r/spaceengineers • • 9h ago

PSA (SE2) [SE2] Testing New Jetpack Enemy Archetype

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22 Upvotes

r/spaceengineers • • 4d ago

PSA Holiday Cheer Event (screenshots)

10 Upvotes

 

Holiday Cheer Event

The holidays are coming, and this year we want to bring some of your creations directly into Space Engineers and Space Engineers 2.

Send us your best winter and Christmas-themed screenshots from either game at community@keenswh.com - snowy bases, festive ships, decorated stations, or anything else that captures the holiday spirit.

We’ll select our favorites and feature them in a special video on our YouTube channel during the holiday season, helping spread a little Christmas cheer across both games.

So get building, decorating, and screenshotting - we can’t wait to see what you create.

 

Sources:

 


r/spaceengineers • • 1d ago

HELP How viable are gigantic ships in survival?

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523 Upvotes

I've been playing this game for a pretty long time, but rarely played long enough per safefile to make it to space. Meaning, I'm lacking in experience when it comes to spaceships in survival.

I've built a very large ship before, and now am building one again. See screenshot.
Its about 200 blocks long, contains 45.000 blocks total, and weighs roughly 40.000.000kg and it's not even finished.

How viable would it be to have such a ship in survival? The main concern is the charging of batteries, uranium for reactors and making of ammunition.

I've read about replaceable battery packs that charge while you're away. But again, its a 40 million kg ship...


r/spaceengineers • • 17h ago

WORKSHOP Mass Effect: The Citadel (WIP)

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89 Upvotes

https://steamcommunity.com/sharedfiles/filedetails/?id=3828624109

Now on the workshop. I've been working on this map/station for several weeks. I was going to submit it once I completed it, but I feel that given recent events regarding Biowares closure and the cancelation of Mass Effect Universe, I might as well share this now in a show of support for the #SaveMassEffect Movement (regardless of how successful it will be).

Details:

The station is currently 150 large blocks wide and more than 550 blocks long.

To ensure the game runs without issue, the station consists of 6 Separate Static large grids that have been converted to stations.

The citadel is around 70% complete, with just the interiors left to decorate. I was working on fixing the elevators and conveyer system before I uploaded the map.

The interior currently features the upper wards from ME1 (Choras Den, the markets, the docks etc) as well the Silver Sun strip from ME3 (including Andersons apartment).

I will be completing this at some point in the future when I have more spare time, but feel free to download and make what ever changes you like. Re-upload it with your own changes etc. I don't mind.

If any space engineers want to help show some support, the petition is here;

Petition:

https://c.org/WY9Sy8ff9W


r/spaceengineers • • 3h ago

WORKSHOP Militech Centaur Exo Suit

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5 Upvotes

Vanilla+DLC+Script


r/spaceengineers • • 2h ago

DISCUSSION (SE2) Is SE2 enjoyable in Singleplayer?

4 Upvotes

I dont have any friends who play this game, but i am really interested in the building of Ships, vehicles and the logistics for that. so i would play Singleplayer most likely, but my question is SE2 Singleplayer enjoyable, does it have PVE? and such.


r/spaceengineers • • 14h ago

WORKSHOP The Holiday Class Destroyer:

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43 Upvotes

The Holiday class of destroyers is a class of anti-ship, anti-raider, escort, and screening warship designed and built by Burke Industries Defense Systems. The Holiday class was built specifically for Burke Industries and its subsidiaries, becoming a vital escort ship for mining and cargo vessels through pirate-infested shipping lanes

The Holiday class measures 153.75m fore to aft, with a beam of 67.5m and a height of 40m (70m when including the decoy mast). They weigh just over 5670.6 metric tons, and with a power plant that produces 1452MW of power. Attitude is adjusted using eight gyroscopes. The class includes several unusual features due its mission as an escort and screening vessel. First and foremost, its prow is enlarged and heavily armoured, acting as a battering ram to move smaller ships out of the way of their wards (or as a final act of defiance should all weapons be depleted or rendered inoperable). On its stern are four smoke-spewing vents that can be activated to block line of sight against possible attacks. Its main body, hidden within the citadel, is narrow, featuring a central passageway similar to the Miranda class frigate, with ladders necessary to ascend or descend levels. Its forward thrust is provided by four Pratley ion engines and six Whidbey ion engines, producing 38.016MN of thrust, whilst its reverse thrust is roughly half this; this lends itself to a peculiar hit-and-run doctrine not often seen in other ships of this size (further aided by the heavily armoured prow)

