r/spaceengineers • • 23h ago

PSA (SE2) [YouTube] Designing NPCs for Space Engineers 2

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12 Upvotes

r/spaceengineers • • 1d ago

DEV [SE1, SE2] Marek’s Dev Diary: October 15, 2026

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23 Upvotes

r/spaceengineers • • 17h ago

MEDIA B-60 pad - Colony building pack 4

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177 Upvotes

So many things for this Colony Building pack, it's mildly crazy.


r/spaceengineers • • 3h ago

DISCUSSION (SE2) How to progress through Verdure ?

8 Upvotes

Hello all,

I just started SE2 a few days ago and I don't really understand how the progression is suppose to go. I have done all available contracts on the Verdure first outpost (near the Barn) but I am only at 20% progress and status "Explored". I have done the first contract on the space station but I would like to complete Verdure before moving on.

How am I suppose to progress past these 20% ?

As a side note, I really don't understand why this game doesn't have much more visibility on the gaming scene. It look like it could potentially be a perfect middle point between Satisfactory and NMS. I am really exited about it.

Thank for help.


r/spaceengineers • • 13h ago

MEDIA Heres my finished Lockheed Martin X-33 space plane. and the way i can load stuff in. My next project is to build a moving platform to lift this plane on its butt and launch it up like that.

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27 Upvotes

r/spaceengineers • • 13h ago

HELP Conveyor Sorter Question

27 Upvotes

Hey all, I'm building my first large "capitol ship" in about 5 years, and this is my first time ever using conveyor sorters. I figured out the whole blacklist/whitelist thing, but why does this keep moving the resources through the entire system over and over again, and how do I stop it from doing this?

Eventually I want to build a whole cargo system that automatically sorts my materials into distinct cargo containers (raw material, refined material, components, foods, etc), but this makes it seem really annoying.


r/spaceengineers • • 1d ago

MEDIA RDA - “Helltruck”

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227 Upvotes

Works as a function dump truck with collectors, cargo space, and deployable stilts to fix wheels. It also has a few features such as automatic braking and automatically adjusting suspension based on the load.

Once I figure out a list of mods I used (only 2-3) I’ll upload it to the steam workshop!


r/spaceengineers • • 16h ago

MEDIA Sneak peak at my x-33. Next post will be it done.

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19 Upvotes

r/spaceengineers • • 20h ago

DISCUSSION Part 2 - SE on my Samsung Fold 8 - i find it playable!

28 Upvotes

Ive done some tweaking in the settings. Reduce the Resolution to 1024x768, everything to low, Experimental driver for my GPU. The artficats are actually not visible. I think These has to do with the frame Generation.

Btw. It is the current version !


r/spaceengineers • • 4h ago

MEDIA (SE2) NPC Playthrough Preview | Space Engineers 2 #spaceengineers #spaceengineers2

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0 Upvotes

My Hostile Encounters Preview is Here! Check it out i played through the new tutorial. It was a blast (:


r/spaceengineers • • 16h ago

MEDIA Space Engineers | Voice commands on using VoiceBot

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8 Upvotes

A test with my mod Chat2PB, you can set any voice to text command software like VoiceBot to input arguments into programming blocks and the vanilla controls as well. Quite interesting for a captain roleplay, or as I've been using in the last days, to reduce the amount of arguments on the tool bar.


r/spaceengineers • • 23h ago

HELP (Xbox) HELP. Skin error

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22 Upvotes

I didn't change the skin but now all the blocks I place are now this skin. Is it just a waiting game? Restarts or something else?

Was nearly done with my first actual ship and now this. Brotherrrr

EDIT: is fixed now..... I feel like an idiot


r/spaceengineers • • 16h ago

DISCUSSION I hope SE2 npc's can ambush/flank players like in Day Z, I'd also like if they set explosive traps to dissuade run and gun types. What do you guys think?

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3 Upvotes

r/spaceengineers • • 1d ago

MEDIA Aegis Idris - WIP

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215 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 • • 1d ago

MEDIA vanilla scriptless beam riding missile

81 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 • • 2d ago

PSA Separation Charge Blocks

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578 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 • • 2d ago

PSA Autocannon Type II

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289 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 • • 1d ago

DISCUSSION Blueprints folder on linux with pulsar

3 Upvotes

Posting this so future people with the same problem see it.

On pulsar-based linux installations, the blueprints folder is not in ?/steamapps/compatdata/244850/pfx/drive_c/\[default windows path\] .

Instead, they are in \~/.config/SpaceEngineers/


r/spaceengineers • • 1d ago

LFG Are there any good PS5 servers out there?

4 Upvotes

Ive been looking for one for some time that could be fun to play on, does anyone know one? (Preferably in the EU region) I just want to be able to play with people again.


r/spaceengineers • • 1d 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

16 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 • • 1d ago

LFG Any rp servers still out there?

1 Upvotes

Looking for any active rp servers


r/spaceengineers • • 2d ago

WORKSHOP There is no "up" in space.

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94 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 • • 1d ago

MEDIA Odin - The God of Gods

16 Upvotes

r/spaceengineers • • 2d ago

WORKSHOP I uploaded my SAR vessel to the workshop

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

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16 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!