Space-Engineers.com Blog Feed en https://space-engineers.com/ Thu, 13 Mar 2025 14:01 CET Space-Engineers.com is a Space Engineers servers list. Its goal is to provide an efficient way for players to find a server that suits their needs and also for servers owners to get more players on their servers. 60 Marek's Dev Diary - March 13, 2025 https://space-engineers.com/blog/360/marek-s-dev-diary-march-13-2025/ https://space-engineers.com/blog/360/marek-s-dev-diary-march-13-2025/ Thu, 13 Mar 2025 14:01 CET

Space Engineers team is almost finished with the 206 update, and soon to start working on 207.
Looks promising!

Full Blog Post: https://blog.marekrosa.org/2025/03/mareks-dev-diary-march-13-2025.html


Want to get our teasers early and enjoy exclusive content? Subscribe to our newsletter at https://www.keenswh.com/newsletter and be the first to get the latest updates, sneak peeks, and more!

🛠️ Feedback & Support - https://support.keenswh.com/
🛰️ Discord: https://discord.gg/keenswh
➡️ Connect and find us on your platform of choice - https://www.keenswh.com/connect/]]>
Community Spotlight 🧐 February 2025 https://space-engineers.com/blog/359/community-spotlight-february-2025/ https://space-engineers.com/blog/359/community-spotlight-february-2025/ Fri, 07 Mar 2025 12:13 CET

Our 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 February! 🤩

This was a project i have been working on for 2 years. Fully simulated heat transfer with environmental interactions.

I recommend creating a fresh world and adding grids to it. I DO NOT recommend you add it to a world you care about. At least not until you know how it works.
Introducing APOCRYPHA - Abyssal Systems, a moderately sized yet ever-expanding collection of voidborne weaponry aimed at providing unique ordnance to split the Void in two.

Inspired by the famed EVE Online [as most of my work is], this mod aims to soon encompass many of the unique capabilities and weaponry that EVE itself is so famous for.
Sent by the Ronin Empire, your mission is simple: rescue Echo Company, a missing military science team whose fate has become a chilling enigma.

As the team sent to make a rescue attempt, you've been given a basic frigate with little defense, a drop ship to get down to planets, and a rover for some basic travel.
Welcome to the Real Solar Systems Proxy World!

All Planets are exported in 4096x2048.
Uncharted Sector 4361B - MuraCore System exist a large black hole that has devoured all the planets and stars in its cluster but for some anomalous reason decided to keep one star anchored.

Around that lone survivor exist several planets, some earth-like and others completely alien.
Introducing ABYSSAL - Sublight Systems, a small but expanding collection of thrusters aimed at providing an attractive yet accessible manner of conventional propulsion.
The new major update for Consolidation Propulsions is out!

Meet the new additions to Stribog series and completely new set of hybrid thrusters - Aeolus!
This is the latest version of Ares at War.

Please report bugs or feedback. That is the point of this Beta. Thanks!
Player-to-player trading
Adds 4 hydrogen tanks with a capacity of 300,000 liters and a semi-block tank of 25,000 liters, as well as small conveyors with a diameter of 25 cm.
This mod pack will contain my current and future armor, structure, and occasional niche block updates related to structural building.
Low-Tech Space Traffic adds a small variety of hydrogen-powered ships to supplement vanilla cargo ship traffic.

The "Space Denizens" civilian faction is included for generic versions of trade ships and other unusual spacecraft. Some ships are owned by this faction, and some belong to default economy factions.
Automated elevator capable of bringing into orbit ships of mass up to around 3 000 000 kg.

Wheels only, includes pillar constructor sitting at the top.
Space elevator base and Space Elevator (wheel powered), Self Building Mechanism

Once finished, a projector will project the space station, which you will have to weld yourself.
Move or rotate the lever by hand to generate power

Connect things to the grid to recharge them!

February Creator Spotlights
We also have a Creator Spotlight[www.spaceengineersgame.com] series of articles on our Community Hub![www.spaceengineersgame.com]

[www.spaceengineersgame.com]
Creator Spotlight: Amai Dolce[www.spaceengineersgame.com]
“When it comes to building things, that first spark of creativity will become the most important building block of your future."
[www.spaceengineersgame.com]
Creator Spotlight: Dread Mechanic[www.spaceengineersgame.com]
Mechs! Lots of Mechs! Armored Cores, Kaiju Battles, Mech Tutorials and more!
Daily Spotlights
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




Space Engineers Official[www.spaceengineersgame.com]
[www.spaceengineersgame.com]
Support Portal[support.keenswh.com]
[support.keenswh.com]
Discord Community[discord.gg]
[discord.gg]]]>
Update 1.206 Sneak Peek: More Prototech? https://space-engineers.com/blog/358/update-1206-sneak-peek-more-prototech/ https://space-engineers.com/blog/358/update-1206-sneak-peek-more-prototech/ Tue, 04 Mar 2025 09:36 CET
New Prototech Spotted?

When the Factorum made contact, many rose up to challenge them. In the ensuing battles, these brave individuals were able to liberate powerful Prototech devices from the hands of their enemy...

