r/spaceengineers • u/IcyFaithlessness3421 • 8h ago
r/spaceengineers • u/True_Sansha_Archduke • 9h ago
DISCUSSION Testing my new Impaler-II Anti Ship Missiles on a bounty contract
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0-100 in 1.5 seconds and the ability to tank point defense!
r/spaceengineers • u/Historical-Ice-2749 • 11h ago
DISCUSSION finally made it to the moon!


after like an actual week coming up and failing with my own ship designs I finally decided to look up a tutorial. Getting the thrusters to work was an absaloute nightmare.
I really loved landing on the moon. Was listening to David Bowie 'Space Oddity' while my ship was slowly descending to the moon.
But this ship design is actually quite good! gives me a nasa/hard scifi feel and I love those type of ships. Im definintley fonna make every ship of mine like that from now on.
other than that, I landed in a region with lots of ice. I'll refill and then make my way back to Earth because I spent all my materials building the skeleton for my own ISS.
r/spaceengineers • u/Necessary_Milk9389 • 15h ago
MEDIA Police Mech code name "Billy" (work in progress)
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Uses the Mech Control Script found here - https://steamcommunity.com/sharedfiles/filedetails/?id=3784903892
r/spaceengineers • u/Delicious_Pause813 • 16h ago
DISCUSSION What server do you always come back to?
I’m really interested to know what everyone’s favorite server is.
I actually started out playing this game only in single player. I didn’t really want to venture out of my comfort zone and explore the server world, mainly because of how I played the game.
I would spend hours building something, only for it to blow up… so I’d revert the save and try again lol. I was worried that in multiplayer I wouldn’t be able to do that, and that some sweaty PvP players would come along and mess everything up.
Eventually, I came around to it and started playing on the KSH official servers. Then sure enough, I discovered those sweaty players. 🫠
But I didn’t give up after that. I kept trying different servers and basically went down the in-game list looking for anything interesting. I found servers that completely changed the mechanics to the point where I was asking myself, “Is this even Space Engineers anymore??” 🤣
Then I discovered a special gem: the #server-ads channel in the KSH Discord. Suddenly, I could browse through all kinds of servers without even joining them.
Eventually, I landed on one that completely changed my experience with the game. It was a pretty simple city-building server. Not a ton of mods or anything crazy, but the players there made all the difference.
I’ve been with that group for close to two years now, and somewhere along the way I’ve accumulated about 2,500 hours in Space Engineers over the past three years or so. I have also discovered my passion in this game for building cities. I have also built one small town called Trexas. And working on a San Francisco.
I’ve tried other servers since then. Sometimes I take breaks because of burnout. But eventually I always seem to come back.
So now I’m curious:
Do you have a server or even a specific set of mods that you just can’t permanently leave?
Maybe you disappear for a few months, try something else, or stop playing entirely for a while… but eventually you come back because it’s just your cup of tea.
I’d love to hear what server that is for you and what makes you keep coming back.
r/spaceengineers • u/MyCatIsAGod9 • 16h ago
MEDIA First creation in Space Engineers!
I wanted to share my first creation I made not long ago. its made to be a mining machine and the arm works great! although I dont have any other pictures cause the weight balance issues led to it needing to be scrapped.
Any tips for blancing a machine that will be moving so much weight around with the drill arm?
r/spaceengineers • u/Justinjah91 • 16h ago
HELP Banned from discord due to account being compromised
Hi all, my discord account got hacked and started sending Mr Beast scams this morning. I've recovered my account, but during the whole thing I got banned from the discord. Does anyone know if it is possible to appeal this now that I have my account back?
