Community Spotlight 🧐 September 2026
Posted on October 2nd, 2026 03:43 AM EST
Image Credit: FM0Our favorite pastime is browsing through the workshop - we are in love with all the creations our players are constantly sharing. 💫
We can't wait every month to spotlight mods and blueprints that catch our eye and have the potential to make your time in Space Engineers more interesting and unique.
Here is our spotlight for the month of September! 🤩

One coherent, deterministic system. Before anything is spawned, it calculates and validates positions, gravity wells, moon spacing, rings and safe distances.
Vergis is a freeze world sporting vast deserts of snow, and tall mountains. While most of the planet is buried in snow there are a number of hot spots where geothermal activity has melted the snow and ice creating small lakes and rivers that life clings to.
A lightweight progression mod patch for Industrial Overhaul that binds your technology milestones directly to vanilla planets moons and asteroids. Built to enforce a strict interplanetary logistics chain and resource scarcity.
The Mediterranean, sometime in the early-to-mid 1940s. Two navies contest the sea lanes. Two air forces trade blows over convoys and coastlines. Two armies dig in on the ground between them.

Echelon Technologies is a T1-T7 progression mod focused on advanced engineering, custom resources, corruption, dangerous environments and late-game risk/reward systems.
A dedicated pre-made world, "Deep Wild Space," has been created to ensure maximum immersion and a hardcore experience.
This is a PB script, you just add to a programming block and then put down 4 sound blocks and one LCD(any)block. It's preferable to play on a larger LCD than a small half block screen on small grid, the 3x3 works well.
This is an Modular Encounters System mod containing Italian and French WW2 planes and ships. It is intended for use with the WitM planet where static ports spawn and NPC traffic occurs.
More wrecks to crack, wherever you land. A standalone data mod that seeds real, worthwhile salvage across every planet you visit — no scripts, no plugin, no dependencies. Drop it in and go.
The stock respawn pods are fine. They are also the same three pods you have spawned in a hundred times, and none of them has an opinion about anything.
Threshold Dynamics Spawn Ship Collection replaces all of them with eight vehicles that do. Every one is survivable. Every one has a problem you will find out about later.
Threshold Dynamics Spawn Ship Collection replaces all of them with eight vehicles that do. Every one is survivable. Every one has a problem you will find out about later.

Not a texture. Not a band stretched over a wheel. A running gear.
Every other track mod paints a strip over a rolling wheel and hopes you don't look too closely. This one throws the wheel away. The track is what touches the ground — it carries the hull, it puts the power down, it drags you around on the spot, and when a shell takes out a road wheel, it sags.
Every other track mod paints a strip over a rolling wheel and hopes you don't look too closely. This one throws the wheel away. The track is what touches the ground — it carries the hull, it puts the power down, it drags you around on the spot, and when a shell takes out a road wheel, it sags.
A rail-mounted linear drive for large grids. You build a rail out of rail blocks, put a motor anywhere on it, and a carriage travels the length of the track you actually built.
This mod replaces the normal vanilla windows with frameless versions while keeping their original functionality.
Existing builds that use vanilla windows will automatically use the frameless models when this mod is enabled.
Existing builds that use vanilla windows will automatically use the frameless models when this mod is enabled.
The Fabricator automatically detects and processes Damaged blocks, Incomplete physical blocks, Buildable projected blocks.
Transmit real electrical power wirelessly between bases, ships, outposts and stations in Space Engineers.
Currently this mod contains a vanilla-like, double-sided hinge / advanced rotor. It only has a base currently, but auto-spawns with a hinge part. It has conveyor connections and allows small grid hinge parts as well. There is also a future plan to make a large 3x3 walk-through, air-tight version.
A standalone airborne radar module meant to be an example for modders. The Mk-70A is a basic radar, meant for space operations, it lacks Look Down capability, so it will detect ground clutter.
This is a dual port 1x1x1 production upgrade module for Production and Cythons Energy Shield Generators.
These also work on refineries and assemblers, there is now a small grid Eezo upgrade that is 1x1x1 and has two ports.
These also work on refineries and assemblers, there is now a small grid Eezo upgrade that is 1x1x1 and has two ports.
This mod gives you the ability to add levitating parts to your constructs and animate them.
This mod adds subgrid-free gimbal thrusters from highfleet.
Solar Ore Generator mod modified to work with the Industrial Overhaul mod. Comps updated. Added new resources. Adjusted power cost and output.
Issued by the Office of Extended Geometry.
The QSZ-92 Pistol uses a specialized 5.8x21mm ammo which does slightly less damage than 5.7x28mm.
The QCQ-05 and QCW-05 are bullpup submachine guns that use a specialized 5.8x21mm ammo which does slightly less damage than 5.7x28mm.

