/r/spaceengineers
This subreddit is an unofficial community about the video game "Space Engineers" (and the upcoming sequel, Space Engineers 2), a sandbox game on PC, Xbox and PlayStation, about engineering, construction, exploration and survival in space and on planets. Players build space ships, wheeled vehicles, space stations and planetary outposts, pilot ships and travel through space to explore planets and gather resources to survive, or build with no limits in creative mode.
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✔ Reddit Rules and reddiquette apply
✔ Be civil (No slurs, argue the point not the person, don't be intentionally rude, etc)
✔ Related content only (Submissions must be directly related to the game Space Engineers)
✔ Meme-Posts must be directly related to Space Engineers, use SE content or imagery, avoid using generic meme generators, etc
✘ No witchhunting / naming and shaming / calling out! (including server / Discord drama)
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✘ Don't link to your twitch-livestream! (no channel links: VOD and YouTube links are allowed)
✘ Low-Quality/Low-Effort Posts! ( including vaguely relevant crossposts, etc)
Please review the Posting Guidelines
This subreddit is an unofficial community about the video game "Space Engineers" (and the upcoming sequel, Space Engineers 2), a sandbox game on PC, Xbox, and PlayStation, about engineering, construction, exploration and survival in space and on planets. Players build space ships, wheeled vehicles, space stations and planetary outposts, pilot ships and travel through space to explore planets and gather resources to survive, or build with no limits in creative mode.
Microsoft Store - Xbox / PC / Game Pass
PlayStation Store - PS4 / PS5 / Plus
Ultimate Editions are available on all platforms that include various DLC (check editions for which DLC are included at purchase).
SE2 Pre-order Early Access on official site
SE2 Pre-order Early Access on Steam
Splitsie's Getting Started in Survival tutorials
Kanjashi's Space Engineers - Xbox Tutorials
Dwolfyone's Space Engineers Xbox Tutorials
Dwolfyone's Xbox Space Engineers New Player Guides
Malware's Development Kit (scripting help)
Imagery of buried ore deposits
How to find ores post-Survival Update
Planet Resources, an infographic
BlackArmor's How to improve in SE
Tips, tricks and keyboard shortcuts
Space Engineers Xbox / Game Pass Support
Space Engineers PlayStation Support
Space Engineers mod.io for consoles / Game Pass
Space Engineers Zazzle merchandise
/r/spaceengineers
I never bought any dlcs for Space Engineers (only on my Xbox) but if I buy a dlc for the first Space Engineers and then buy Space Engineers 2, will I still be able to use the dlcs I bought? Also if not, will the devs create new DLCs or recreate the previous ones?
I have an issue where if a part of my vehicle breaks i often end up going "wait a second what was here? what broke off?"
Is there a way in game or a mod or something that shows me what broke? idk maybe it like produces a ghost showing me what used to be there or something
I'm building a large ship and the entrance is quite high up. In true Space Engineers fashion, I spent ages coming up with a solution to get up there without angering the Clang.
What I came up with was a platform lift made up of a hinge, piston and rotor.
I wanted to get under the ship, so I disabled the Gyros to take off slightly without moving position. But after a few seconds, the whole ship started to tip towards the side of the platform lift.
I'm sitting at work worrying about it. So for peace of mind, do I need to share the inertia tensor for one or all of those blocks?
In testing it seemed to act strange when I shared the inertia tensor on the hinge and kind of slowly bounced back at the end.
TIA
How do I make an efficient drill that just keeps going?
So far I'm just constantly grinding the drills and piston, etc. down and adding more conveyors to increase length. I did try putting four pistons at the end of each other, then the cargo containors, conveyors and drills, but when all four pistons are fully expanded, it breaks.
What settings should I put the pistons on?
Right now it's -0.1 velocity with inertia dampeners on.
I've seen people saying they can put the velocity to around -0.04, but when I try it just rounds up or down to -0 or -0.1
I was wondering if there was any good instructions on setting up an attack drone for my mobile base? I don't want it to patrol, I just want it to launch and attack enemies and then return after the enemy is destroyed. Splitsie had a pretty good video but it was for a roaming drone instead of one that is inactive until an enemy is detected.
Here's a brief season's greetings from a distant star system, where two aged fugitives are arguing about where they should hide next. https://www.youtube.com/watch?v=Y8Z4pczSN2A&list=PL-zbRw7CgFKWL-A054Q7Ehz8xRceIP3zA&index=5&pp=gAQBiAQB Along the way, old memories of the festivities are stirred up.