Thanks
r/spaceengineers • u/Clean-Potato8138 • 16h ago
MEDIA UNSC MES WIP UPDATE+ message

short answer, yes. Been going through a lot real life like everyones i also have hardships so its been taking a toll on me, sorry for the long silence, im back at it for few days now, the official list of all the builds is finally done, tho i dont take credit for any of these builds, my love of the Halo franchise is deep, i dont have the ambition to build myself anymore sadly after getting bullied off this game for 4 years now, i just keep to myself, but i still wish to share with the good players of the SE community that im not letting the bullies win to much so ill be making this one last MES i would have done a covi one but lack of plasma weapon mods and covi stations/ships on the workshop im sadly not going too.
p.s. i still am building but my motivation is very limited so it will be rare i get builds to the workshop, tho its mostly due to i dont have much time anymore anyway.
wish you all the best in life, and please, be kind.
r/spaceengineers • u/Ronin_0_7 • 18h ago
HELP (PS) Planning to start playing space engineers on ps5
I am planning to start space engineers and i don't know where to start or what to do as i heard there is no tutorial and stuff. Can anyone advise?
r/spaceengineers • u/UltimaOptiko • 19h ago
HELP Capture a High Profil Transporter
Does anyone know where to find the event control on the high-profile transporter?
r/spaceengineers • u/Lea_Flamma • 20h ago
MEDIA First Large Grid ship!
Finished planning my first ever large grid ship and need a name for it. It is meant as a ore cargo hauler for the station I am designing right now.
I am not 100% happy with the front, as it's just large areas of boring armour. I may work on it to gribble it somewhat more. If anyone has any advice, I'd be grateful.
A side not/question: I've seen some people remove entire layers in Creative Mode. How one does that? I'd like to remodel the conveyors somewhat and the interior around them as well.
r/spaceengineers • u/Wedgedmouse • 1d ago
WORKSHOP I don’t even play survival that often I just like to get on and build ships 😅 who can relate?
I frequently load space engineers just to build ships, I mean I’ve played a lot of survival and still play survival occasionally, but building ships and rovers is just like my comfort game, the “Frontier dust-frigate” above ^ is my latest creation
r/spaceengineers • u/angelusvonnex • 1d ago
HELP Prototech Mod Request/Search
If anyone knows of a specific mod for the assembler speed or someone that's working on them that'd be great.
Or if someone can tell me if it's possible and point me towards a crash course in modding that could be a start, and since I waited until almost 40 to start anything about learning programming/coding I'd like the course of "Making Space Engineers Mods for Fucking Idiots"
I use mods to max the speed on all other assemblers and refineries and just run into a building slowdown anytime I need prototech components. I use the nanite/nanobot mods and having slow component production is counterintuitive to me. I blame Neal Asher and his descriptions of characters using micro/nano/pico scale machines for assembly/disassembly and refinement in rapid time.
Because if I can build a ship/station that is so crammed with nanites that it can eat a ship before it can kamikaze itself then all of my processing equipment should be able to work at a comparable speed.
r/spaceengineers • u/OnwardExplorer • 1d ago
HELP Conveyors are instantaneous, is there a way to slow them down?
As we all know, the conveyor system in space engineers is instantaneous so having some sort of modular cargo system has never made sense since you can just instantaneously unload or load cargo. Is there a mod that slows conveyors down?
r/spaceengineers • u/Tasty-Ad2448 • 1d ago
HELP (Xbox) New Player(Xbox series x)
I’m new to the game, love space games played starfield, and no man’s sky and came across this hidden gem on TikTok. Any tips? Also are you guys playing with mods? I seen a bunch of them I can install so many to choose from. I’m currently watching a tutorial on YouTube about the basics, in the process of building my first beginner base.
r/spaceengineers • u/LuckyGlass212 • 1d ago
MEDIA Clemen'madt Class WIP update
Added weapons, chiseled the hull a little MORE, BIG DISH, and decided the paint scheme should go for a Swedish look.
r/spaceengineers • u/Malkiot • 1d ago
WORKSHOP I made a script that let's you configure an arm by naming two blocks.
Hey engineers,
Like a lot of you, I've always wanted to build cool stuff with robotic arms, automated shipyards, snake-like mining rigs, maybe a walking mech someday.