Advanced Grid System lets you build ships, vehicles, stations and interiors on a unified grid, combining small and large block options that are normally separated between Small Grid and Large Grid.
Stop searching for the right armor block - Start building the shape you actually want.
ArmorFlow analyzes existing armor geometry and helps you find, preview and build matching armor shapes.
ArmorFlow analyzes existing armor geometry and helps you find, preview and build matching armor shapes.
Turn vanilla cameras into live holographic and screen-based displays.
The console room for your LODESTAR mining fleet. Run it on a base or carrier Programmable Block: it listens to your drones, draws them across a wall of screens, sends them orders, reacts to trouble on its own, and drives your hangar doors, alarms and lighting while it does.
Your ship drifts with nobody at the controls. Half the turrets never got any ammo. The refinery stopped an hour ago and you only noticed now. Inspector Clang looks your ship over and tells you what's wrong, where exactly, and what to do about it.
One LCD becomes a menu that runs commands on every other Programmable Block on your ship.
Adds drill efficiency to all drills. This mod exist to rebalance the Prototech drill, to make it still superiour to modded drills. 70% means 30% ore lose.
Space Engineers has amazing ships, planets, and enormous open spaces—but no automatic cinematic camera for simply enjoying the flight.
CineCam adds a GTA-style cinematic camera director for the ship or rover you are currently controlling.
CineCam adds a GTA-style cinematic camera director for the ship or rover you are currently controlling.
Yoink! adds first person leaning to Space Engineers.
Ever sat in a cockpit and wanted to get a better look at one of the LCDs? Or had a screen just far enough away that you wanted to lean in instead of moving your whole character? That's what Yoink! is for.
Ever sat in a cockpit and wanted to get a better look at one of the LCDs? Or had a screen just far enough away that you wanted to lean in instead of moving your whole character? That's what Yoink! is for.
Heavy Control gives player-built mechanical machinery real operator-style controls instead of forcing you to run every rotor, hinge, and piston from individual terminal sliders.
Adds an "Inventory item amount" event to the Event Controller: react to how much of a specific item is in your containers.
Adds an "Environment" event to the Event Controller: sunlight, weather, radiation, temperature, oxygen, atmosphere and wind.
Programmable Farming adds Programmable Block automation support
for vanilla Farm Plots in Space Engineers such as Planting and Harvesting.
for vanilla Farm Plots in Space Engineers such as Planting and Harvesting.
A functional dynamic LCD system for Space Engineers reactors.
This is not just a static LCD image pack. The displays read real reactor data directly from Space Engineers and update automatically.
This is not just a static LCD image pack. The displays read real reactor data directly from Space Engineers and update automatically.
A real-time hydrogen, oxygen and O2/H2 generator monitoring system for Space Engineers.
A real-time power-management LCD system for Space Engineers.
A lightweight automatic door-closing utility for Space Engineers.
An LCD app that tells you whether your ship lifts off with the cargo it carries, how much more you can load, how high it can climb and how long it can hover. It uses the game's own numbers. No new blocks, no programmable block: pick it in the Script list of any screen.
Smooth, predictable flying - and a ship that can find its way around, dock itself and remember where the ore is.
The mod expands the capabilities of cockpits and adds the ability to control the automatic alignment of the ship relative to the planet’s natural gravity from its terminal or action panel, smoothly adjusting with gyroscopes.
One script runs your whole base. Sorting, autocrafting, refinery feeding, bottle refilling, ice + uranium balancing and modern sprite-drawn LCDs - in a third of the code of the classics, and fully backward compatible with Isy's Inventory Manager setups.
All-in-one power management + monitoring for your ship or base.
Automatically manages your backup power AND gives you clean, graphic status displays on any LCD or cockpit screen. One programmable block, zero timers needed.
Automatically manages your backup power AND gives you clean, graphic status displays on any LCD or cockpit screen. One programmable block, zero timers needed.
Ever loaded a cargo ship and wondered: "How much more can I actually carry before this thing stops flying?"
This simple Ingame Script calculates how much additional mass your ship can safely carry based on its current upward thrust and natural gravity.
This simple Ingame Script calculates how much additional mass your ship can safely carry based on its current upward thrust and natural gravity.
A lightweight HUD overlay that shows live info about the block you're looking at - and lets you rename it on the spot, without digging through the terminal's block list.
How full is the base? This totals every cargo container on the same grid and draws fill percent, used, free, and max on the programmable block and any LCD tagged [MeowStorage].
This will auto adjust to any LCD size.
This will auto adjust to any LCD size.
Thunderclap is an enhancement of most of the Vanilla weapon sounds, making them more realistic and more loud, completely enhancing your battlefields.
This is a demonstration on how to achieve all the possible Logic Gate conditionals using Event Controllers, including AND, OR, XOR, NAND, NOR, XNOR, IMPLY, NIMPLY, NOT, and BUFFER gates. As a useful example, the arrows use some of these gates to light up and show which row is active.

We also have a Creator Spotlight[www.spaceengineersgame.com] series of articles on our Community Hub! [www.spaceengineersgame.com]
Creator Spotlight: Hanels alias “Space Train Works”[www.spaceengineersgame.com]
Anteros Mining Colony [train world], Clang Railway, Cyber Train, and more!!
Do you want to see more amazing Space Engineers ships, fighters, tanks, mechs, planets, rovers, bases, scripts, mods, encounters, scenarios, minigames, videos, and other creations?
We spotlight them every day!
➡️ Find us on your platform of choice: https://www.keenswh.com/connect

🛠️ Feedback & Support: https://support.keenswh.com/
🛰️ Discord: https://discord.gg/keenswh
📫 Newsletter: https://www.keenswh.com/newsletter
🚀 Community Hub: https://www.spaceengineersgame.com/community-hub/
➡️ Connect and find us on your platform of choice: https://www.keenswh.com/connect/














































