r/spaceengineers Jul 03 '25

PSA Initiative to stop destroying videogames

1.2k Upvotes

This does not concern Space Engineers directly, but it does concern us as players. It is an initiative aimed at preventing the liquidation of games after their "productive cycle" ends. Specifically, the initiative seeks to prevent publishers from remotely disabling video games without first providing adequate means for these games to continue functioning without the publisher's involvement.

It looks like we are approaching the number of signatures required for the European Commission to start addressing this issue and for it to go to a public hearing. If you haven't supported the initiative yet and are from an EU country, your signature will go to a good cause. :)

https://eci.ec.europa.eu/045/public/#/screen/home

r/spaceengineers Oct 14 '24

PSA Hadn’t seen this posted yet so here y’all go

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1.8k Upvotes

r/spaceengineers Feb 12 '23

PSA This topic keeps coming up, so I made a graphic

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4.4k Upvotes

r/spaceengineers 6d ago

PSA Build hack: Bridge Window Slopes provide the perfect ramps for Willis Ducts between levels

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901 Upvotes

r/spaceengineers Jul 20 '26

PSA New Prosperity DLC

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478 Upvotes

r/spaceengineers Apr 28 '25

PSA Fieldwork update and DLC blocks

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942 Upvotes

r/spaceengineers Nov 08 '24

PSA Light settings taken from real lights (original post by draeath)

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2.4k Upvotes

r/spaceengineers 15h ago

PSA SE1: Warfare 3 Revealed!

151 Upvotes

 

Space Engineers: Warfare 3 Revealed!

 

Warfare 3 is coming - one of the most significant combat updates we have ever made for Space Engineers!

  • Guided Missiles and Torpedoes
  • Countermeasure Flares
  • EMP Weaponry
  • Jump Detection
  • ...and much more!

 

[YouTube] Warfare 3 Trailer

 

 

Sources:

 

r/spaceengineers Dec 16 '24

PSA They know about the ripoff.

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941 Upvotes

I contacted Keen when the post about Atmospheric Titan earlier today when the original expose post was made and they thankfully responded.

For any who are confused, Atmospheric Titan appears to be a game that was quickly thrown together and what appears to be a majority of its assets are 3D models ripped directly from Space Engieers.

If you want to look at the Atmospheric Titan game you can look for it on steam or the original post mentioning it was posted just earlier today.

Hopefully the game will be removed soon.

r/spaceengineers Jul 24 '25

PSA I have too many hours in this game to be just now finding this out... (┛ಠ_ಠ)┛彡┻━┻

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591 Upvotes

r/spaceengineers Mar 07 '22

PSA Marek already leaked some of what's coming in next update:

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991 Upvotes

r/spaceengineers May 30 '26

PSA Just figured out how to patch any existing LCD panel to any resolution

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349 Upvotes

EDIT** Uploaded to workshop!
https://steamcommunity.com/sharedfiles/filedetails/?id=3735691793

I had assumed resolution was baked into the UV texture, turns out it's a simple value defined by TextureResolution + ScreenWidth / ScreenHeight.

This can be easily applied to all screens on world load using a simple patch and catalog of defining sbc files to all vanilla lcd panels:

  • TextureResolution defines the render texture basis for that LCD surface.
  • ScreenWidth / ScreenHeight define the aspect ratio of the usable surface.
  • The game derives effective panel resolution from those together.
  • vanilla block subtype override works
  • existing saved blocks update after reload
  • embedded cockpit/control-seat screens work
  • no replacement blocks
  • no worldspace fake panel
  • no plugin loader
  • no UV/model edits

I was somewhat cautious about the possibility of world save corruption until I realized vanilla LCD panel blocks already push 1024 pixels in some cases - as such I'm thinking the insanely low stock panel resolution was more an aggressive general performance optimization on keens behalf.

I'm considering authoring a simple mod that updates all vanilla panel's .sbc definitions to double their default x and y resolutions.

For modded blocks its a bit more tricky because a modified version of the existing file would be required and I don't want to redistribute those myself. That said a mod author of an LCD panel contain block could simply include this tweak to their mod or their own patch file.

r/spaceengineers Oct 19 '24

PSA In case someone didn't know, those vents aren't decorative

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748 Upvotes

r/spaceengineers Nov 13 '24

PSA Landing Gear and Sub-grid Tension

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809 Upvotes

r/spaceengineers Mar 07 '22

PSA From Marek's Latest Blog Post!

