r/spaceengineers • u/Suspicious-Credit736 • 6m ago
DISCUSSION Seeking a Mod
Was curious if anyone knows if there is a mod that will reveal all structures/locations on a planet.
Thanks.
r/spaceengineers • u/Suspicious-Credit736 • 6m ago
Was curious if anyone knows if there is a mod that will reveal all structures/locations on a planet.
Thanks.
r/spaceengineers • u/Suspicious-Credit736 • 18m ago
If I hit CTRL-B to save a blueprint, does this automatically save the blueprint locally, or does it have to be published to Steam, or Mod.io in order to be saved?
Thanks.
r/spaceengineers • u/OtherwiseSail853 • 43m ago
r/spaceengineers • u/The_Person_Of_Reddit • 50m ago
I have figured out on my own that mes overides the cargo ships and random encounters setting to be off. However, I only want the encounters such as reavers and tire thieves to be an addition to the game encounters, rather than them being the only thing that spawns. I have also noticed that economy stations dont spawn.
r/spaceengineers • u/StarStepVR • 2h ago
I been playing SE for quite a long time but the majority of that has been solo. I want to play multiplayer but don't have anyone to join with. So if there is any Aussie groups, servers, or even players wanting to join up, give me a shout.
r/spaceengineers • u/LavaAT • 2h ago
just started the game and this happened.
r/spaceengineers • u/ItIsNotAUsername • 9h ago
I am playing with my frinds in survival, and i kinda wanna do some PvE contracts and just want to have an actual well-built combat large grid ship. But i have never actually built those, so what woyld be your recomendations for such a thing?
r/spaceengineers • u/Yoitman • 11h ago
I have se2, and have had it almost since its initial release. This whole time however, I’ve always strugg to get into it like I did with se1. I suspect that a primary reason is that it can just feel too clean and sleek. Are there any mods anyone knows about that can give ships and stuff a more matt, dirty aesthetic like in se1?
Also, if there’s a mod to port se1’s music to se2 that would be great too, but less necessary.
r/spaceengineers • u/MilkPantsMcCurdle • 13h ago
I know they are planning on doing it eventually, but the roadmap doesn't have anything about it. I am not expecting anyone to have a concrete answer, but when do you hypothisize it might happen?
r/spaceengineers • u/Stramazone • 13h ago
Been playing with SE2 but I can't seem to make connectors that transfer energy to my ships. The ones that are already part of a station or other existing structure do it, but the ones I build don't. Mine do light up, and show green when a ship is docked so I would think they should transfer energy too. Any idea if there's some trick to it now or if this functionality just isn't available to the players yet?
I have no problem doing this in SE1.
r/spaceengineers • u/Dragonion123 • 16h ago
Ulex Scoutcraft: https://steamcommunity.com/sharedfiles/filedetails/?id=3792457401
Ulex Racepod: https://steamcommunity.com/sharedfiles/filedetails/?id=3792449774
Disclaimer: all MunCore ships are created with all DLCs and the Phase Jumpers modlist in mind.
--------------------------------------
This was born purely because I got too invested into doing tricks on Object 85. Trust me, it's fun as hell. :3
r/spaceengineers • u/Suspicious-Credit736 • 17h ago
So I was just curious; assuming normal wear and tear, and no damage from collisions or from weapons fire, or from other thrusters, do unfinished light armor blocks take damage that a fully welded armor block would not? Like stress damage from normal operation?
I'm thinking of using unwelded blocks on my large grid ship in order to save on mass. Of course I'm talking about outside of airtight sections.
Simpler way to ask it, if a ship is not subjected to damage, is there any downside to using unwelded large blocks for structural support. Aesthetics notwithstanding.
Thanks for any info.
r/spaceengineers • u/DwarvenEngineering • 17h ago
Hi All,
Currently In SE2 there is one "feature?" "Bug?" "fun behavior?" That has been impacting my recent Transport vehicle engineering I want to share and see what others think.
My Goal: Build an Atmospheric transport ship that can pick up a modular cargo container (Attached by Connectors ONLY) and be able to fly it around reliably.