But the Factorum still holds many secrets.

Want to get our teasers early and enjoy exclusive content? Subscribe to our newsletter at https://www.keenswh.com/newsletter and be the first to get the latest updates, sneak peeks, and more!

🛠️ Feedback & Support - https://support.keenswh.com/
🛰️ Discord: https://discord.gg/keenswh
➡️ Connect and find us on your platform of choice - https://www.keenswh.com/connect/

]]>
Space Engineers 2 Pre-Launch Event: Space Engineers 1 insights https://space-engineers.com/blog/357/space-engineers-2-pre-launch-event-space-engineers-1-insights/ https://space-engineers.com/blog/357/space-engineers-2-pre-launch-event-space-engineers-1-insights/ Tue, 25 Feb 2025 11:55 CET

🚀 Relive the excitement of our Space Engineers 2 pre-launch event, where we showcased new features, developer insights, and the future of Space Engineers.

For Space Engineers 1 part of the presentation jump to 0:59

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Community Spotlight 🧐 January 2025 https://space-engineers.com/blog/356/community-spotlight-january-2025/ https://space-engineers.com/blog/356/community-spotlight-january-2025/ Fri, 07 Feb 2025 07:28 CET

Our 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 January! 🤩

Mother is a general purpose operating system for Space Engineers grids, available as an in-game script.

It exposes an intuitive command line interface (CLI), flexible flight control & planning, and an intergrid communication system to massively expand what you can do with your grid(s).
After awakening from your cryo chamber, you discover that you’ve crashed on an unknown planet.
There is nothing here but death. But you’re not alone—you are being hunted. Your only chance of survival is to escape this hellhole. Follow the clues, scavenge what you can from lockers and containers, and find a way off the planet.
You are a space app pilot, and what seemed like an ordinary day turns into a nightmare when a horde of hostile drones begins to chase and attack you. After traveling thousands of miles on the run, with almost no oxygen and nothing left to lose, you receive an unexpected distress call that takes you to an abandoned radioactive city, full of mysteries and conspiracies, on a nearby planet.
A story-driven scenario for single and multiplayer.

Exactly 172 years ago, the Empire lost contact with the newly established colony of Volentia. Before this, reports of a spreading illness on the colony’s core world had been received via the then-unreliable interstellar communication systems. Now, the Royal Research Institute has assembled experts from several High Houses for an expedition.
OmniCorp's OmniArc Project is the ultimate evolution of engineering tools, designed for the most advanced and demanding operations in the galaxy.

Built for endgame content, the OmniArc tools push the limits of technology and power.
The Legion is a dedicated para-military organization and a major galactic power. It is one of the largest and strongest standing private military corporations and boasts a dedicated naval force as well as a massive ground army. While not openly hostile, they see any attempt to interfere with their operations as an act of aggression and will respond with lethal force.
This mod adds a set of weapons systems from the “Expanse” book series and TV show to Space engineers.
Arm yourself with six varieties of laser cannons to fend off pesky scoundrels, 14 different turbolaser models to wage all-out war, and three distinct proton torpedo launchers to bring the pain to your foes! Also included is the new Manufactory, a powerful assembler capable of manufacturing nearly all varieties of ammunition and the components to unlock their weapons.
The space suit powerbank system is designed to be a solution for the issue of running out of power in your space suit while exploring.

Sure we have oxygen and hydrogen bottles, but they don't help if you're running out of energy way earlier.
This is a pack of mods designed to make mech building easier.

Improved SG Rotors, Gyroscopes, Fan Thrusters, Suspensions, and more!
VAP aims to be a expansive Vehicle mod, that builds off of vanilla systems, It works either standalone or with other mods.
ProtoTech Ion Thruster (Inspired by Starship Troopers: Invasion)

The ProtoTech Ion Thruster mod is a light weight mod, its brings a non-scripted Ion Thruster doing 1.5x the power of the vanilla ion thruster.
Are you tired of constantly being worried about your ship slamming into asteroid while it is cruising, also while you want to do your own thing?

Fear no more because this device solves the problem.
Automatically detects docking connectors, aligns your ship, and manages thrust for seamless docking.
The AMBS (Otherwise known as the Automated Mech Balancing System) is a very simple system that stabilizes mechs, rovers, ships or anything else you put it on to be perfectly aligned with gravity.
This is a completely survival friendly, mod free ship printer. all logic from timer blocks work after projection.

With just a few easy steps, you'll be ready to print large ships in no time!

