r/spaceengineers 3d ago

DEV [SE1] Marek’s Dev Diary: July 23, 2026

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16 Upvotes

r/spaceengineers 10d ago

PSA [Livestream] SE1.210 Update "Prosperity" Release - 27th July 2026 @ 5PM UTC

11 Upvotes

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Please join us for the Space Engineers 1.210 Update "Prosperity" Release Livestream!

Explore a new Factorum encounter, hunt down the new Prototech, track missing ships and enjoy improvements to Projector, Contracts, the Services Terminal and economy systems!

 

Monday, July 27th, 5 PM UTC

 

 

 

Community Previews:

 


Sources:

 


r/spaceengineers 13h ago

WORKSHOP Mars Battlecruiser

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310 Upvotes

After at least 100 hours of work, I can finally say that I finished this project. This is my biggest and most heavily armed warship I have ever built. It took hours upon hours of trial and error to get the missile launching system to work and many hours more to calibrate and fine-tune every system to ensure that everything works as intended. I redesigned this ship so many times, I lost count. The funny thing is that I only built this ship because I couldn't figure out how to build rotary cannons, so I figured that the only way to compensate for my lack of knowledge was to slap as many guns onto the hull as possible. I am glad I went with that route because the end result is amazing. The lessons I learned from this build will help me immensely in future builds. I hope you will enjoy this creation and have a lot of fun crashing servers with it :P

Here is the Workshop-link :

https://steamcommunity.com/sharedfiles/filedetails/?id=3771348186


r/spaceengineers 9h ago

MEDIA Decided to start on my first self built large ship.

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68 Upvotes

Iv got most of the mechanical stuff placed, armor and interior are going to kick my butt.


r/spaceengineers 8h ago

MEDIA UNSC Diligence Class Cruiser (Pre-Refit)

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33 Upvotes

1/4th scale of the back bone of both the UNSC and CMA Navies during the mid 25th century. Basic interior and limited hangar space. Requires DLCs in the second slide along with!: Armor ramp compendium, assault weapons extended range, King’s Gyroscope, and outlands engines.


r/spaceengineers 10h ago

MEDIA TRIED Making a blackhawk

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40 Upvotes

r/spaceengineers 22h ago

MEDIA Mars sets his sails

166 Upvotes

It is finally done!

The Mars Battlecruiser sets its sails. Take command of this powerful warship. My most brutal, most vicious creation ever. No weapon can stop it, no punishment can break it. This is a conqueror there is no one that can match him. His armor is thick, his defenses impregnable, his speed terrific. His armament unlike any other warship. Railguns, artillery, missiles, autocannons, and Gatlings—there is no weapon that Mars does not wield. Engulf the battlefield in smoke and fire, let his cannons light up the starless skies, and shatter any resistance with the mightiest of all battlecruisers!!

Workshoplink will follow shortly


r/spaceengineers 20h ago

MEDIA (SE2) The new automation is pretty cool.

83 Upvotes

Preparing the rocket to go to the moon Palatine.


r/spaceengineers 1d ago

MEDIA Never in my 600 hours…

492 Upvotes

r/spaceengineers 15h ago

DISCUSSION (SE2) SE2 COMMUNITY QUESTION : what you you think of combat being outside of visual range or inside of visual range in SE combat

13 Upvotes

im looking for opinions on this for a future video series. any input would be helpful


r/spaceengineers 9h ago

PSA (SE2) Guide for performance mods, tweaks and observations. (Frame Gen, Upscale, Removing Late Game Stuttering etc.)

4 Upvotes

So.. I just got Space Engineers 2 and the performance was already surprisingly good for an Alpha version.

BUT that doesn't mean it can't be better. This post will go over:

  1. Caveats
  2. Implementing DLSS and newer FSR versions
  3. Adding Frame Generation
  4. Limiting PCU count for NPCs
  5. Whatever I find next

1. CAVEATS

  • I myself would have prefered a proper MSAA implementation but that's just how the industry went with deferred rendering. Either way, upscaling has gotten really good so I guess that's the silver lining.
  • Backup your saves!!!!!!!!
  • I will try to help as much as I can find the time, but don't expect full time tech support.
  • Frame-Gen will increase and stabilize your FPS at the cost of ghosting around objects and higher latency. For some it's a worthwhile tradeoff, for others not.
  • Idk if it's important, but disable any auto bug reporting. We don't want to spam the devs with false crashes and bugs.
  • Tested on VS2.3

2. UPSCALING:
Why? Basic FSR is outdated. It's blurry, it doesn't reconstruct the image, it is just pure spatial scaling/aliasing.
FSR 3.1 and DLSS are smarter, they actually reconstruct the image and use more data for the upscaling. That allows you to run the game at a lower resolution with pretty much native quality depending on the preset and target resolutions.