The crew complement of the Holiday is small, sitting at 14 sailors, to include the commanding officer and the executive officer. Like the Kitt class, Holidays are heavily automated, lending to the smaller crew size. Its thirteen fire and control computers manage the firing solutions of its five 4" Type 3 MD5 cannons and eight quad-barreled Vulkan autocannons; meanwhile inbuilt targeting computers manage the four Sparrow missile turrets located across the Holiday's belt

Although its primary function is as a warfighter, the Holiday class has also been used as a rescue ship by Burke Industries, its subsidiaries, and its clients. The ship carries sixteen cryopods, split between eight forward and eight aft. Lead Designer of the class Lucas Zambrano, when questioned on this decision in an interview, stated, "The Holiday is designed to fight raiders and barbarians throughout the frontiers, this is true. But what if we were to receive a distress call from a client who has experienced misfortune at the hands of these brutes? We would do well to remember, my dear fellows, that it is these clients that subsidise our war fleet! It is thus in our best interest to be both retributive protector and gallant rescuer, and the Holiday exemplifies just that"

When asked about why the crew lounge was also the starboard airlock, he half-jokingly stated, "Well where else was I to put recreation for the crew? In the prow?"

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The Holiday class revealed! Between this and the Kitt, I have to say the Holiday is my favourite. Took a lot of lessons learned from the Kitt and applied them to this ship. Providing a workshop link so that y'all can enjoy it too!

https://steamcommunity.com/sharedfiles/filedetails/?id=3828676294


r/spaceengineers • • 12h ago

HELP Single player world , whats happening

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24 Upvotes

Im on a single player world im near a staiton/shop on mars but i thought npcs were locked to them also playing fully vanilla


r/spaceengineers • • 8h ago

DISCUSSION They should change how npc ships work.

10 Upvotes

With their current work on npc-s and hostile encounters I think they should remove the AI blocks from npc. I do not know if this is possible with their engine but I think they should make them be crewed by npc-s and have one sitting in the pilot chair and if you take out that one pilot the ship stops moving. They could even have them repairing damages or defending entrances against borders. This would make the game much more immersive and make PvE combat more engaging.

Again I do not know if this is possible in Vrage2 but they showcased npc-s moving on a moving grid and they can interact with chairs and such so I don't think it's impossible. Or they could build it into Vrage3 for SE2

What do yall think?


r/spaceengineers • • 15h ago

MEDIA Yonder Class Cruiser (Euscetian War Refit)

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23 Upvotes

Redid the Yonder Class for a more TMP Enterprise look. Lore-wise, it's basically an upgrade of the standard Yonder Class when the Euscetian War of 2201 started.

With improved nacelles, stronger pylons, larger hanger for utility/combat craft, and an advanced weapons system. All so the Protectorate Fleet can continue to perform exploration missions with the means for such dedicated vessels to defend themselves as a middle finger to the Eusceti Star Nation.

5 - Bridge (A-Deck)

6 - Portside Breakroom (B-Deck)

7 - D-Deck Corridor

8 - Hanger Bay (D-Deck Access)

9 - Secondary Engineering Quarters (E-Deck)

10 - Main Engineering (F-Deck Access)


r/spaceengineers • • 20h ago

DISCUSSION (SE2) Building in SE2 is clunky

51 Upvotes

I jumped into a creative world to try out the unified grid system for the first time. The concept of being able to make detailed interior or just more compact grid systems in general is something i've wanted for a long time, though i've held off from getting into SE2 until the introduction of mechanical blocks (and also free time) because i like building wierd ships with unnessecary, flashy hydraulics and rotary systems.

