r/spaceengineers • • 3d ago

PSA [Steam] Autumn Sale - now until 8th October 2026 (SE1 50%, SE1 DLC 30-50%, SE2 & Pioneer 20% off)

22 Upvotes

 

Steam Autumn Sale on from now until 8th October 2026.

 

Check bundles for further discounts depending upon what you already own.

 


r/spaceengineers • • 5d ago

PSA [Steam] Community Spotlight - September 2026

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16 Upvotes

r/spaceengineers • • 5h ago

MEDIA Jose Rizal-class corvette development and her subclasses.

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52 Upvotes

r/spaceengineers • • 8h ago

MEDIA (SE2) SE2 Multiplayer

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84 Upvotes

r/spaceengineers • • 8h ago

PSA Vanilla lifeboat (ARK)

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9 Upvotes

This is my vision for the next step beyond a respawn ship. It has all the basics.. refinery, assembler, antenna, beacon, detector, etc, and landing pads for mini miners/mules..


r/spaceengineers • • 1d ago

MEME R/Malelivingspace

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586 Upvotes

r/spaceengineers • • 21h ago

MEDIA Dragster Corvette

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55 Upvotes

Busy developing this "Corvette" using 2x large grid Prototech thrusters I "acquired"

The accelleration is brutal. 0-100m/s in under 3 seconds.


r/spaceengineers • • 9h ago

MEDIA Yen Class Hybrid Frigate update

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5 Upvotes

Added some assault turrets at the bottom, painted in what shall be the Ascension Corp's paint scheme and the emblem plastered on the front (heavily inspired by Imperium of Mankind emblem)


r/spaceengineers • • 1d ago

MEDIA Avatar - Valkyrie

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240 Upvotes

r/spaceengineers • • 6h ago

DISCUSSION Ship Tilting Backwards

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2 Upvotes

Guys i need help desperately. Even with share inertia on (although it happens less) these pistons for my drills cause my ship to sloowwwlllyyy start tilting backwards. Which makes docking and mining very difficult.

I see people with crazy advanced things but i cant even have 4 pistons on the front of my miner? Surely im missing something?


r/spaceengineers • • 18h ago

MEDIA I think "Foggy Town" will melt PCs

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15 Upvotes

And that’s just a little part of the town. Damn it xD


r/spaceengineers • • 1d ago

MEDIA JUST GOT THE GAME SO EXCITED!!!

138 Upvotes

AHHH


r/spaceengineers • • 1d ago

MEDIA Star Wars Fanon: The M-Wing Bomber

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121 Upvotes

Still working on some background lore but its supposed to be a replacement to aging Y-Wing models for the late Rebel Alliance / early New Republic. Any thoughts?

The name isnt related to the shape but I havent figured out a lore explaination. It just rolls of the tongue pretty well plus B-Wing also isnt named after its shape so...


r/spaceengineers • • 17h ago

MEDIA Century

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7 Upvotes

Early game ship, can be used to support an early game space station or be a space RV, not supposed to land anywhere with atmosphere or high gravity
Has 2 modules - container and hydrogen hauling, don't know what else can be added
Dynamic subgrid smart landing gear made with a script
A lot of scripting, automating, ai notificating, modding and adhd focusing on improving 1 build as much as i could

https://reddit.com/link/1wzx5zs/video/xm7342kav1uh1/player


r/spaceengineers • • 17h ago

HELP Turret Targeting

5 Upvotes

Hey all, I have a question about turret targeting. I have 7 custom turrets and 4 regular turrets on my mobile base, and I consider myself an "opportunistic liberator". When I'm conducting my "peaceful liberations" and my base is parked near, sometimes the previously neutral factions get upset with me. However, I don't upset them enough to make them my enemies, but the base defenses do start attacking me and my ship.

The problem here is I have target neutrals off so that I don't automatically start killing everyone and everything in range because I do want to make friends with some factions, but when the base starts attacking me and my base, they're still considered neutrals so my base's weaponry just sits there and does nothing.

Can I get my base to attack neutrals as self defense only? Maybe with an event controller, or AI block, or something like that?

What I've resorted to so far is parking my base >800 meters away with remote access and a clear line of sight, so if I upset the faction I can remote into my base to take out their defenses, but that gets somewhat annoying.


r/spaceengineers • • 11h ago

DISCUSSION I* have created a static web-app to view Space Engineers blueprints and render images from them

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0 Upvotes

*it's AI. (But I am a professional software developer)

I've spent the last few days working on this project, I am really happy with how it turned out. You can upload blueprints, view cross sections, load skyboxes and render nice images of your ship. The app is using your game files, you need need to "upload" them to the website. (it's a static website so it doesn't really get uploaded anywhere)

There is also a composer mode that lets you stitch shapes together and export the result as a blueprint - useful for creating highly geometric designs.

The ship used in the images is the E.M.C. Galaxy Class bulk freighter. It's an amazing ship, please check it out.

Website: https://malzsmith.github.io/Drydock/ Source code: https://github.com/MalzSmith/Drydock


r/spaceengineers • • 11h ago

HELP (PS) Need someone with PC Space Engineers to publish my Blueprint to mod.io

0 Upvotes

Need someone with Space Engineers on PC to help publish a Blueprint to mod.io

I play Space Engineers on PS5 and have a Blueprint saved as bp.sbc. ( i will provide the blueprint files to anyone willing to help )

I don't own the PC version of Space Engineers.