January Creator Spotlights
We also have a Creator Spotlight[www.spaceengineersgame.com] series of articles on our Community Hub![www.spaceengineersgame.com]

[www.spaceengineersgame.com]
Creator Spotlight: Noisy JET[www.spaceengineersgame.com]
Imperion SHH-MS, Titan-2S, Crusader Tank and more!
[www.spaceengineersgame.com]
Creator Spotlight: Major Jon[www.spaceengineersgame.com]
Planet Komorebi, Battleship Cepheus X-4000 Eleuthera, City Planet Teralis and more!
Daily Spotlights
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



Space Engineers Official[www.spaceengineersgame.com]
[www.spaceengineersgame.com]
Support Portal[support.keenswh.com]
[support.keenswh.com]
Discord Community[discord.gg]
[discord.gg]]]>
Space Engineers: Update 1.206 Sneak Peek https://space-engineers.com/blog/355/space-engineers-update-1206-sneak-peek/ https://space-engineers.com/blog/355/space-engineers-update-1206-sneak-peek/ Thu, 30 Jan 2025 14:16 CET
Are your engineers allergic to large doses of carbon monoxide? Are oxygen tanks too large for your compact small ship designs? We present to you, the small oxygen tank!

Add brand new smaller oxygen tanks to your small grid ship designs and introduce the luxury of breathing oxygenated air so your contracted mining pilots no longer require breathing breaks between hauls!



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Space Engineers 2 Alpha has officially launched on Steam Early Access! https://space-engineers.com/blog/354/space-engineers-2-alpha-has-officially-launched-on-steam-early-access/ https://space-engineers.com/blog/354/space-engineers-2-alpha-has-officially-launched-on-steam-early-access/ Mon, 27 Jan 2025 19:21 CET

Hello, Engineers!

The day has come - Space Engineers 2 Alpha has officially launched on Steam Early Access!

After months of anticipation and hard work, we’re excited to take this first step together. The thrilling journey of Space Engineers 2 starts now, and we invite you all to be part of it. The release of the Alpha and Vertical Slice1: Creative Mode is just the beginning - there’s so much more ahead!
We’re taking a unique approach to developing Space Engineers 2 with our Vertical Slice strategy. A Vertical Slice is a fully playable portion of the game that showcases specific core features and improvements implemented at production quality. It serves as a milestone in the game’s development, allowing us to focus on delivering polished gameplay in stages while more features are added in subsequent slices.

You have now access to VS1: Creative Mode. Additional Vertical Slices will follow in the months after, each expanding the game's features and content. This development process will continue over the next few years until we achieve our full vision for Space Engineers 2.


Forging the Future Together

But first let’s talk openly and honestly about the Space Engineers 2 Alpha - the word “Alpha” is really important. Releasing Space Engineers 2 in such an early stage of development isn’t just a milestone for us; it’s a deliberate choice. It reflects our commitment to transparency, collaboration, and building something incredible together with our players.

We’re just as excited about Space Engineers 2 as you are. We couldn’t wait for you to get your hands on it and see what amazing creations you’ll dream up within this new chapter of the Space Engineers universe. Your creativity inspires us, and we know the game will truly shine as you begin to explore, experiment, and push its boundaries.

We’ve seen firsthand the power of a great symbiosis with our community. Space Engineers 1 was shaped, refined, and elevated by your ideas, feedback, and passion. You push us to try harder, aim higher, and get further. Without your voices, Space Engineers would have been a much different game. That same spirit is what drives us today.

An early release like this brings enormous advantages - not just for us, but for you. We get the opportunity to test ideas, uncover hidden challenges, and innovate beyond our limits. You get to experience and shape the development firsthand, influence its direction, and witness the evolution of the game from the ground up.

That said, let’s be honest. If you’re not ready for an unpolished experience, this may not be the right time to jump in. If you prefer to “plug in and play,” we encourage you to wishlist, sign up for our newsletter[www.keenswh.com], follow the development[www.keenswh.com], and wait for future updates when the game becomes more feature-complete. As a reminder, here’s the Roadmap[2.spaceengineersgame.com], so you can see where we’re headed and decide the best time to hop on this journey.

However, if you’re excited about shaping the future of Space Engineers 2 with us - visit our Store[2.spaceengineersgame.com], our Support Portal[support.keenswh.com] and get involved!


How to share your feedback?

The best way to provide your feedback is through our Support Portal[support.keenswh.com]. You can always find a direct link to the support portal from within the game - just press F1 to access the help screen!

This platform is your direct line to the developers and the Space Engineers community. Here, you can:
  • Create a Bugreport
  • Create a ticket with your Feedback/Idea
  • Vote[support.keenswh.com] on other ideas or bug reports
  • Comment and Interact with fellow players
  • Suggest solutions and provide valuable feedback to help shape the future of Space Engineers 2

Vertical Slice 1: Creative Mod - Features
You have now access to VS1: Creative Mode, our first vertical slice, featuring:
  • New VRAGE3 engine brings better performance and future optimization potential
  • new 25cm unified grid system (no more small vs. large grids!)
  • new blueprint building (snap to grid, partial copy/paste, assign to toolbar)
  • grid undo/redo
  • enhanced creative mode with powerful building tools (new voxel hand, symmetry tools, line/plane building)
  • grid speeds up to ~300 m/s
  • safe speed system preventing damage under 20 m/s
  • new magboots with camera stabilization
  • new physics and dynamic fractures and debris for more realistic destruction
  • visual revolution thanks to ray tracing, global illumination, tessellated terrain, parallax mapping, sleek armor edges, and enhanced lighting
https://store.steampowered.com/app/1133870/Space_Engineers_2/


Pioneer Edition
Pioneer Edition Bundle includes the base game, soundtrack, and exclusive behind-the-scenes development materials (from 2022 to 2024). As development continues, we will keep adding new content and updates.

https://store.steampowered.com/bundle/48063/Space_Engineers_2_Pioneer_Edition_Bundle/

For Space Engineers 2's soundtrack and in-game music, we wanted to capture the story of people who carried their ancestral heritage across 10,000 light-years to The Amalgest System. We drew inspiration from various ethnic styles: the soul-stirring melodies of Eastern Europe, the mystical sounds of Arabia, the intricate patterns of Indian music, and the primal rhythms of Northern European tribes.