After spending some hours trying to build a ship, i find myself more and more frustrated with the keybinds and building system. Obviously, i'm used to SE1's keybinds, but this really goes beyond just keybind habits. First of all, why are small grid and large grid blocks in the same block group? Why not do it like SE1 and just have a simple press of a button to switch between them? Oh wait, they did, but it switches to a different block and orientation completely, so i have to find the right block again. Speaking of finding things, why in gods name is scroll wheel used to switch between both blocks in the same group AND your toolbar?? I find myself scrolling through a block group and suddently switching to a completely different block group, but the worst part is, when i try to scroll back, it scrolls through the entire other block group again. It also randomly decides to skip over block groups if i scroll too much. It's way too unpredictable and frustrating, why couldn't they just have done it like they did in SE1? If it ain't broken, don't fix it!

Maybe i'm overreacting, but the frustration of finding the right block for the right place every time i touch the scroll wheel really messes with the flow of construction, and i get demotivated to try out different designs because it's so unnessecarily time-consuming. Normally, i would at least have had a basic shape of the ship i'm building, but i'm struggling to build an engine layout that i'm happy with. Does anyone else feel the same? Is it just something i'm missing?

Is there a fix for this?


r/spaceengineers • • 54m ago

HELP game lagging for no reason

• Upvotes

im on linux, GTX 1060, ryzen 5 5600.

my game normally runs at 120fps but when i look at a survival kit it falls to 12fps


r/spaceengineers • • 20h ago

MEDIA Spartanovka

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34 Upvotes

some screenshots from map that I have been working on for some time now.


r/spaceengineers • • 22h ago

MEDIA (SE2) [SE2] My current WIP. Inspired by the Ironclad assault from Star Citizen. My take on a super heavy transport. (more info in body test)

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29 Upvotes

I'm currently working on a ship inspired by the Ironclad Assault from Star Citizen. It will not look or function the exact same but it is inspired by it as in bristling with guns and plated with with heavy armor and the intention to carry lots of small ground vehicles or a big one (as seen).

Speaking of as seen. I am using the TLC BearClaw Class Utility Ship as a scale for roughly how big I want to make the hangar. https://steamcommunity.com/sharedfiles/filedetails/?id=3761779570

Ironclad Assault https://robertsspaceindustries.com/en/pledge/ships/ironclad/Ironclad-Assault?utm_id=evergreen&group_id=brand-keywords&utm_source=google&utm_medium=ppc&gad_source=1&gad_campaignid=20903485080&gbraid=0AAAAABqji2QDj8acfCEsGpJpYIl0jT1dA&gclid=CjwKCAjwl4HXBhAjEiwAHlpWhE-FAVUsRt4BsL769ic4bCKedk7Hp6pdEj3WhU93KVNVnQIEOdu9LBoC2AoQAvD_BwE

I will be posting more as I work on this but it will be a long process as I plan on this also being survival useable with hydrogen thrusters for atmo and space use. It will be costly and essentially a flying home battleship.


r/spaceengineers • • 1d ago

DISCUSSION "So hypothetically, what if I needed a really big door..." How might you go about building a door/hatch for a massive rectangular hole?

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659 Upvotes

r/spaceengineers • • 36m ago

DISCUSSION I don’t really like the Prototech Microwave Emitter.

• Upvotes

I should clarify I love the idea I just don’t like the execution. Let’s start with the EMP effect itself.

The EMP effect is actually pretty good. Allowing engineers to basically stun grids is pretty powerful and can be especially deadly in gravity. However it has a couple of problems.

  1. The “defense” against it is useless. The fact you can prevent your ship from being EMP’ed by simply shutting it off before hand seems like a defense. But it doesn’t really work due to one problem. You need to know you’re about to be hit by a EMP and that’s the problem. You need to see the emitter to be able to defend against it and let’s be honest any engineer worth their salt is going to hide the emitter.

  2. It’s another nail in the coffin of super heavy grids. Things like dreadnoughts or even basic tanks are already non viable even in a casual game EMP’s just make the situation worse.

    Now for the block itself. I’m gonna be honest the block has two major issues.