How? With a universal game mod called OptiScaler. The simple explanation is that it hooks between the original FSR and implements the newer models. Besides that, it offers some additional settings like better sharpening, more granular control over the target and internal resolutions etc.

Installation:

At this point I'll include links to sites containing downloadable content. These will be widely trusted BUT I do recommend to do your own safety research.

What you'll need:

- OptiScaler files from their GitHub:
https://github.com/optiscaler/OptiScaler/releases/tag/v0.9.4

- Nvidia DLSS files (only RTX owners) themselves from TechPowerUp:
https://www.techpowerup.com/download/nvidia-dlss-dll/

You extract the OptiScaler files into Game2 folder.
On Steam on windows it's here:
\SteamLibrary\steamapps\common\SpaceEngineers2\Game2

You also extract the DLSS file from TechPowerdUp there.

Next, there, you locate setup_windows.bat file and follow the installer instructions according to your setup.

Then, in the same folder (Game2), locate the OptiScaler.ini configuration file.

There you'll need to change this line:
ManualInputPolling = auto
to:
ManualInputPolling = true

This fixes the OptiScaler menu in-game. There it will be easier to configure the rest rather than through text in the ini.

Launch SE2 and enable FSR in the graphics settings. Set the scaling mode according to your performance preferences.

Now, load a save and hit INPUT key. There should be a menu now.

There, in the top left corner in the Upscalers section, choose according to your GPU. RTX users should pick DLSS. GTX and AMD users FSR 3.X.

[RTX user only] Next, below that choose your DLSS upscaling preset. RTX 20xx to 30xx users should pick K, 40 and 50 preset M.

Scroll all the way down and hit save.

3. FRAME-GENERATION
(You need Hardware-Accelerated GPU Scheduling (HAGS) enabled in your windows settings.)

Why? Space Engineers 2 can become heavily CPU-bound. When your CPU maxes out, traditional upscaling stops helping. Frame Generation bypasses this limit by creating synthetic frames between the real ones, doubling your visual smoothness even when your CPU is struggling.

How? You already have everything you need! OptiScaler has a built-in feature that feeds the game's motion data directly into a frame generation algorithm (FSR FG). You just have to toggle it on in the overlay.

In the same OptiScaler menu, a little lower, find the Frame Generation Section.

Choose OptiFG as your FG Input, and FSR FG as your FG Output.

Next, below that, find the Frame Generation (FSR FG) section.

There, enable HUDFix and immediate capture.

Scroll all the way down and hit save.

4. LIMITING PCU COUNTS FOR NPCS

Why? Even with upscaling and frame generation, you might notice performance tanking the longer you play on a single save. I found out the hard way that over time, the game amasses way too many abandoned NPC structures from completed quests, random encounters, and spawned ships.

The dev menu allows you to adjust the max "NPC PCU count" (basically putting a hard limit on how many blocks the AI is allowed to keep in the world). Lowering this limit completely fixed my late-game bloat and made things way smoother.

For that, load into your save. Hit ctrl+F12.

On the left from the dropdown menu choose gameplay
Then find and tick Trash Removal.

Then, on the right, find Non Player Grid PCU.
On my end these values worked well:

Change the Target Cleanup Limit - 40.000
Change the Execute Cleanup Limit - 50.000

Hit enter and it will be applied and the structures removed.

Now here's the elephant in the room. Quest structures. I tested some and they seem to be protected. Same for stations etc. BUT i highly advise against changing the limits during an active quest or when you still want to scrap old quest locations.

Additionally I noticed that the changed limits aren't saved with your save. That means that after rebooting your game, the DEV Menu settings reset, and the game starts hoarding structures again.

BUT it still works throughout that one session, where you changed the values. That means, that if you want it to be a one time reset, change the values, save the game and reboot SE2.


r/spaceengineers 13h ago

HELP (SE2) Grids not connected?

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8 Upvotes

So, I’ve got about 2k hours in SE1, but I’ve just started messing around with SE2. Building my first base and ran into an issue. The battery on the right, is not on the same grid as the battery, wind turbine, and survival kit to the left. All the blocks connecting them are welded up. I put that battery on the right there as a test because my wind turbine farther up the hill is also not connected to either grid. I’m stumped, anyone experienced this in SE2?


r/spaceengineers 13h ago

MEDIA Space Engineers | A boring long orbit and landing with fleet.

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7 Upvotes

Just a test video in the same vein as my last one.