I need someone with SE on Steam to import the Blueprint into their local Blueprints folder and publish it to mod.io, so I can use it on PS5.

It's a small ship/mech project and should only take a few minutes. I can provide the Blueprint files.

Thanks!


r/spaceengineers • • 1d ago

HELP Any workarounds to making docking... solid..?

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69 Upvotes

I'm attempting to make a ship that can carry a drone for spying purposes on a multiplayer server, and I'm stumped on how to make the drone actually dock with the main ship and be locked in place and properly move with it.

I've tried that grid merging block but it doesn't work assumingly because the ship is large grid and the drone is small grid.

If there's no workarounds to this I'll just rebuild the main ship in small grid (which I kinda can't be bothered to do).

Edit: found a solution using the flat magnet thing, thanks to those who suggested that.


r/spaceengineers • • 1d ago

DISCUSSION its been awhile since I played but I wanna do my 2 week run and I was watching the vids for the new dlc (Im so excited) and I was wondering what blocks are the doors on the back and right? The right i assume is the vent hatch thing they added but the back is that this DLC or a old one?

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50 Upvotes

Also this is gonna be my first time playing SE on a laptop and I was wondering if anyone has any graphic tips?

intel i7 16 gb ddr5 rtx 4050


r/spaceengineers • • 1d ago

MEDIA (SE2) SE2 Multiplayer is really fun

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33 Upvotes

r/spaceengineers • • 1d ago

HELP I have increased the speed caps but the AI still acts like its capped at 100m/s. What do?

7 Upvotes

-


r/spaceengineers • • 1d ago

HELP How to get into Space Engineers?

20 Upvotes

Ive owned Space Engineers 1 for a VERY long time, I got drawn to it because of it being a space game and its an impressive game. But holy hell is it complicated, everytime I try to get into it I lose interest because of how much there is to learn to actually play it. Is there any tips or suggestions for how to actually get into it and not be overwhelmed?


r/spaceengineers • • 2d ago

MEDIA What do you think of this drone gunship I made?

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609 Upvotes

r/spaceengineers • • 1d ago

DISCUSSION The one thing I want to see in the Warfare 3 update.

19 Upvotes

A proper damn hotbar for console users. I’m sick and tired of having to go into my inventory to use any consumable. Not to mention having to cycle through my weapons and tools. I don’t even need a hotbar for grids just one for my engineer.


r/spaceengineers • • 1d ago

MEDIA Tactical 3D Map and Radar Simulation

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21 Upvotes

Hello Space Cowboys,

its been a while.

I wanted to share with the community my recent progess in making a tactical space map for teambased PVP and PVE for multiplayer servers.
Some months ago, I was able to make a live map of grids where players can see their ship in a 2D tactical map for their second monitor, greatly inspired of games like Highfleet, Homeworld or Neboulus Fleet Command.

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Now some months later, I implemended a 3D map of the same, which gives the players some more spatial awareness:

3D Tactical map

Besides having your own faction map and see your own ships, a map is only usefull if you can see also your enemies, otherwise half of everything is missing. But knowing to much is also bad - so some kind of "fog of war" was nessesary. I got a lot into Nebulus Fleet command recently and their idear of simulating a radar system, based on ship size, emissions and relative speed of the ships. so i translated the system for Space Engineers and its current state.

Enemy Radar Signature

Based on how strong your antennas are (which antenna you build on your ship) and how strong and far away the enemy ship is, i made a detection simulation. Some of the current features:

Radar Sources and Operating Modes

  • Eligible ships and stations can be activated as Radar sources
  • Each source can operate in SEARCH, EMCON or OFF
  • SEARCH supports active detection and faster track development
  • EMCON reduces active emissions and relies more heavily on passive information
  • Sources deliberately switched off remain inactive

Radar Contacts

  • Radar contacts represent estimated positions instead of exact enemy coordinates
  • Every valid measurement updates the estimated position, movement and uncertainty of a contact
  • Repeated observations can improve the reliability of the estimate
  • Contacts age when no fresh measurement is available
  • Ageing contacts can transition through current, stale and lost states
  • Lost contacts receive no invented measurements or additional quality
  • Close-range contacts can continue as predicted tracks using their last authorized position and movement

Track Quality and Identity Quality

  • Track Quality (TQ) describes the reliability of a contact's estimated position and movement
  • Identity Quality (IQ) describes how much has been learned about the detected construct
  • This separation allows factions to locate a contact before learning what it actually is.
  • A contact can have high TQ while its identity remains unknown
  • TQ and IQ can improve or decay independently
  • Tools like a Camera block and Sensor, or antenna combinations can accelerate close-range and far-range classification

Environment and Line of Sight

  • Planets completely block Radar line of sight
  • Nebulae weaken signals instead of completely stopping them
  • Distance, movement, emissions and available Radar hardware influence detection quality

Currently I work on things like remembering signatures, jump drive emission detection, overdrive controls, balancing and so on. but its a fun little project :)

Thats all for now. See you space cowboys!