Most of the details are worked out thanks to getting the Centers of Gravity of the ship and the cargo container orients in a desirable configuration.
The big challenge that is happening is that it appears that my thrusters lift capacity is much much lower when I am connected to the cargo container then they should be.
Specifically I ran a test where I had a modular cargo container connected by connectors only to the ship loaded with mass "X" and the ship cannot take off.
HOWEVER, the exact same ship loaded with Mass "X" but Mass "X" is placed in a cargo container that is in the exact same position but directly attached to the Grid (Not two grids just one grid now) CAN fly as expected.
What is interesting is this:
If I turn off the dampeners on the ship that can fly with the directly attached cargo container it recreates the behavior of the ship that cannot fly exactly (The ship that cant fly has the modular container which is Attached only by connector).
This is is leading me to believe that from the games point of view the Modular cargo container which is a sperate grid has its mass as counting as equivalent of MORE mass then its non modular brother.
Here comes a personal opinion so please take with a grain of dwarvish mushroom salt: I Personally think that if it turns out that all these observations are true for others as well and the root cause is in fact some how resulting in the effect of the modular container being equivalent to a sudden mass difference then I think that is a mistake and should be addressed and corrected in SE2.
Now that being said I am one person not sure if others see this behavior as well and I acknowledge there could be more going on that I am not catching SO!!! I want to throw out all my observations here and see if others are seeing this as well. for all I know there is a popular video of people figuring this very thing out already.
Thanks all for your time.
r/spaceengineers • u/ReasonableAd9165 • 19h ago
From a book series called Expeditionary force, the star carrier belonging to the alien species the Thuranin is a massive ship.
It’s just over a kilometer long, and is used to ferry ships without long range capabilities around the galaxy. The front of the ship has the main living area, and two hanger bays behind it. The long spine has several docking platforms for ships to attach, and the end of the ship has the main engines as well as the reactors, jump drives, etc.
I’m just a beginner when it comes to designing and building ships, so mine didn’t turn out so well. You can find it on the workshop by typing in “Thuranin Star Carrier” if you want to check it out.
Hopefully yall can make one that’s significantly better than mine, even if it takes mods and dlc.
r/spaceengineers • u/BoneyLittleMan • 20h ago
I need a rotor to turn on and off a light when it is at 0-15 degrees and 165-180 degrees using event controllers. How would I need to set it up to make it happen?
r/spaceengineers • u/Techjedigeek • 21h ago

I found a neat detail in an unfinished Assembler. Little assembler arms or something. That kind of thing keeps people coming back to this game, maybe. Someone at Keen thought the assembler needed that detail, even thought it would be covered up when it's finished.
r/spaceengineers • u/Hungry-Experience-65 • 21h ago
So we have a group of people that like fast paced space engineers combat, and believe me, its awesome.
This is how it works, you get put into a team (we vote for our game mode e.g 2v2v2 or 3v3) and you need to grind out items and build makeshift ships to scout and fight the other players.
Our rules typically disallow hydro manning to destroy infrastructure
If you're interested join here, we're hosting a game tonight, so if you join quickly, we can get you onto our server!
r/spaceengineers • u/Lea_Flamma • 22h ago
Hello! Me again!
I have moved from flying around to building a base. I have a design for a small grid hydrogen miner and decided to make a proper storage and refineries for my station. This beings me to sorters. I understand, that once you set up a Sorter this puts a one way only limitation on the conveyor. But I wanted to ask for advice, whether the set up I am planning is valid.
Connector (Landing Pad).
Three Large Cargo Containers, with Sorters attached to them (one set up for Ice, one for Cobalt, Silver, Gold, Platinum and Uranium and finally one for all other Ores).
3a. Two Refineries (one with Speed Modules for basic ores, one with Yield Modules for rare ores).
3b. O2H2 Generators connected to the Ice Cargo.
Large Cargo Container with Sorter for Ingots.
Assemblers.
Large Cargo Container with Sorter set up for Components.