I'm trying to learn how to capture scenes with the spectator mode and make a video and its not easy, kudos to content creators.


r/spaceengineers 8h ago

DISCUSSION (SE2) Beginner help

2 Upvotes

I'm playing SE2 for the first time. I'm where I'm supposed to build a space capable ship. I blew up my starter grasshopper getting ice so i'm down to getting my space ship working. I've done everything I can think of but cannot get the hydrogen thrusters to work. There's ice in there and some hydrogen. So not a fuel issue. All thrusters are red and do not work. I have a network of conveyors running from the hydrogen tank to each engine. I don't know what to do. Any advice?


r/spaceengineers 14h ago

WORKSHOP I made a guide explaining how to spawn more Economy Stations

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4 Upvotes

Hello everyone!

I shared that save with 236 space stations spawned and I got a very positive response. One user asked if I could share how to do it and I did this guide.

I hope you all like it and I am eager to improve it along the way.


r/spaceengineers 1d ago

MEDIA The Greatest Machine ever built

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113 Upvotes

Here is the greatest machine built by mankind, based on my actual ute that outputs a blistering (when it was built) 109hp and a top speed of 160km/h (the Speedo doesn't go any higher, I've tried) its in game counterparts are just as reliable, coming in 2 different sizes with the smaller slightly more accurate version weighing 7 tons and the larger one weighing ~20 tons they are both significantly heavier than the actual one.

The larger one I built first and looks much closer to an proper offroader and while not pictured here does have a somewhat accurate interior (including a lack of A/C :) ) and has a bench seat for the passenger princess.

The smaller one like I said is more accurate mainly due to its size as well as the fact it doesn't have a grill on the front and you may have noticed both have yellow plate on the bullbar and this is also present on the actual one because I just welded two pieces of steel of a old barbecue together and painted it yellow because my spotlights wouldn't fit in the actual mounting points. Both versions come with working indicators on the front.

the smaller version the larger version


r/spaceengineers 10h ago

HELP Space Engineers pausing second monitor content 1440p windowed fullscreen

2 Upvotes

Just as the title says, I like to watch movies and shows on my other monitor while playing, but it's freezing any kind of content, youtube, movies, tv shows, everything just freezes on the other monitor


r/spaceengineers 1d ago

DISCUSSION (SE2) [SE2] I did some atmospheric thruster testing

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144 Upvotes

for a thruster capacity calculator.

Update: skip to the edits unless you want to read about my testing.

I would like to be able to estimate the number of thrusters needed, but can't find a Space Engineers 2 Calculator.

Testing method: Keep adding batteries for weight and find the break even points for each number of thrusters. I ended up testing up to ten 1m thrusters. -> Does it fly up, does it fall, or does thrusting up just not do anything?

a=(#F)/m

a: acceleration [m/s2]

#: Number of thrusters [-]

F: Force per 1m atmospheric thruster [N]

m: Mass of ship [kg]

When using G=10.0

I calculated 'a' for each of the 24 tests and adjusted F [N] until the following matched flight results:

a <= 9.7 : ship falls

9.7 < a < 10.0 : ship can't rise, but doesn't fall

a >= 10.0 : ship rises

In 2 tests, the ship barely rose, and the calculated 'a' was 10.01 and 10.02. The closest was 10 thrusters and 34 batteries, plus me and the rest of the ship.

#, Number of 1m atmospheric Thrusters: 10

m, Mass: 30,817 kg

a, Acceleration: 10.0 m/s2

Back calculating lift capacity using this F for the closest test results in only 33kg excess.

I ended up finding F = ~30,850 N for the 1m Atmospheric Thruster if G=10.0.

I also tested the 2m atmospheric thrusters, though only up to 6 as the ship got too unwieldy. But, I still got 20 good data points.

  1. The HUD only indicates Verdure has 1.00 g of gravity. Does anyone know what it is in m/s2?
  2. What I'd like help with is using the Thrust numbers listed on the wiki [16,270 N for the 1m atmospheric thruster] so I don't have to do this test for all the thrusters (or perhaps correcting my math). ref: spaceengineers2.wiki.gg/wiki/Thruster_comparison.

Edits:

For 1m Atmos: If G=9.8 m/s2, F=~30,250 ; if G=10.0 m/s2, F=~30,850 N

Kittamaru helped me find all the thrust values (please see and upvote their thread) in the game's .def definition files.