To bring this vision to life, we turned to Karel Antonin, who has been composing and leading music production for our games for almost 15 years, from Miner Wars through Space Engineers and Medieval Engineers. Under Karel's direction, each piece of music became a bridge between Earth's ancient cultures and humanity's far future, blending traditional instruments with modern synthesizers to show how our musical heritage might evolve across millennia.



Working with talented musicians and a full orchestra, Karel composed music that feels both ancient and futuristic, where you might hear folk melodies transformed through electronic textures while still maintaining their emotional core. This vision continues the musical journey we began together all those years ago, growing and evolving with each game we create.

Soundtrack Recording

What happens when you put together over 80 amazing players and record the score live?
It was an amazing day from start to finish, filled with "hard fun", notes & liters of coffee. Check it out:


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Space Engineers 2 Alpha Early Access Release - January 27 https://space-engineers.com/blog/353/space-engineers-2-alpha-early-access-release-january-27/ https://space-engineers.com/blog/353/space-engineers-2-alpha-early-access-release-january-27/ Fri, 24 Jan 2025 15:01 CET
Join us this Monday for the Space Engineers 2 Alpha release on Steam!

📅 Monday, January 27th, 6 PM UTC

Release Livestream:
🛰️ Twitch: https://twitch.tv/keencommunitynetwork
🛰️ YouTube: https://youtube.com/user/SpaceEngineersGame

Before the build goes live, enjoy exclusive previews from our amazing community. Check out videos below and get ready for the big day!


Join Splitsie as he explores the new Space Engineers 2 build system and helps you plan your creations.

Zer0's Legion gives you a sneak peek at the Pioneer Edition. Check out the behind-the-scenes content and incredible Space Engineers 2 soundtrack.

Kanajashi explores movement in Space Engineers 2 - learn about the new safe speed and magboots to help you travel the universe!

Beeblebum showcases modular ship building in Space Engineers 2. Discover how modularity takes creativity to the next level.

Andrewman showcases modular asteroid station building in Space Engineers 2. See how stations can evolve like never before!

Captain Jack dives into the new blocks and new destruction system in Space Engineers 2. Watch how destructions get a serious upgrade.
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Space Engineers 2 Alpha: Undo & Redo, Block Destructions, and more! https://space-engineers.com/blog/352/space-engineers-2-alpha-undo/ https://space-engineers.com/blog/352/space-engineers-2-alpha-undo/ Mon, 20 Jan 2025 20:28 CET
Mark your calendars: The Space Engineers 2 Alpha will launch on January 27, 2025.

Space Engineers 2: Undo & Redo ↪️


Space Engineers 2: Block Destructions


Space Engineers 2: Paint Gun 🖌️


Space Engineers 2: Animated Gyroscopes ⚙️
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Space Engineers 2 Alpha - Main Features Overview https://space-engineers.com/blog/351/space-engineers-2-alpha-main-features-overview/ https://space-engineers.com/blog/351/space-engineers-2-alpha-main-features-overview/ Thu, 16 Jan 2025 20:27 CET


No Small or Large Grids!
JUST GRID! 🤩


Modular Copy & Paste 🛠️


Suit & Magboots 🚀


Roadmap 🗺️
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Community Spotlight 🧐 December 2024 https://space-engineers.com/blog/350/community-spotlight-december-2024/ https://space-engineers.com/blog/350/community-spotlight-december-2024/ Sun, 05 Jan 2025 14:00 CET

Our 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 December! 🤩

Large grid is now available on small grid!

All large grid blocks will be made be placed on the small grid system.
Sections is a Space Engineers plugin. It implements SE2's partial grid copying and section blueprinting feature for SE1.

Enable the Sections plugin in Plugin Loader[github.com]
One command base to defend, hostile factories pouring out enemy air and ground vehicles relentlessly.

How many can you take down before being overwhelmed?
The UTC Fleet is a large NPC encounter mod that uses Modular Encounter Systems and adds in an entire faction of new enemy ships!

It includes space cargo ships, planetary ships, stations, and random encounters.
Solar System Pack Part 1 features the celestial bodies of the inner Solar System, including Mercury, Venus, Earth, the Moon, Mars, and Ceres.
Welder wall is a replacement to walls of welders and grinders.

Featuring customizable settings for speed, power, and size it allows admins to allow server friendly welder walls.
Thanks to the research of UPF engineers, technologies have been developed that can produce new reactors and batteries.