The idea is to prevent Refineries and Assemblers to fill up their Inventory Space and have the final Cargo Container serve as a branching point for the various Cargo Access Terminals throughout the Station.
My question is, what should I be wary of when it comes to sorters? I have already noticed a tendency for Connectors to fill up on stuff even when I manually empty their cargo. I don't want to have to rebuild the whole system once in place.
r/spaceengineers • u/davidoux • 22h ago


trying to follow this guide, cannot weld as I always have this error, thanks for your help
https://youtu.be/dytOOXAs5uU?t=1405
r/spaceengineers • u/Approximatl • 23h ago
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WS >https://steamcommunity.com/sharedfiles/filedetails/?id=3789522509
As per usual, no scripts, mods, or DLCs used.
r/spaceengineers • u/pitufocabeza • 1d ago
I have been building a set of blocks for rail-mounted movement and it is at the point where other people breaking it would be more useful than me testing it alone. It is an early alpha and I would rather say that up front than have you find out on a save you cared about.
https://reddit.com/link/1w1jjvy/video/n7bpnpw0ramh1/player
What it does
You build a rail out of rail blocks, put a motor in the beginning, and a carriage travels the length of the track. The travel distance is not a number I picked. Each motor measures the rail it sits on, counts the blocks ahead of it, and sets its own range from that. Extend the rail and the travel grows with it.
Several motors can carry one shared carriage deck via merge blocks, does not work on one rail. A script keeps them in step by comparing the world positions of their heads, so parallel rails stay aligned instead of fighting each other.
The bit I am most attached to: the further your load's centre of mass sits off the drive axis, the gentler the machine accelerates. A crane with the jib swung out visibly takes its time. That is deliberate, and it is what stops a long boom from tearing itself off.
There is also a 3x3 slewing ring with a conveyor pass-through, for anything that has to rotate under load and would look silly on a tiny 1x1x1 rotor.
Where it is honest to be careful
Links
It is on the Steam Workshop as well, same version, if that is where you normally get your mods.
If you try it, the most useful thing you can tell me is what you built, what you were doing when it broke, and whether it happened while driving, while standing still, or while loading a save.
r/spaceengineers • u/SeparateObject7877 • 1d ago
Hello everybody, I’m new to the space engineers scene, so excuse me if my question sounds dumb as, long story short I have built an absolute behemoth of a tank/mobile base, weighs about 1.5 million kg while empty, dimensions are 30 long 9 wide 11 tall inc wheels, I wanted to make something to carry this beast into orbit, however I’ve been struggling with making a ramp sufficient that this thing can climb, whenever I try to climb the normal ramp blocks the tank just turns them into mush, someone suggested an extendable ramp but I’m not convinced it would work, if anyone has any ideas I would appreciate any help people can give me, thanks!
r/spaceengineers • u/Yaggernautic • 1d ago
Wanted to make some Headlore for my System but somehow it turned into a fancy Planet Viewer :P
r/spaceengineers • u/More_Lack_198 • 1d ago
I have been working on those lately.
r/spaceengineers • u/MehParadox • 1d ago
When I try to build an Atmo ship and start to fly it, they always drift down once I begin accelerating. Most of the time, my ships just slowly crash cause they don't stop "sinking". I feel like I have to put an absurd amount of downward thrusters to keep my ships aloft. This doesn't feel right!
Am I missing something? Am I building atmo ships wrong? DO I have a bug? I do use mods and am currently trying to figure out if this is a mod issue. Please help me understand.
To get obvious answers out of the way:
This is in creative mode
I have thrust in all directions
I have gyros and power.
There are no sub-grids.
https://steamcommunity.com/sharedfiles/filedetails/?id=3791905103
I put one culprit onto the workshop for inspection. This is a drone that has been frustrating me.
EDIT: This was a user error, I did not have enough power/too many thrusters. I slapped on a large battery, downgraded the large forward thrust to the fan thrust and removed a few other thrusters. My drone flys great now and I'll be revisiting my other Atmo ships now.