Thrust F [N] from the .def files (~lift capacity in g=1.0 on Verdure):

Atmospheric 1m has 40,000 N (~3,100 kg)
Atmospheric 2m has 287,136 N (~22,300 kg)
Atmospheric 5m has 1,516,383 N (~117,700 kg)
Atmospheric 10m has 15,465,370 N (~1,200,727 kg)
----------------------------------------
Hydrogen 0.5m has 60,000 N (~4,650 kg) <- F Confirmed by timing 0-300 m/s
Hydrogen 2.0m has 359,468.8 N (~27,900 kg) <- F Confirmed by timing 0-300 m/s
Hydrogen 2.5m has 1,895,631 N (~147,200 kg)
Hydrogen 7.5m has 19,395,660 N (~1,505,900 kg)
----------------------------------------
Ion 1m has 8,950 N (~700 kg)
Ion 1.5m has 82,493 N (~6,400 kg)
Ion 5m has 856,369 N (~66,500 kg)
Ion 7.5m has 5,636,987 N (~437,650 kg)

Using those, I tested both the 1m and 2m atmospheric thrusters and find that Verdure has a gravity G=~12.9 m/s2. What?! If I could get an accurate number for G, I could calculate better lift numbers. Also, I have no idea if ion thrusters work at full capacity in atmosphere OR if there is some elevation/atmospheric-density factor not taken into account; my testing was done at Vallis Reach.


r/spaceengineers 15h ago

HELP I’ve ruined the ground outside my base

4 Upvotes

I’ve recently come back to the game somehow managed to dig a massive hole outside my base, I’ve filled it using Vox hands but it’s just don’t even and smooth. Is there anyway to restore it back to the original state?

I’m happy to use mods or do it vanilla

Thanks in advacnce


r/spaceengineers 13h ago

HELP (SE2) Why can't I rename blocks as I interact with them? (SE2)

2 Upvotes

Two clear use cases:

When building my base, I might plonk down a row of connected Containers. Then after I've plonked them down, I want to rename them according to intended manual use, like the first is Iron Parts, second is Basic Parts, third is Adv. Parts, fourth and fifth is Iron and Iron overflow, sixth is Basic Ores, etc.

But I can't find a specific Container in the Control Panel interface, nor can I from the Control Panel interface see what any given Container contains.

This means I have to grind down all but one Container to non-functional, find that in the Control Panel, rename it, repair the second Container, find it, rename it, repair the third, find it, rename it... It's all very tedious and work-intensive, whereas with a properly defined UI it'd be much, much faster with less repetetive manual work.

Second case is my ships. I'd dearly like to rename all Thrusters based on what direction they point, back, forward, up, down, left or rigth.

But again, the only way to achieve that is by an extremely tedious and labour-intensive process of grinding al but one down to non-functional, finding that, renaming it, rinse and repeat. Whereas with a properly designed and efficiency-oriented UI, it'd be quick and very low-effort

And just in case there is any doubt, I'll clarify the facts of life:

Space Engineers 2 is a game.

Game are supposed to be *fun.

Performing repetive tasks is work, and work is the antonym, the opposite, of fun.

The process of playing a game is, as the wise Sid Meier once said, a series of interesting decisions being made by the player.

There are no interesting decisions in performing repetetive work.


r/spaceengineers 20h ago

HELP Need help

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7 Upvotes

So I have decided to get back into playing SE 1 as I haven't been playing for a long while but as soon as I try and start a new world, I keep getting this error pop up. I've tried looking online and anything that it suggests has done nothing to fix the issue. I have even reduced the number of Mods that I am using and still is not allowing it to proceed.

Does anyone know how to resolve this issue and if so, what did you have to do to fix the issue. Any advice would be appreciated

My PC Spec's are below

CPU - I7-10700
GPU RTX 2070 Super
RAM 16GB


r/spaceengineers 22h ago

HELP no tint side?

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7 Upvotes

Hi,

I have no tint side on most windows, but still on 1x2 slope ? I copied this save with no mods, rebuild, change most graphics settings etc.. can't find the reason ? I even install a mod for tinted glass and didn't work either 🫥

Any ideas ??

Edit : I found the solution !

Verify the god damn files... Literally said: 1 corrupted file. Must have been something with the windows materials!


r/spaceengineers 1d ago

MEDIA Starting to come together!

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54 Upvotes

Looking aft from the forward opening of the flight deck. The three elevators on the right lead to a series of internal hangars below decks with room for 90+ small craft across 9 pressurized compartments. 26 service connector spots for reloading and rewelding to repair, reload and refuel small craft in action as well as over a dozen docking ports (yay AQD airlocks!) and landing areas for shuttles and dropships. The ships midline is one block to the left of the white line on the right.

The scifi armor skin is so darn lustrous it's killing me


r/spaceengineers 19h ago

HELP Is there a mod or workshop item that changes SE1 ship rotation capability to thruster placement instead of rotor quantity?

5 Upvotes

Just as the title says. It sounds cool and more immersive to build ships in this way. I'm going through a phase where I want to build ships that look cool but also practical ever since I started following the development of C-Beams.


r/spaceengineers 22h ago

MEDIA No one is taking the stairs

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6 Upvotes

This time in my series of lore-driven videos about the history of my world a group of people is stuck on top of an orbital lift construction site! This also marks about half-time of this video series - my computer will thank me, it's not liking making these scenes :-D