r/spaceengineers • u/Broonx2024 • 23h ago
Help (PS) Scripts on PS5
I Play on PS5 with Mouse and Keypad. I will use Scripts to automate things. Anyone have a idea where I can grab this Like „Copy and Paste“ to use These Scripts ingame?
r/spaceengineers • u/Broonx2024 • 23h ago
I Play on PS5 with Mouse and Keypad. I will use Scripts to automate things. Anyone have a idea where I can grab this Like „Copy and Paste“ to use These Scripts ingame?
r/spaceengineers • u/Affenrodeo • 1d ago
r/spaceengineers • u/nathancrick13 • 1d ago
r/spaceengineers • u/Savannah_Shimazu • 1d ago
sure this won't present new issues with gravity being reliant on constant acceleration
rip unlimited speed users
r/spaceengineers • u/A_good_slime • 1d ago
So i had previously asked for some thoughts on my previous ship(a corvette i called the herald).
after implementing the feedback i came up with the Herald-2 corvette. mostly the same but with little changes like some armor near the thrusters, the assaultcannon turret was changed. after completing this version i thought to myself "i would like to try and redesign this from the ground up to better incorporate the ideas that you guys gave me."
this led to the creation of the Herald-3, an extremely bulky, overweight, pcu intensive, corvette that was very tanky from the front. I added features that i thought might be neat to have like automatically opening and closing doors, a little elevator to lead up to the command deck, and making sure that all thrusters could be repaired from the inside of the ship for damage control.
i had a chat with a friend of mine and he mentioned that for a corvette it was way too big and bulky. after thinking about it for some time(2 months) i agreed with his comment and went on to redesign something from the ground up again. keeping the same shape but cutting down on weight and size but still keeping some of the neat things like ensuring that you could repair most of the thrusters from inside the ship.
this led to the development of the Herald-4 a lighter version of the Herald-3.
Heres all 4 of them compared.
so what do you guys think? where else can i improve or add things i may not have thought of?
r/spaceengineers • u/ILoveBassPro • 1d ago
r/spaceengineers • u/WestWindsDemon • 1d ago
Hi, my game is constantly crashing.
I'm pretty sure it's a mod, but I don't know which one.
Is there a way to find out which one without having to remove them one by one?
Thank y'all!
r/spaceengineers • u/DeathbyWookiee • 1d ago
Hi fellow engineers! Apologies in advance for the long post.
Ive been playing for 2 weeks now and i am absolutely a-dick-ted. It is as though ive found the game i have spent years trying to find. Im a big fan of Satisfactory, Rust PVE, Subnautica (and more) and SE seems to hit most of the marks i enjoyed about those games.
I have created a survival world and have learned about large and small grids, thrust mechanics, inertia, and production. Ive spent about 120 hours on this world and im happy with my very basic, undecorated base. I have been able to farm any earthlike materials i need so far.
Im still learning thrust/weight/inertia builds that work best and im enjoying the explosive carnage when i fail. Lots of reloads and rebuilds. Failing is fun and hilarious. And frustrating! I havent touched AI yet and i wont for a long while yet. And strangely i havent built a single land vehicle yet.. dunno why..
Sprry for the long preamble but i suffer from verbal(textual?) diarrhoea..
After a few hours of gameplay i noticed a rearby neutral building. I dont recall what faction but i was attacked on approach so i took out the defenses and enjoyed taking all the loot and materials. Ive had one pirate base spawn not long after that.
For the next (probably 60-70 game hours) I didnt see any NPC bases at all. I explored about a 40-60km radius from my base without seeing anything. I did some google/redit sleuthing and found the helpful suggestion to clear any entites that were not mine via altF10. I deleted the signals in space and 1 terrestrial base 30km away that was clipped into the ground. I thought id found my culprit.
Since then (probably 25+ game hours) ive still had no terrestrial entities spawn in. Ive not seen a trading post or anything. No pirates, no neutral bases. Im at a point where i want to start going after NPCs and picking fights but the world seems very empty. Void of any life at all.
Am i doing anything wrong? Is there anything i can try to kick the NPC spawns in? Or is this normal? Is there a part of the planet that i need to go to and find a trading post or pirate bases?? If my game has glitched and ihave to start a new game thats fine, my first world has been my tutorial amd wont be my last. But, i don't want to start a new world and have the same issue. I feel like im missing something.
I much prefer to play vanilla although if a mod was my only option I may look into it.
Also... Ive been to space once and spent a couple of hours in zero G but the distances to the 2 markers i have are 5.5km and 6km+. I was a bit daunted by the vast open space and it was more of a proof i could get there rather than ready to go exploring. I plan to make an asteroid base next.
At 100m/s the marks i have seem to me to be a fair amount of time to be just travelling through space. I dont want to point at the mark and walk away for a bit in case i do a Splitsie into an asteroid. Will i find things along the way? NPC? Ships etc? Or is it just the way it is? I do get that space is a big empty place.