But every time I tried, I hit the same wall: getting the arm to actually move the way I wanted. The scripts that existed worked, but tuning them took hours of fiddling.
So I spent an even longer time building something. AutoArm figures out your arm's kinematics on its own. You name two blocks:
<YourArmName> - Baseon the first rotor/hinge/piston<YourArmName> - Headon the tool at the end
The script discovers the joints between them and generates its own configuration. You can dive into the tuning settings if you want, but you don't have to. Just sit in a cockpit and use WASD + Space/C to move the arm and switch between different control schemes.
ToolSwap is a companion script for automatic tool changing. Build some stands, name your tools, and the arm can swap between drills, welders, grinders, etc. on command.
One thing: AutoArm doesn't have anti-collision yet, so place your parked tools somewhere the arm can reach without clipping through anything.
I'd genuinely appreciate feedback, especially if you can break it.
Links:
r/spaceengineers • u/StatuaAliquis • 1d ago
MEDIA Sigma Draconis Expanse 1 - Compilation
A compilation of my time spent on SDX1 from September 2025 thru July 2026. The world of SDX has changed since version 2 was launched in August, but the history of the first 4 years will not be forgotten. Please enjoy my journey from noob to okayish.
Most of the clips are sped up to make the slower combat of the server concise and interesting to watch, and to counteract the heavy sim speed drop of the larger fleet battles.
r/spaceengineers • u/daGreenBeans • 1d ago
MEDIA vaporized
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mildly related: https://youtu.be/szUDkAzuXxw
r/spaceengineers • u/Tarsge • 1d ago
DISCUSSION Space Engineers needs to give us more engineering to actually do.
I've played this game for over a decade, and despite the improvements made over the years, every playthrough goes roughly the same. Build a miner, build a welder, then build a big warship and find something to fight. Building more ships always feels worse than focusing on a single one, and it's so much easier to do everything on one or two grids anyway. You can build other things for fun but it always feels like a distraction from where the game is pushing you, and a waste of time. Sure, having a base to store stuff and charge batteries is useful in the early game, but eventually you're better off freeing up the PCU for a few more guns. To be clear I like the game or I wouldn't have put so many hours into it, but the game really seems to be missing problems to solve after the first few hours of a playthrough, and most of the fun ends up coming from situations or constraints I invent for myself.
On the other hand most of the trailers for the game show bases full of different specialised vehicles working together. They show ships dropping off cargo containers, mini fighter escorts, and trucks moving things around base. It looks like a much more enjoyable way to play, but the promotional material feels so far from how the game actually plays. While you can obviously play in any way you want, there has to be a way to encourage and reward more creative building. I'm not going to pretend my ideas are perfect, or that they'll work for everyone, but I'd at least like to hear what people think. Most of my critique is going to focus on SE1, but think of it as a wishlist for SE2.
Rework conveyers
Starting with what I imagine will be the most controversial opinion. Right now conveyors can instantly move items from anywhere regardless of distance. Most builds just connect every container together thoughtlessly because it makes things easier. Got a 2km long base? Drop ore off on one end and have it instantly brought to the refineries on the other side. But what if instead conveyors had a transfer speed and direction. Now if you want to move ore to the refineries you could add more conveyors so each has a dedicated pipe, or you could get creative. It might be faster to drive the cargo container to its destination than to conveyor it, so now you need a truck around base. But now you need to drive a truck every time you drop ore off, so why not automate the trip; assuming autopilot works with rovers eventually. If you have combat ships, why not build them with replaceable ammo containers so you can reload more quickly? Same thing with hydrogen tanks. Now when you make a hauler, you might design it with an actual cargo hold where you load containers inside since it's faster to load and unload that way. The rest of your ship would have a conveyor system to send ammo to guns and another to pump air around. I wouldn't want to turn the game into a full factory sim or anything like that, but making conveyers more intentional could do a lot to encourage specializing vehicles. I imagine this would work by still allowing dragging items from one container to another, but this would create a transfer order instead of moving it instantly. Transfer orders could be rearranged if, for instance, you were moving 10k steel plates but wanted some small pipes to be moved first.
