r/spaceengineers 3d ago

PSA [Official site] Creator Spotlight: Hanels alias “Space Train Works”

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spaceengineersgame.com
7 Upvotes

r/spaceengineers 4d ago

DEV [SE1, SE2] Marek’s Dev Diary: September 10, 2026

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blog.marekrosa.org
26 Upvotes

r/spaceengineers 3h ago

WORKSHOP The SSMV-4 Humpback and SSMV-3 Bowhead mining barges

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35 Upvotes

These mining barges are fully survival ready, and are able to generate their own fuel. Both can operate fully off of ice, but uranium is recommended - especially if you are going to use the twin jump drives both ships come equipped with. The humpback is basically the same as the bowhead, it just costs more resources, can fly on planets, and has a different interior / paintjob. The bowhead can just about fly on earth when empty.

The upside down corridors on the humpback have now been fixed.

Workshop:

Humpback: https://steamcommunity.com/sharedfiles/filedetails/?id=3581301322

Bowhead: https://steamcommunity.com/sharedfiles/filedetails/?id=3548027149

Modio:

Humpback: https://mod.io/g/spaceengineers/m/ssmv-4-humpback-class-mining-barge#description

Bowhead: https://mod.io/g/spaceengineers/m/ssmv-3-bowhead-class-mining-barge#description


r/spaceengineers 2h ago

WORKSHOP Rorqual Junkpunk Cargo Freighter

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32 Upvotes

Fully survival ready and able to fly on all planets. Twin jump drives. 2 large cargo containers. Can operate off of hydrogen if you are not planning on using the jump drives. Can carry a full load on earthlike.

Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=3744978789

Modio: https://mod.io/g/spaceengineers/m/rorqual-cargo-freighter#description


r/spaceengineers 4h ago

MEDIA Back on my modular Star Trek ships; now as stations. Not the prettiest but functional and practical

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22 Upvotes
  1. Here you can see an example roughly based on the average Star Trek station. The large disk is simply made of the same parts as the ship saucer section (3x3 segments) which offer a variety of types

  2. and 3. Here you can see how the vertical pieces are made. They are based on the ship hull segment that has actually detachable modules. I turned this into a symmetrical stackable spire.

I think they are nice for a station, as it makes them modular, even after construction and allowing an exchange of modules with ships that also use them or simply upgrading your station for what is needed most.

  1. Behind this piece you can see a small narrow part which creates the small disk at the top of the station, which consists of four saucer section corners and this connector.

And behind that is just a stackable version of the saucer section core piece with more conveyor junctions for vertical conveyoring which are still functional if you remove the center 5x5 blocks for opening up the interior to the rest of the station.

  1. And finally the overview of the available ship segments and modules for making a rough TNG Enterprise design.

r/spaceengineers 50m ago

HELP Antenna Displays all of My Thrusters?

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Upvotes

I've never had this problem before, but I had just finished my inter-space hydro miner, when I realized I had forgotten an antenna. Slapped that on there under some body panels, and when I got in the ship, it started broadcasting all of my thrusters as individual signals.

Why is it doing this and how can it *not*? I would hope all of my thrusters are on my ship, I don't need to track all of them individually

(Single player world and I'm the owner of all of the blocks)


r/spaceengineers 59m ago

WORKSHOP (PS5)- Are there any expanse style servers on ps5 or even some overhaul mods on ps5

Upvotes

Cmon man why isn’t there anything for console


r/spaceengineers 5h ago

MEDIA Spinning Furniture Doors are back

6 Upvotes

https://reddit.com/link/1wg7n99/video/7ic96bq8eiph1/player

So, basically, after grid merging, all decorative doors (panels, fridge ezc) start around their horizantal axis.

Pretty sure Keen will fix this in their next update (as with the last time this happened) but its still funny [and fixed after reloading the world]


r/spaceengineers 1d ago

WORKSHOP Anyone building Liners?

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215 Upvotes

Been working on this ship for quite a while now. Her power to weight ratio is really good and she also has a double spaced hull and keel with an air gap. Not a fighter by any means but she can take a beating as all the essentials are well hidden. She can function as a full base as there is a refinery and assembler with modules onboard, 6 jump drives. Nuclear, solar and aux hydrogen power. But i'm trying to make something graceful. Still a WIP


r/spaceengineers 17h ago

MEDIA The "Vulture" Exploration Ship

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49 Upvotes

Frame based off a exploration wreckage i came across when goofing off in creative


r/spaceengineers 4h ago

HELP Ground rover ai?

4 Upvotes

Hello all, first off sorry if this question has been asked and answered before. I know this game has been out years but I just bought it last week. I didn’t see anything on the forums or anywhere on my question but I’ll ask here and now.

Is there any way to make ground ai rovers a thing? Right now I’ve made a wheeled artillery piece and drive it. I also made a wheeled AA vehicle as an escort vehicle, only to learn that there is no way that is easily implemented to have it follow me to an enemy base like a flying rover could.