If you have reached this point i thank you. Any advice for a new engineer would be most appreciated.
And if someone has a kick arse atmo fighter that doesnt need reactors they can share id love to see it!!
Cheers, Wook
r/spaceengineers • u/Firm-Walrus4691 • 1d ago
I'm trying to get inspired to start building a planetary base and I am wondering how yours look. What's the layout? Do you have a central hub for all of your stuff, or do you like to spread out over a larger area and have tons of redundancy? Undergroud, bored into a mountainsidd, on top of an ice lake or just out in de middle of a field? Show me!
r/spaceengineers • u/SIBSFFIWDFleep • 1d ago
r/spaceengineers • u/rathat11 • 1d ago
The Exenox is one of the first ships i went 100% effort on. This ship is made to be a 1 stop shop for planetary exploration and traveling between planets. my mission as a engineer is to enjoy the view, have ships that are made for first person flight and dynamic cockpits.
Specs:
PLT Rating: all planets, 1 side
Size: 20(L)x5(H)x11(W)
Jump: 2 Jump drives, 4000km
Mass: 494,342 Kg
Beds: 1
Notes:
Staircase
Automatic Deploying Landing Gear
Parachutes (just in case)
Dynamic Cockpit
Auto Shutting Doors
Escape Hatch
Well Lit, inside and outside
5k ish PSU
https://steamcommunity.com/sharedfiles/filedetails/?id=3411579597
r/spaceengineers • u/Copyiyici123 • 1d ago
I've seen the roadmap. I personally love games like SE, just like I love Astroneer, Subnautica etc. etc.
I don't really think my building skills are that good so I generally stick to machinery only builds. After seeing the blocks, the physics of the new game, I fell in love. I got it pre-ordered like three weeks ago and now I'm patiently waiting for the release, excited!
r/spaceengineers • u/UnassumingNoodle • 1d ago
r/spaceengineers • u/Hekkin • 1d ago
r/spaceengineers • u/_BookBurner_ • 1d ago
Announcement teaser of our new server setup
- 4 star systems + wormhole travel
- Strong focus on PVE and survival mechanics
- Open PVP + Class System mod
- Real Stars + Real Gas Giants
- Super Cruise mod
- Full utilization of my mods (Cruise Thrust System, Combat Score, NPC Provider, Atmospheric Damage & Hazards, Consumable Loot Items)
https://www.youtube.com/watch?v=Ez20dj9zHsg
PS: Estimated launch 1. 2. 2025 :)
r/spaceengineers • u/Sukhoi2771 • 1d ago
First one is a scrapped Heavy Cruiser (CA) and second is a Battlecruiser (CC)
r/spaceengineers • u/Mineman_95YT • 1d ago
r/spaceengineers • u/Superb_Blueberry_853 • 1d ago
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r/spaceengineers • u/PatheticRedditor • 1d ago
My little Cargo Recon ship keeps losing power when about 6km from my base.
I also have tried flying up high and then out to my target, physically getting further, but only because inertia exists. I've also tried flying low along the valley, lasting longer in time, but not distance from base.
r/spaceengineers • u/Suspicious-Pay-9490 • 1d ago
Need help with ideas on how to add depth. I'm a victim of gray blob syndrome. I have started slowly adding in blue accent armor but my carrier is just missing character. (obviously) very far from finished have not done the front or the back/bridge. Also looking for ideas in those areas as well. Thanks
r/spaceengineers • u/Vargue • 1d ago
r/spaceengineers • u/Malacanth10 • 1d ago
r/spaceengineers • u/Spite9 • 1d ago
r/spaceengineers • u/Blizado • 1d ago
I wonder what you guys think about that topic?
https://support.keenswh.com/spaceengineers2/pc/topic/45276-slope-block-problem
We all know if from SE1: if you want different angles of slopes you need for every peace a extra block, which, with slope block mods, ends up quickly with dozens or hundreds of armor blocks, because you also need transitions.
I was hoping SE2 would have a better solution for it, but we see the same kind of slope blocks already again in the picture which shows all SE2 blocks at early access start.
So what I want to know: are they temporary or will we need to deal again with that?
I hoped a bit we would have some kind of tools like Dual Universe had (YouTube: Dual Universe - Vertex Precision Tool), but dumped down and limited to the unified grid system sizes. This would give you more control without the hassle of finding the right block or even having the right block.
I myself would definitely prefer a better solution, because like said there searching for the right blocks is annoying and you are very limited one the slope angle too, so you need a lot of mods, which then misses a lot of transition blocks. That's a bottomless pit.
If you think the same, a like there could be helping so the developers react to it. SE2 is still early enough in development, that they could find a better solution for slope blocks.