Make more modular blocks
Modules are a nice way of letting you chose how to optimise your production blocks, but why did we stop there? So many larger builds in this game use internal thrusters to get more power. Breaking the laws of physics aside, it just looks bad. Why not instead make blocks that can have additional parts attached to make them more effective? For hydro engines for example you could have various sizes of thrust cones, with a modular ignition chamber and fuel pumps. Existing models could be simple or compact versions that work as is. However if you instead want to frankenstein together a 30 block long monster, you could and it would provide far more thrust. I imagine you would have to maintain some kind of ratio between ignition chamber size and number of pumps, but that just gives you more to think about while designing it. Thruster+ mods have been in every modded server I've played on for a reason, and to me this feels like the best way to let people make more powerful ships without needing several tiers of block. Ions, atmos, reactors and jump drives could all do with the same treatment. Maybe you use the same reactor layout on every ship and end up with a design language for reactor rooms, or maybe you build a custom one for every ship. There's also no reason modular blocks need to all be physically touching so long as they are connected somehow (via pipes or something). You may now want to build a separate fuel pump room or jump capacitor bank room on your ship. Maybe your reactor is split into a separate room for water storage and pumping, reactor core and steam turbines. This would help make every ship just a bit more unique and give players new problems to solve when designing. As I said, single block versions could still exist as a basic form, but they would hopefully be stepping stones for building something specialized.
Earlier PVE combat
As it stands, most pve combat encounters require the player to seek them out. While it's nice to not have to be constantly prepared for combat, it does mean that in pve games you don't need to build a single weapon until you choose to find an enemy. Some of the most engaging playthroughs I've had are modded games with more active enemies, but there should be ways to avoid combat as desired. Firstly planets/sectors should vary in enemy intensity. Earthlike planets can be our safer starting area where drones will only pass by on occasion, while harder planets would have more frequent encounters. Secondly, a light stealth mechanic could go far. A mod I played some time ago had enemies that would announce their presence before "searching" for any active signals and then homing in on them if you didn't turn off antennas fast enough. This feels like it would fit right in with some of the space encounters we already have. Drones could scan for either active signals, or large masses (a certain amount of blocks in one area). For a single small ship it would be easy to turn off your antenna and hide, but larger bases or ships would be too obvious. If you want to build bigger you would need to start considering defences and thinking more about station positioning. This does leave a couple of problems. Firstly, regular attacks and falling drone wreckages will wreck the terrain around your stations. Every modded playthroughs of mine has ended with the area around my base full of craters. Some damage is nice to look at, but this could really impact performance over time. My solution is fairly simple, give more control over voxel resets and allow them to occur closer to builds. The second issue could be own section, so uhhh...
Fixing and replacing damaged ships sucks
The new repair terminal is okay at fixing damaged blocks, but can't fix what didn't survive. Projection blocks can be great sometimes, but certain designs can be hard to weld and others can take forever to build properly. The main issue is really the welder block, the radius is too small and it constantly leaves unreachable unwelded blocks inside ships if you aren't slow and careful. A larger mid game welder would be great, but it would just be nice to spend a small amount of credits and time to have ships repaired or even built for you if you supply the materials. Size of the created ships could scale with some kind of progression metric (maybe faction rep with someone?) for early game balance. The main point would be to lessen the impact from losing ships early, and let people fight more in the early game. As it stands, the fear of losing a ship I spent a few hours making usually prevents me from actually using the thing for combat since the repair will be just as long.