This mod was born from the idea that a ship has only one main reactor that satisfies the entire energy needs.
NiteOwl’s Star Wars small grid Weapon Pack (Standard Edition)

Made for players to give their vehicle builds a little PEW PEW power!
We proudly present you the ultimate reconnaissance tool for all types of environments: The Targeting Pod!

This script uses rotors and hinges to control a camera and make it look at a set of positions. It supports gravity stabilization and real time control.
Adjustable landing gear pistons to compensate for uneven terrain and land with your ship horizontal.
This mod adds three sets of markings to the game: Line, striped line and wide line.

They are useful to delimit areas on floors and various other purposes.
There are currently 14 covers for small and large grid, they should all work with the vanilla thrusters.

I balanced them to be somewhat in between light and heavy armor.
A distillery for producing moonshine. Unlike those hap-hazard designs back home, half of this jerry-rigged contraption was taken off an industrial coffee maker, so you can enjoy your fresh liquor straight from the tap!
The classic board game "Battleship" made fully functional in vanilla Space Engineers with block coding!

This game is made possible with 1067 timers, 55 events, 15 broadcast controllers, 2 active hinges, 400 projectors, 200 sensors, and 216 buttons.

December Creator Spotlights
We also have a Creator Spotlight[www.spaceengineersgame.com] series of articles on our Community Hub![www.spaceengineersgame.com]

[www.spaceengineersgame.com]
Creator Spotlight: Incanatus[www.spaceengineersgame.com]
Veyran Class Heavy Frigate, Allegiance class Battleship, a lost IRW Colony and more!
Daily Spotlights
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

[www.keenswh.com]

Space Engineers Official[www.spaceengineersgame.com]
[www.spaceengineersgame.com]
Support Portal[support.keenswh.com]
[support.keenswh.com]
Discord Community[discord.gg]
[discord.gg]]]>
Space Engineers: Update 1.206 Sneak Peek - Large Grid Small Connector https://space-engineers.com/blog/349/space-engineers-update-1206-sneak-peek-large-grid-small-connector/ https://space-engineers.com/blog/349/space-engineers-update-1206-sneak-peek-large-grid-small-connector/ Thu, 02 Jan 2025 12:13 CET

We’re hard at work on the next Space Engineers update!

Alongside the NPC Cargo Ship overhauls we shared with you last month, there are a number of very exciting blocks and features headed your way. This month we’ll be showcasing one of the more unique items on the list, coming as part of the free portion of the 1.206 update - a large grid variant of the Small Inset Connector.

This block serves as an adapter which allows small grids equipped with the Small Connector to directly connect to large grids, vastly improving the docking experience for grids which utilize them.

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Space Engineers 2: Alpha Reveal https://space-engineers.com/blog/348/space-engineers-2-alpha-reveal/ https://space-engineers.com/blog/348/space-engineers-2-alpha-reveal/ Thu, 19 Dec 2024 21:12 CET
Engineers, prepare for liftoff! Today marks a monumental leap in the Space Engineers saga.

We are thrilled to announce Space Engineers 2[2.spaceengineersgame.com], the revolutionary next chapter in space simulation gaming. This isn't just an update—it's a complete reimagining of the space engineering experience, built on new foundations to push the boundaries of what's possible in a sandbox universe.



Mark your calendars: The Space Engineers 2 alpha will launch on January 27, 2025. But you don't have to wait until then to join our journey, pre-orders are available now[2.spaceengineersgame.com] on our website.

You can pre-order either the Base Game or the Pioneer Edition, which includes the game's soundtrack and behind-the-scenes development materials.

On January 27, you'll have access to VS1: Creative Mode, our first vertical slice, featuring:
  • new 25cm unified grid system (no more small vs. large grids!)
  • new blueprint building (snap to grid, partial copy/paste, assign to toolbar)
  • grid undo/redo
  • enhanced creative mode with powerful building tools (new voxel hand, symmetry tools, line/plane building)
  • grid speeds up to ~300 m/s
  • safe speed system preventing damage under 20 m/s
  • new magboots with camera stabilization
  • new physics and dynamic fractures and debris for more realistic destruction
  • visual revolution thanks to ray tracing, global illumination, tessellated terrain, parallax mapping, sleek armor edges, and enhanced lighting
  • New VRAGE3 engine brings better performance and future optimization potential

Additional Vertical Slices will follow in the months after, each expanding the game's features and content. This development process will continue over the next few years until we achieve our full vision for Space Engineers 2.

We're taking a unique approach with our Vertical Slice strategy, allowing us to perfect core features before moving to the next set. By sharing early access and development insights, we can incorporate valuable community feedback along the way. We're committed to delivering a polished and playable experience with each Vertical Slice, unlocking new possibilities as we progress. Our focus is on providing you with meaningful content, not unfinished prototypes.

