r/spaceengineers • u/PraetorAdun • 17h ago
MEDIA B-60 pad - Colony building pack 4
So many things for this Colony Building pack, it's mildly crazy.
r/spaceengineers • u/AlfieUK4 • 23h ago
r/spaceengineers • u/AlfieUK4 • 1d ago
r/spaceengineers • u/PraetorAdun • 17h ago
So many things for this Colony Building pack, it's mildly crazy.
r/spaceengineers • u/karnalta • 3h ago
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 • u/IcyFaithlessness3421 • 13h ago
r/spaceengineers • u/Parking_Rate_759 • 13h ago
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 • u/Hxrvxii • 1d ago
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 • u/IcyFaithlessness3421 • 16h ago
r/spaceengineers • u/docsnick • 20h ago
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 • u/ImMrFoolz • 4h ago
My Hostile Encounters Preview is Here! Check it out i played through the new tutorial. It was a blast (:
r/spaceengineers • u/Marcos-Am • 16h ago
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 • u/UMBREANmidnight • 23h ago
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 • u/True_Sansha_Archduke • 16h ago
r/spaceengineers • u/Hxrvxii • 1d ago
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 • u/StepVer • 1d ago
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 • u/TWJ151 • 2d ago
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 • u/TWJ151 • 2d ago
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 • u/TheHappyArsonist5031 • 1d ago
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 • u/Pigeon_Lover-69 • 1d ago
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 • u/General-Protection63 • 1d ago
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 • u/Traditional-Clue2801 • 1d ago
Looking for any active rp servers
r/spaceengineers • u/WideFoot • 2d ago
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 • u/maximefey • 2d ago
r/spaceengineers • u/soulscythesix • 1d ago
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!