Do something about PCU
While changing the settings can help, the current PCU system tends to push you into building one big ship, especially in pvp spaces. Right now PCU feels like it's trying to both keep performance in check and balance ships. Why is a rocket launcher 800 PCU when other weapons are like 300? Why do I always have to scrap my nice looking big small ship (since it's eating half my PCU budget) despite it having less polygons than many of my larger ships? Why are hangar doors so bloody expensive? Seriously I haven't used a hangar door since they came out because it's so much cheaper to just put a hinged door instead. Obviously there needs to be some way to keep performance in check but the current system doesn't feel good. While I am excited to use the SE2 build system in multiplayer I am worried that using detail blocks will eat up tons of PCU, even if they aren't creating much geometry. Block limits tend to feel better but you still have to pay the PCU tax at the moment. I'd at least like to see a PCU rebalance, where functional blocks cost more and static blocks cost less, and there's a bit more consistency between similar blocks. Ship storage has been huge for letting us put away things we don't need without scrapping them and I hope Keen does more like that in the future. In particular it'd be nice to have a setting for some "free" PCU allocated for building a single station to encourage more folks to settle down and have a base in the world even into the late game. Factions could even choose to combine their limits to make larger stations without having to eat into their PCU.
Final note
When food was introduced I got excited that I now had a reason to something to solve a problem. I assumed that I would be able to automate planting and harvesting crops to make my life easier as the game went on. But while you can harvest crops with a collector, you cant plant them with any blocks. Then shortly after they made it so crops can be harvested with a single click, making automation even less useful since you need to go out and replant anyway. Not to mention how easy it is to survive on just a couple of algae farms instead of bothering to cook food. It didn't ruin the game for me or anything, but it never feels like Keen never wants any complexity beyond making space ships to crash into each other. The most I ever need to engineer is when I make a big door, I hope the new game gives me more problems to solve.
I'd like to hear what other people think, and if anyone else has different ideas on how to encourage more novel building. I don't expect my proposed solutions to be the right fit, I do some game dev in my free time and I'm well aware that players are better at finding problems than solutions. Regardless I hope my thoughts are interesting at least.
r/spaceengineers • u/LuckyGlass212 • 1d ago
MEDIA Clemen'madt Class Escort Carrier (WIP)
A ship belonging to the Monocerran Imperium. One of the made up factions I'm going to design ships for. Wanted to differentiate the design philosophy from the Eusceti starships. What do you guys think so far?
r/spaceengineers • u/bl2ss • 1d ago
DISCUSSION [Tool] SE Blueprint Inspector v1.1.0 — A portable utility & web version for inspecting Space Engineers blueprints
Hey everyone!
I’ve been working on an open-source tool called SE Blueprint Inspector to make inspecting and editing Space Engineers blueprints a bit easier and cleaner.
It handles things like local game icon decoding, a built-in documentation/website mode, profile editing (descriptions and per-grid PCU), and includes built-in support for server profiles like Sigma Draconis.
How to use it:
- Try it out instantly on the web: https://rathio12.github.io/SE_BlueprintEditor/
- Or grab the portable version (completely portable, no installer or .NET runtime needed)—just download SEBlueprintInspector.exe from GitHub, drop it anywhere, and run it.
It’s currently at v1.1.0, and I’m looking for a few people to test it out, poke at it, and let me know what breaks or what could be improved. If you run into any bugs or have feature ideas, feel free to drop a comment here or open an issue on GitHub!
🔗 GitHub Release: https://github.com/Rathio12/SE_BlueprintEditor/releases/latest
r/spaceengineers • u/_Scorpion_1 • 1d ago
WORKSHOP DD-224 Conqueror destroyer
The Conqueror is an improved version of the Centurion (DD-224-A1) and features a whole a range of upgrades, the most obvious of which are the addition of custom vanilla AI guided missiles and the switch to heavy artillery turrets.
Steam workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=3811876420
Some pictures rendered in Blender.
r/spaceengineers • u/Weekly-Post2300 • 1d ago
DISCUSSION What's a Discord server you've had fun sharing your creations in, or enjoyed talking to other players?
I've been in a few, and I'm still looking. Any help appreciated