For full information/blog post, continue here: https://2.spaceengineersgame.com/space-engineers-2-alpha-revealed/[/url] [url=https://2.spaceengineersgame.com/roadmap-2#current][/url] [h1]Commitment to Space Engineers 1[/h1] Our dedication to Space Engineers 1 remains as strong as ever. For over 11 years, we've consistently delivered free updates, enhancing the game experience for our community. We're continuing active development - while the 1.205 Contact Update has just been released, the design team is already hard at work on the next update. In 1.206, we're planning to introduce more PvE content and refresh some of the existing Cargo Ships. [previewyoutube=J6qJHR8OJhQ;full][/previewyoutube] Alongside the NPC Cargo Ship overhauls, there are a number of very exciting blocks and features headed your way. This month we showcased one of the more unique items on the list, coming as part of the free portion of the 1.206 update - a large grid variant of the Small Inset Connector. This block serves as an adapter which allows small grids equipped with the Small Connector to directly connect to large grids, vastly improving the docking experience for grids which utilize them. Space Engineers 1 and Space Engineers 2 will coexist, each offering unique experiences for players.
[2.spaceengineersgame.com]

Commitment to Space Engineers 1

Our dedication to Space Engineers 1 remains as strong as ever.

For over 11 years, we've consistently delivered free updates, enhancing the game experience for our community. We're continuing active development - while the 1.205 Contact Update has just been released, the design team is already hard at work on the next update.

In 1.206, we're planning to introduce more PvE content and refresh some of the existing Cargo Ships.


Alongside the NPC Cargo Ship overhauls, there are a number of very exciting blocks and features headed your way. This month we showcased one of the more unique items on the list, coming as part of the free portion of the 1.206 update - a large grid variant of the Small Inset Connector.

This block serves as an adapter which allows small grids equipped with the Small Connector to directly connect to large grids, vastly improving the docking experience for grids which utilize them.



Space Engineers 1 and Space Engineers 2 will coexist, each offering unique experiences for players.
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Space Engineers 2 Reveal Livestream https://space-engineers.com/blog/347/space-engineers-2-reveal-livestream/ https://space-engineers.com/blog/347/space-engineers-2-reveal-livestream/ Tue, 10 Dec 2024 13:44 CET

Please join us this Thursday for the Space Engineers 2 Reveal Livestream 🤩

🚀 Thursday, December 19th, 6 PM UTC
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The Bering Project https://space-engineers.com/blog/346/the-bering-project/ https://space-engineers.com/blog/346/the-bering-project/ Thu, 05 Dec 2024 17:06 CET
THE BERING PROJECT
HUMANITY'S GREATEST JOURNEY
10,000 YEARS IN CRYOSLEEP
THE FIRST WAVE ARRIVES


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Community Spotlight 🧐 November 2024 https://space-engineers.com/blog/345/community-spotlight-november-2024/ https://space-engineers.com/blog/345/community-spotlight-november-2024/ Sun, 01 Dec 2024 06:50 CET

Our 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 November! 🤩

Welcome to the Trithorne Cluster, a trio of star systems in orbit around a black hole!

Start from the tidally locked Lantha in the outermost system and work your way inward towards the black hole Trithorne itself!
Have you ever wanted to use your WSAD controls to drive something other than these boring wheels?

Well now you can and in pure vanilla, scriptless fashion!
Scale model of Mars planet based on real life scientific height data.
8096x8096 resolution height maps are used.

Recommended size: 679km (1/10 of real planet size)
Seven hand weapons from Warhammer 40000! All with blueprints and recipes.

Lasgun, Laspistol, Bolter, Bolt Pistol, Plasmagun, Plasma Pistol and Meltagun!
In the unmodified version of Space Engineers all ore on planets is placed in a checkerboard like pattern that repeats every 5km.

I wrote a program that analyses the original planet data files and modifies them to redistribute the ore on planets.
Tired of repairing your ships manually after every battle or scrape?

With this mod, Safe Zones become not just sanctuaries, but full-service repair stations.
This modpack is the main mod for Khjin's Warfare Packs (KWP). It is a collection of warfare related items but can also be used with chill gameplay.

The current theme is WWII.
Introducing Fusion Systems! Construct Fusion Accelerator Loops to power Brand New (and totally safe) Fusion Reactors and Thrusters!

Use your [Fusion Power] as you generate it, or spend it all at once - it's your choice to make.
The Talos Vertical Launch System is designed as a cheaper alternative to the more common VLS design like the Crotalus VLS requiring less welder block per missile.

It relies on no script nor mods to achieve this therefore it should be compatible with consoles as well.
Adds iSurvival Nutrition to the foods in Plant and Cook!
I have set it up to be like a plastic model kit. The red wireframe blocks can be deleted, and you can grab the building you want.

Each building isn't self-sufficient and must be connected with the underground pipe network.

November Creator Spotlights
We also have a Creator Spotlight[www.spaceengineersgame.com] series of articles on our Community Hub![www.spaceengineersgame.com]

[www.spaceengineersgame.com]
Creator Spotlight: Commodore Keras[www.spaceengineersgame.com]
Chopin II Deep Space Station, Cardassian Galor class Cruiser, Type-14 Shuttlecraft Gorkon, and more!
[www.spaceengineersgame.com]
Creator Spotlight: Piotrix[www.spaceengineersgame.com]
Limera-class carrier, Devastator-class heavy frigate, Wendigo-class destroyer, and more!