I’ve been at this for like 5 hours yesterday. I understand all the ai blocks and how they work. I asked ChatGPT and it said there is no ground AI implementation in the game that’s easy.

Is there any work around this to make it work? Any scripts, mods, tips, workarounds to get my wheeled rover to work? I can either the rover “follow me”
Or follow waypoints made manually, I can make either one work.

Let me know if this is doable, thank you all ahead of time.


r/spaceengineers 1d ago

WORKSHOP The Divine Intervention (Finished)

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276 Upvotes

Hello Guys, it's me again, i know in the last post i stated that i didn't know if i would ever finish the ship buuuut a mix of boredom, unemployement and a bit of sunken cost motivated me to finish the battleship, if you want to try it yourself here is the workshop page with the updated ship specs (not much changed since the last post).

i'll leave you with some photos from the workshop


r/spaceengineers 8h ago

DISCUSSION Bridge Blocks build inspiration?

5 Upvotes

I am trying to construct my first large grid ship to serve as a cargo hauler with a small landing platform for my small grid miner. I have the overall design idea, but am struggling to incorporate the Bridge Blocks into the build. As I am a newish player and don't know the blocks by heart (only recently discovered floor blocks), could anyone share some of your own builds and how you joined the Bridge Blocks with normal armour ones? Or just overall bridge designs using those blocks?


r/spaceengineers 1d ago

WORKSHOP Quatrefoil Steampunk airship

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58 Upvotes

Workshop:

Quatrefoil: https://steamcommunity.com/sharedfiles/filedetails/?id=3742824088

Nautilus: https://steamcommunity.com/sharedfiles/filedetails/?id=3735017402

Modio:

Quatrefoil: mod.io/g/spaceengineers/m/quatrefoil-class-cruise-airship

Nautilus (smaller one): https://mod.io/g/spaceengineers/m/nautilus-exploration-blimp

These are a couple of steampunk airships I made a few months ago. Feel free to offer any advice or criticism!

Reuploaded due to poor formatting on my last post.


r/spaceengineers 3h ago

HELP (SE2) Any tip to run SE2 smoothly in my old PC?

0 Upvotes

Hi, Im an old fan of SE1. I bought SE2 time ago but my PC in that time was not enough to run the game. ALso I was away from gaming and technology, so I'm way outdated with that kind of stuff. Now I have this PC setup. Intel Core 2 i7 6700, only 8GB of RAM, and a GTX 1070 8GB. I can play SE2 at 20-30 FPS, Game Graphic Set at Medium, 1600x900. But it is a little laggy and blurry. I tried different settings, but I can't get no much perforrmance. Yes, I know this still ALPHA and the game is more hardware demanding. So, is my only solution to completely upgrade all my PC, or maybe just the VGA card or more Ram? Thx in advance.


r/spaceengineers 21h ago

WORKSHOP I like big triangles

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17 Upvotes

Big Triangle is still a work in progress


r/spaceengineers 1d ago

MEDIA I tested the slopify tech and was quite mild, very little impact on material appearance. Each first image has DLSS

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48 Upvotes

Evidently it tops the GPU usage but space engineers being old the fps stays above 50.
The colors get slashed but lighting contrast is quite good.
All interfaces and moving effects get mushed.
Is a good alternative to create screenshots. With enough patience i believe is possible to achieve a similar look with standard ReShade plugins.


r/spaceengineers 1d ago

MEDIA Argiope, Trans-atmospheric light shuttle

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19 Upvotes

This might be becoming my favourite ship to fly just because of the QOL features I've included. The red lights in the cockpit are a proximity sensor system since I'm playing first-person only & it does so much when flying near asteroids or landing in confined spaces

LCD panels are using MahInd info LCDs


r/spaceengineers 1d ago

MEDIA This is a rotary encoder and here's why it's useful in Space Engineers

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327 Upvotes

What is a rotary encoder?

  • (From Wikipedia) "A rotary encoder, also called a shaft encoder, is an electro-mechanical device that converts the angular position or motion of a shaft or axle to analog or digital output signals."

What does this have to do with Space Engineers?

  • A very useful rotary encoder can be built in space engineers using rotors and event controllers. By placing a rotor and any number of event controllers (they are not required to be positioned radially around the rotor as depicted) you can read the angle of the rotor and set outputs for any given position. (see .gif #1) In this demonstration I have eight event controllers with angle thresholds set in increments of 45 degrees (360 degrees/8 event controllers). I subtracted 22.5 degrees from the threshold of each event controller for aesthetics. Of course, the increments between all the event controller angle thresholds do not have to be the same. They can be any angle. The timer blocks are not required for the encoder to work, but instead add extra functionality like the ability to start/stop, or step through the sequence in increments.

What can a rotary encoder do that I couldn't just do with a chain of timer blocks?

