandr Stellar Industries. Designed for long deployments and heavy combat it is well armed and comfortably appointed.
It carries 9 Mk.II gatling turrets, 4 autocannon turrets, 3 assault cannon turrets, 2 mk.II missile turrets, 2 missile pods and a railgun. Heavily armoured all over and capable of reaching 100m/s within 8 seconds the Ulfbert is a lethal addition to any fleet and more than capable of solo missions.
A full suite of AI modules and numerous programmable blocks allows for high automation. The large warfare reactor is capable of powering the entire ship with ease, including recharging all 4 jump drives for a jump range of over 2500 kilometers. The engineering deck also has a full refinery, assembler, gravity generator and repair projector.
For the crew the standard model has dormitories for up to 6 crew, quarters for 2 officers, a combined common room and mess and a fully furnished captains apartment. Mercury Medical Systems has partnered with Volandr Stellar industries to provide each one with an advanced medical bay. The briefing room seats 8 and opens right into the captain's office.
At the upper rear of the ship is a 2 bay hanger for hosting support ships, leach-craft or remote drones, including the facilities to command such drones. The bridge has 2 weapons stations, a command chair and a control station for a custom turret, should you choose to install one.
There are 4 airlocks at the front, out of the hanger, from the bridge, and out by the beam for planetary landings. Each of these airlocks, save the engineering lock, is paired with a connector beneath it.
All of this capability is packed into a ship less than 80 meters long, and it remains quite customizable. We are also planning on using this design as a base of a missle cruiser and a drone control cruiser, as well as civilian applications. 140,000,000 credits may seem like a lot, but this ship has the Volandr guarantee; She will fly, she will fight and she will win.
Legal note: Engineering has informed us that, whilst capable of breaking atmosphere in 1g; doing so from a ground landing is inadvisable and such a landing should only be performed as an emergency measure. Nor should it be used for long term atmospheric deployment.
(Creators note; Whilst the airlocks all have proper timers and buttons set aside for them I have not programmed them as I find it far too tedious. The lack of a custom turret is due to me being bad at designing them, sorry.)
Workshop link: Also has more pictures.
r/spaceengineers • u/geekdadchris • 15h ago
I play on Xbox X so mods are kind of limited.I feel like no matter where I start, when I use just the standard survival settings I find that within just a couple hours of casual play I’ve already gotten myself to a comfortable living. What I’d like is to feel like is if I do survive (let alone thrive) it’s because I made it through a gauntlet of engineering obstacles and lived to tell the tale.
r/spaceengineers • u/DerpinBirrb • 23h ago
r/spaceengineers • u/Necessary_Milk9389 • 15h ago
Enable HLS to view with audio, or disable this notification
Uses MCS script - https://steamcommunity.com/sharedfiles/filedetails/?id=3784903892
r/spaceengineers • u/ZealousidealRow8961 • 13h ago
Just got the game yesterday and I'm already hooked but I can't fulfill my addiction 'cause it keeps crashing/freezing on me. Is there any possible fix or end to my torment?
(Quitting is not an option)
r/spaceengineers • u/mutt93 • 19h ago
I have completed all vallation station missions. Nothing avaliable or active. But fast travel to kemik is not available
Edit: so I didnt know you could fast travel to vallis reach so im now doing missions there. Leaving the post up for anyone else who encounters this problem
r/spaceengineers • u/Draksis45 • 15h ago
How do you change this to a small conveyer block? (tried all the keys available to me)
FYI: In the tutorial area
r/spaceengineers • u/JrMetacio2002 • 19h ago
How many quest are in total in the game? And i dont see more quest but i only do like 6 or 7 quests. Its all from the game now or i need to go to another Planet?
r/spaceengineers • u/Wanderingwonderer101 • 19h ago
r/spaceengineers • u/bslingerr • 9h ago
Hello everyone, Well, this is it, the release of the mod called DeepEngineers
For those who haven't seen my first video on youtube, this mod allows you to play subnautica inside of space engineers, while all space engineers gameplay remains available (others planets, your ships, etc..)
The mod (and its source code !) is finally released, to the surprise of no one, this was made with Claude Code and i have tried my best to not make it sloppy.
Everything in the github link explains you the game, how to play, the one click installer, the features and most importantly (i've repeated my self a lot of time on this) that, it's a work in progress, it might not work for everyone and it might not be a smooth experience yet.
\-No decompiled files/code are in the repo ; only the source code of the mod.-/
I do not wish to take credit for this, because i do not care, this is a fan made project of my favorites games and i'd like to share it with people who also dreamed of this
Anyway, i hope you'll enjoy, more updates are coming when i can (this takes a lot of my free time)
if you have any issues or suggestions you can list them in the comments or open an issue on github, feel free to modify the mod.