  3. It’s Prototech. Now Prototech weapons aren’t necessarily a bad idea but the emitter isn’t some super weapon all it does is turn off grids for a short time. Not a bad effect just not worthy of costing Prototech components. At least it doesn’t use a frame.

  4. It’s reusable but not really. For all intents and purposes the emitter is just a warhead with a different effect. As such it needs to be used like one however unlike warheads the emitter doesn’t destroy itself on use only damaging itself. Which means one of four things will happen when using it in combat. 1. It’s destroyed. 2. It’s lost. 3. It’s captured by the enemy. 4. It’s reclaimed by you. So it’s whole gimmick of being reusable only works a quarter of the time.

    Now I have two ideas for reworking the emitter but in either case a EMP warhead would replace the current function of the emitter.

  5. Supercharged EMP. This rework would be nearly identical with one addition. Any batteries and power generators would take damage from the initial blast.

  6. Sustained EMP. Instead of releasing all of its energy in one single blast it instead releases a small but steady EMP effect which shuts off everything but landing gear and connectors.

    But what do y’all think about the emitter?


r/spaceengineers • • 1d ago

MEDIA (SE2) There is no escaping CLANG!

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35 Upvotes

Not even SE2 can save you...


r/spaceengineers • • 7h ago

HELP Buid Planner not Queueing?

1 Upvotes

Title, all of the sudden after i built the basic assembler the Build Planner queue stopped queuing, even if it can do it. If im not mistaken even tho it doesnt have power or the mats its supposed to still queue it right? even the queuing for a light armor block in the survival kit is not working(regular queue made by me are fine). I destroyed the assembly, still dont work, save and reload, nope, quit the game and relaunch still doesnt fix it. Help, maybe i pressed something i shouldnt have


r/spaceengineers • • 18h ago

WORKSHOP Announcing release of MES Cybernetics Invasion V2.0

7 Upvotes

Cybernetics 2.0 is a full overhaul of the rogue AI invasion for Space Engineers. It adds new drones, convoys and three multi-phase boss fights, the Monolith, the Archon and the Central Processing Unit, all powered by MES, across space and planets. Vanilla blocks only, no other mods needed.

https://steamcommunity.com/sharedfiles/filedetails/?id=2841756053


r/spaceengineers • • 1d ago

MEDIA lil bit of progression

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202 Upvotes

Zagadka Fleet Support Vessel, mobile survival base + Dare Patrol Vessel, escort


r/spaceengineers • • 1d ago

DISCUSSION Am I going insane

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14 Upvotes

I could've sworn atmo thrusters were straight


r/spaceengineers • • 1d ago

DISCUSSION Should I start with the first game or jump straight into the second one?

12 Upvotes

A bit of context:
I bought SE 1 and 2 this week and I’m still trying out both. But I’m torn on which one to sink my time into. My main focus right now is playing survival mode.


r/spaceengineers • • 1d ago

SERVER [PvE] [US] [PC] Star Trek: Starfleet Frontier – Co-op Star Trek server | Starships, starbases & NPC threats

3 Upvotes

**Star Trek: Starfleet Frontier** is a PvE co-op Space Engineers server built around Star Trek. Command your own starship, build starbases, and explore the galaxy alongside a friendly crew.

**Server details**

* Platform: PC (Steam)

* Mode: PvE co-op, no griefing

* Location: Arizona, USA (US Mountain time)

* Slots: 20

* Direct Connect: 67.60.108.59:28001

**Features**

* Star Trek ships, blocks and respawn ships via a curated mod pack (~76 mods, the first join download takes a few minutes)

* NPC encounters and threats out in the black

* Vote rewards: type !votelink in game, then !reward to claim

* Active, helpful admins

**Join us:** https://discord.gg/DydR2EuZhZ


r/spaceengineers • • 18h ago

HELP Can someone help me get the reavers ships from the pc mod, into mod.io, or my personal blueprint list?

0 Upvotes

I really want to use those ships, but I can't get them onto the xbox. I don't care if their ai, and programming are screwed up.


r/spaceengineers • • 1d ago

MEDIA What do you guys think?

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12 Upvotes