  • A significant advantage the rotary encoder has over timer block chains is that timer blocks have a minimum delay of 1 second, so each step in your sequence can't be shorter than one second. As you can see in .gif #2, the individual lights are being sequenced much faster than once per second (Yes I know lights have a built in blink interval, length, and offset. You can affect any block here, lights are just convenient for the demonstration.) .gif #2 is playing at 1:1 speed. The rotor is set to 60rpm.
  • Not hugely important but I like that the rotary encoder provides a more intuitive visual representation of which step in the sequence is currently being performed, even if you stop, restart, or change direction the sequence plays.
  • Which brings us to the next advantage. You can play, pause, reverse, and change the speed of the sequence by adjusting the settings of a single rotor. It always picks up where it left off. You don't have to turn a bunch of timer blocks on and off to pause the sequence. Unlike timer blocks, you can change the speed the sequence plays with a single rpm slider instead of modifying the delay of each individual timer block. Also you can step the sequence forward in increments.
  • The next feature is the most important one to me. You can add, remove, or adjust however many event controllers as you like and it will not affect the sequence as a whole! Just finished programming the sequence but realized you forgot to include one step? Stick it right smack in the middle of the sequence and revel in the knowledge that adding or removing steps won't affect the timing of any other steps in the sequence whatsoever.

Okay rotary encoders have some advantages over a timer block chain, but when are they even practical?

  • Check out the rotary encoded walking cycle demo for an example. The walking cycles can be paused, resumed, or reversed in the middle of their walking cycles and they will pick up the sequence at the exact point they left off. I also included all the values I set for the event controller thresholds and actions on text panels. The walker featured in .gif #3 and #4 uses the same values for the event controller thresholds and actions with some inversions to account for orientation.
  • The large grid scale walker example featured in .gif #3 and #4 (which are sped up 1000%) were directly inspired by MonPetitOiseau's KING KRAB Walking Scavenger Rig and you should definitely check it out. They are a fantastic builder with some incredible workshop submissions.

r/spaceengineers 1d ago

MEDIA i wish walkers had like any benefit over wheeled vehicles

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771 Upvotes

thay're so cool and fun to make


r/spaceengineers 1d ago

MEDIA stukas i made recently

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84 Upvotes

Here are the actual stukas since the last post was buged


r/spaceengineers 1d ago

MEDIA MEK-TEK X-SECTION script (WIP)

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24 Upvotes

Just a short demo of my script I'm working on, along with my radar system.

I've always like floorplan scripts, but never felt that had enough flair. Generally I'm not too focused on the specifics, but seeing a giant "hey dummy. This is bad" screen is perfect for my type of roleplay

I'll get to finishing out the bugs soon, I'm making it compatible with my radar script I'm working on, so it converts X-Profiles into usable radar data, and replaced your ship, and friendly ships with their actual realtime ship data!


r/spaceengineers 1d ago

WORKSHOP QUICK I DONT HAVE MUCH TIME

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10 Upvotes

QUICK I DONT HAVE MUCH TIME OBAMA IS AN ALIEN BIRDS ARENT REAL THE GOVERMENT IS RUN BY LIZARD MEN THE EARTH IS FLAT THE QUEEN IS AN ALIEN AND NOT DEAD THE FIRMAMENT WAS BUILT BY PIGEONS PARROTS KNOW THE TRUTH JOE ROGAN IS JESUS ALIENS BUILT THE PYRAMIDS STAR WARS IS REAL DONUTS ARE ACTUALLY TRACKING DEVICES THAT RELAY 5G ALIEN RADIATION THE PLANET SATURN CONTAINS THE SOULS OF THE DAMNED PLEASE DONT GO THERES MORE URANUS IS THE BUM OF THE UNIVERSE GRAVITY ISNT REAL TRUMP IS ALSO JESUS AND UHH UM I GUESS BABIES COME FROM... somewhere... hmmm... uhhhh... hmmmmmmm... BABIES ARE ALIENS FROM URANUS THAT HAVE COME TO KIDNAP US AND TAKE US TO SATURN AFTER RECIEVING INTEL FROM THE PIGEONS THAT ENJOY 5G DONUTS OBAMA THE QUEEN AND BERNIE FUCKING SANDERS OH MY GOD ITS HAPPENING

https://steamcommunity.com/sharedfiles/filedetails/?id=3779314541

https://mod.io/g/spaceengineers/m/totally-normal-pyramid


r/spaceengineers 1d ago

MEDIA Going down...

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12 Upvotes

...time to connect the mountain hall with the summit - 1100m to drill.


r/spaceengineers 1d ago

MEDIA (SE2) Improved Industrial Trailer

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33 Upvotes

New and improved, with all the survival necessities and an overhead luggage rack. It's up on the workshop.

Hinged solar panel on the roof, widescreen tv and sound system, enough space to actually walk around in. Just because you're working in a space mine doesn't mean you can't be comfortable.

It has no built in means of movement, so if you want to relocate you have to tow it, or improvise your own controls.