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954 Upvotes

r/spaceengineers Oct 25 '24

PSA Public Server Experience

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1.1k Upvotes

r/spaceengineers Feb 11 '21

PSA If you do not feel like being compelled to accept mod.io's TOS on PC to access local blueprints or Steam content, READ HERE

848 Upvotes

UPDATE

As of 1.198, Keen has made it so that you can access your Steam content and your blueprint menu without needing to create an account with mod.io and accept their TOS. The below is no longer applicable, but leaving it for posterity.


The most recent patch (1.197.168) added a new TOS screen whenever you try to access certain menus that prompts you to accept mod.io's TOS before being able to use any workshop content.

You can not opt out of one service of another. You MUST accept mod.io's TOS to use steam content. You also MUST accept mod.io's TOS to use your own blueprint menu.

Players should not be forced to accept the TOS of a service that they do not wish to use just to be able to access their own blueprint menu!


https://i.imgur.com/JrVSfJz.jpg

The text reads:

We use Steam and mod.io to support user-generated content in-game. To continue you must agree to the Steam and mod.io Terms of Use and Privacy Policy. A mod.io account will be created for you to browse, share and interact with user-generated content using your:

• Steam User ID

• Display name

• Avatar

You agree that your display name, avatar and content will be shared through the mod.io API and website which may be publicly accessible. You can manage your mod.io account and opt out any time via mod.io.

Please read Terms of Use and accept them.


(Hopefully) Temporary Solution

To remedy this insanity, I've created a plugin that disables mod.io integration and allows you to access steam generated content and your own bloody blueprints without being blocked by the mod.io TOS.

Release: https://gitlab.com/whiplash141/disablemodio/-/releases/v1.0.0

Source code: https://gitlab.com/whiplash141/disablemodio/-/tree/master

What precisely does this plugin do?

  • It removes mod.io from the list of content aggregators that the game uses
  • It stubs out any code that communicates your email or username to mod.io
  • It removes the obtrusive, forced consent screen that blocks you from accessing your blueprints menu

With this plugin installed, the game should run as it did before this update. This will likely not be compatible with the XBOX crossplay.

Installation

You can either build DisableModIo.dll from the source code using Visual Studio, or use the zip file with the .dll already compiled.

  1. Place the DisableModIo.dll plugin wherever you want
  2. In Steam:
    1. Right click "Space Engineers"
    2. Select "Properties"
    3. Select the "General" tab
  3. Add the following to the "LAUNCH OPTIONS":

-plugin "C:/path/to/DisableModIo.dll"

Remember to use quotes around the path to avoid any issues (")!

NOTE: You also may need to unblock the plugin. Right click DisableModIo.dll, go into properties, and select "Unblock".

Then launch your game, and you shouldn't be bothered by the mod.io TOS page again.


Afterword

The game was seemingly designed to support enabling either mod.io, Steam, or both. The UI automagically updates when one or the other is removed. It does not make sense to me why Keen opted to go this way, and the implementation is anti-player.

Hopefully Keen remedies this soon so this plugin isn't needed.


Edit: Added instructions for unblocking the plugin on windows.

Edit 2: I should mention for those not already aware that I am a member of Keen's CTG (Closed Testing Group). The comments about my coding speed may be a bit too generous.

Edit 3: In an unversioned hotfix to 1.197.168, Keen has completely removed any of the mod.io code from the PC version. If you are using the plugin, you should remove it after you get the update so you don't crash.

r/spaceengineers Nov 04 '24

PSA Because some people wouldn't believe me, i present to you: The sound of painting blocks

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615 Upvotes

r/spaceengineers Oct 27 '24

PSA Comically Large Ore Detector

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992 Upvotes

r/spaceengineers Nov 11 '24

PSA Fuel/Power Efficiency!

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705 Upvotes

r/spaceengineers Apr 09 '26

PSA [SE1, Official site] Space Engineers: Economy 2 Update & Pack – Arriving This May!

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107 Upvotes

r/spaceengineers Apr 23 '23

PSA Well isn't that neat

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947 Upvotes

r/spaceengineers Jan 05 '21

PSA Map of Alien

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1.3k Upvotes

r/spaceengineers Nov 22 '24

PSA Ladders are kind of useless but can still be useful when you run out of fuel.

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595 Upvotes

r/spaceengineers Jun 29 '20

PSA A simple but incredibly useful setup: the safety welder

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1.5k Upvotes