Daily Spotlights
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



Space Engineers Official[www.spaceengineersgame.com]
[www.spaceengineersgame.com]
Support Portal[support.keenswh.com]
[support.keenswh.com]
Discord Community[discord.gg]
[discord.gg]]]>
Update 1.206 Sneak Peek - Cargo Ships https://space-engineers.com/blog/344/update-1206-sneak-peek-cargo-ships/ https://space-engineers.com/blog/344/update-1206-sneak-peek-cargo-ships/ Fri, 29 Nov 2024 09:25 CET

While the 1.205 Contact update has just been released, the design team is already hard at work on the next update. In 1.206, we're planning to introduce more PvE content and refresh some of the existing Cargo Ships.


Want to get our teasers early and enjoy exclusive content?
Subscribe to our newsletter at https://www.keenswh.com/newsletter
and be the first to get the latest updates, sneak peeks, and more!]]>
The Almagest System https://space-engineers.com/blog/343/the-almagest-system/ https://space-engineers.com/blog/343/the-almagest-system/ Thu, 28 Nov 2024 11:32 CET
THE ALMAGEST SYSTEM
10,000 LIGHT-YEARS FROM EARTH
11,983 C.E. (0 A.E.)


Want to get our teasers early and enjoy exclusive content?
Subscribe to our newsletter at https://www.keenswh.com/newsletter
and be the first to get the latest updates, sneak peeks, and more!

]]>
The Steam Awards are back! https://space-engineers.com/blog/342/the-steam-awards-are-back/ https://space-engineers.com/blog/342/the-steam-awards-are-back/ Thu, 28 Nov 2024 10:15 CET

The Steam Awards are back! 🧐

We hope you will nominate us for the “Labor of Love” award! 🥰😍

https://store.steampowered.com/app/244850/Space_Engineers/]]>
Community Spotlight 🧐 October 2024 https://space-engineers.com/blog/341/community-spotlight-october-2024/ https://space-engineers.com/blog/341/community-spotlight-october-2024/ Sun, 03 Nov 2024 07:07 CET

Our 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 October! 🤩

It's finally time.

This mod allows for the creation of real solar systems with moving planets, gas giants, and stars. There are no limits on scale, speed, hierarchy, or really much of anything else. Supports fully customizable gravity, day cycles, orbit parameters, multiple stars, and much more!
Adds Two new Prototech Weapons with many blocks and weapons to come.

More Factorum Themed Encounters Are Definitely Coming!
This mod adds a Space Suit as item. It can be produced in the assembler. Whenever the Space Suit is inside your inventory, you are able to use the jetpack and helmet.

If you don't have it in your inventory, you will not be able to use the jetpack and helmet unless you have creative rights.
This mod adds prototech scrap and frames to be brought at some the trade stations.
Provides the ability to spawn one of several Merchant bots at any station that can be interacted with to purchase various items, depending on the type of merchant.

More information about configuring items and prices inside.
An energy weapon system that added 10 new blocks with unique abilities and behavior.
A collection of various hand weapons.

5.56mm Assault Rifle, 7.62mm Marksman Rifle, Handheld 40mm Autocannon, and more!
This mod adds in modified and new 1x1, 3x3, 5x5, 7x7, and 9x9 hydrogen thrusters with new flame and thruster heating effects.

This mod is aimed to be in line with how keen handles its thrusters.
Ignis is a large molten world, covered with volcanic plains and vast lakes of lava.
A lore-driven survival-combat scenario with missions for single- and multiplayer - PROTOTECH READY

You are part of a team of maintenance specialists that have been assigned to field test the freshly repaired heavy frigate I4 Merula in the Silas System.
This is a Script based Scenario: (for the Scenario the scripts are necessary)

To start the Scenario press button 3 on the "do not press button 1 & 2 panels", Bad AI will lock you inside.
Blocks to decorate your grid a little more grim dark.

Models built by me based heavily off the games Space Marine 2 and Dark Tide. With (almost) all blocks having build stages and LODs!
SE has had Letters since 2020, and Neon Tubes since 2022. Now there's Neon Letters!

Finally, you can add lit-up letters and symbols to your grids to add that extra bit of flair, identify your drones with a glowing number on the side, advertise your name on the side of your ship so your enemies know who's coming - whatever your heart (if you have one) desires!

October Creator Spotlights
We also have a Creator Spotlight[www.spaceengineersgame.com] series of articles on our Community Hub![www.spaceengineersgame.com]

[www.spaceengineersgame.com]
Creator Spotlight: Sarekh[www.spaceengineersgame.com]
Acolin System – a fully colonized world, Narsut System, Making Planetfall, and more!
Daily Spotlights
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

[www.keenswh.com]

Space Engineers Official[www.spaceengineersgame.com]
[www.spaceengineersgame.com]
Support Portal[support.keenswh.com]
[support.keenswh.com]
Discord Community[discord.gg]
[discord.gg]]]>
VRAGE3: 25cm Unified Grid System https://space-engineers.com/blog/340/vrage3-25cm-unified-grid-system/ https://space-engineers.com/blog/340/vrage3-25cm-unified-grid-system/ Fri, 01 Nov 2024 14:41 CET
VRAGE™[www.keenswh.com] is an in-house custom game engine developed by Keen Software House. We are currently in the research and development phase, exploring new features of our next VRAGE engine - VRAGE3.