To catch up on the whole story, see here- Verdanta playlist
P.S.: we are xbox and ps5.
I'm delving into the world of C# and want to create some simple in-game scripts for practice. Would love some ideas for relatively simple first-time scripts!
I need someone to teach me how to play space engineers on PlayStation, I could learn better if I had someone to teach me?
Check out my blueprint, let me know if it works for you.
https://steamcommunity.com/sharedfiles/filedetails/?id=3398269252
I have an ai ship and I want it to be able to land, but it just covers in the air and won't land. If possible could I also set up the ability for the ship to be able to use landing gear on its own as well?
Quick question, does anyone know if Space Engineers 2 will have Linux official support? I haven’t been able to find anything official about it yet. Proton on Ubuntu often has issues loading the game's information and crashes at times.
Also, if the info is out there, will the servers support Linux too, or is that TBD?
If this has already been announced somewhere, feel free to let me know.
How do you hijack a ship with the Modular Encounters Systems mod? Having some trouble hijacking because of their jetpack inhibitors. My goal is to get the entire ship. Not snipe it from 2-3km away which destroys some of the ship.
Primary changes:
Additional 300meters in length added Changed aft thruster layout (WIP) Color changes (most white areas now turned to the darkish grey)
(Weaponcore) Is there a way i can make my custom turret controller target friendlies? It doesn’t have an attached weapon, i just want it to turn and face us cause it’s a robo barkeep. That’s all. Thank you!!
So me and my friend built a base on the moon, and we want to basically build a station on the outer edge of the gravity of it exactly above a collector pit, so essentially we can throw stuff from orbit into the big base under without needing to go down. For this reason I measured out a 3.5km point from the collector pit up in the sky, measured it multiple times, it is in the correct place. I can even fly up there only holding space on jetpack.
Now the interesting thing is, that if I throw something down from there, it will land almost always around 10-15m to the right of the pit. Same thing sort-of also happens when I'm going up, I built a 3.5km long stick basically, and I deviate from it only holding space, and stuff I throw down also deviate from the supposed target point. The base from which I start is level with gravity, I tested that too and tried to remake a level platfrom, got the same result.
So my question is why is there a 10-20m deviation? It is also always to the same side. This happens to stuff I drop from a resting position, so me chilling up there doing 0m/s and dropping my drill for example. Is there such a thing as friction or drag in this game? Afaik there isn't and I also didn't find anything suggesting otherwise. Is it the curvature of the moon? Or just the physics engine? Did I mess up the starting platfrom and it might have a 1-2° deviation? How can I check that correctly?
If anyone has any ideas it'd be much appreciated. This is not even about it being useful anymore, just the principle lol. The starting gravity on the outer edge is 0.05g and it is 0.25g on the moon surface if this could be important.
Cheers!
Title, basically. I'm not a particularly experienced designer/builder, but I'd like to give it my best shot. Full scale in this case would be around 20-25 small grid blocks high, and I was thinking I'd use tetrapod legs with frictionless wheels for surface traversal. I'd also like to avoid scripts and timer blocks where possible, but I know how to use event controllers.
So I have been playing space engineers for a few months now and I have made countless ugly ships that function fine. How ever for some reason I am Unable to transfer ore from miner to refineries on my monster ship. Now I have never had this problem before. I never needed sorter before either. However in this case I used one or two to try and force feed my refineries, but my conveyor system is not allowing things to move. I have white listed all ore on the sorter over top my refineries. Still nothing. The way my system is set up is like a straight line down the middle of the ship with ports off the side to each block that needs conveyors. Everything works as it should but refineries are not getting anything and have them hooked up to line. Connectors are set up to allow trading and power transfer from ship to ship. All ship connectors including small grid set up the same way. Still no ore transfer. I'm not sure what it could be any ideas. I noticed it when the last update came out. All my ships stopped working in that way. As a update I am trying to transfer ore from small grid miner to larg grid ship.
https://reddit.com/link/1hr6awm/video/7oyl7m8useae1/player
mass of the ship = 12700 kg
I have an event controller set up to automate toggling certain ship systems on/off and changing the mode of the battery when the connector is connected. It works fine when docking/undocking at my base and when docking at a trading outpost, but when I undock from the outpost nothing happens.
I can't figure out why or what to do outside of manually turning everything back on and setting the battery to auto which defeats the purpose of having the event controller in the first place.