For VRAGE3, we decided to implement a completely new Unified Grid System, which can combine any size of the block on the same grid. The grid has 25 centimeter (~10 inches) granularity and block sizes spanning from 25 centimeters, through 0.5 meter, 2.5 meter and on, with no upper bound.


Block shapes are handled with the same 25-centimeter precision. For instance, a 2.5-meter slope only occupies half of the cubic space, leaving the other half available for further construction.
The system adjusts snapping automatically based on the block size you choose, but you can manually fine-tune connections with the same 25-centimeter granularity.

To make rotations easier, when you hold the Ctrl key, rotation hints will appear at the block’s position, and you can rotate using the WSADQE keys while holding Ctrl. We've also added visual cues to help align blocks and show you which cells are being occupied or preventing placement, all with 25-centimeter accuracy.

The new Render Material System supports parallax mapping, which adds texture depth and generates subtle rounded bevels on armor edges and between blocks of different colors. Popular features like line and wall building, copy & paste, and the ability to attach pasted blueprints to existing grids have all been retained.

We believe this will revolutionize the building in our upcoming games. We can not wait to see the works of art you create. And we are just scratching the surface with new features in VRAGE3 for building!]]>
Keen Newsletter & Flush Cockpit FAQ https://space-engineers.com/blog/339/keen-newsletter/ https://space-engineers.com/blog/339/keen-newsletter/ Thu, 17 Oct 2024 15:48 CEST
Not sure where to subscribe? No worries! We're sharing the FAQ again to help clear things up and get you sorted.

Q: I am already subscribed – how do I get the Flush Cockpit?
A: Simply enter your email again in the in-game Main Menu subscription window to receive the free block!

Q: I am playing the Xbox / Windows Store version – I can’t subscribe through my game client. How do I get the new cockpit?
A: Xbox and Windows Store players will receive Flush Cockpit automatically with this update.
You can still subscribe to Keen Newsletter via our newsletter form[www.keenswh.com].

Q: Does the Flush Cockpit disappear if I unsubscribe from the newsletter later on?
A: No.]]>
Space Engineers: Contact https://space-engineers.com/blog/338/space-engineers-contact/ https://space-engineers.com/blog/338/space-engineers-contact/ Mon, 14 Oct 2024 19:31 CEST
Hello, Engineers!

Prepare to engage like never before - our latest “Contact” Update is here!
With this release, we’re taking Space Engineers to new frontiers of challenge and discovery. For those of you craving thrilling PvE encounters and seeking to push the limits of your engineering prowess, this update is packed with everything you need.

"Contact" brings an array of PvE encounters designed to test your skills and strategies in high-stakes scenarios. But that’s not all! We’re introducing exclusive Prototech blocks - advanced technology you can only obtain through these intense encounters.

These blocks will add new dimensions to your endgame builds, giving you tools and capabilities that enhance your creativity and gameplay strategies. As always, we’re excited to see how you’ll use these new features to push the boundaries of what’s possible in Space Engineers.

We’re bringing you all the important gameplay changes for free. In the Contact DLC[www.spaceengineersgame.com] you can find additional cosmetic blocks and bring some love to your Small Grid builds.



FREE UPDATE
We’re bringing you all the important gameplay changes for free in our Contact Update.

PvE Encounters
To experience all new PvE Encounters as intended, you’ll need to start a new world. They are enabled by default for any new world you create. You can also customize their density and the global encounter cap - or disable them entirely in the world settings.
Planetary Encounters
Planetary Encounters bring new life to the planets of Space Engineers! These range from small research outposts to formidable pirate strongholds, each offering a wide variety of loot. Players can discover everything from story elements hidden in datapads to valuable Prototech components.


Global Encounters
Global Encounters introduce a new type of space-based PvE content. When one spawns, all players in the session will receive a GPS point labeled “Unidentified Signal”.

These aren’t your typical encounters - expect challenging end-game NPCs, unique environments, and high-end loot. They are the primary source for acquiring Prototech. Stay vigilant, as hostile players might be waiting to swoop in and steal the prize!


Prototech
In this update we’re adding a new type of Block - Prototech. These are powerful, “end-game” blocks, found in new “Global Encounters”. Prototech is a powerful technology created by the secretive Factorum faction. They have gone to great lengths to ensure components cannot be reverse engineered!

This means you cannot simply grind these blocks down and take their components, like you can with ordinary blocks. Instead, you’ll need to extract them intact and then add them to existing grids using merge blocks.

Prototech Components
Lucky explorers can find Prototech components in the cargo storages in the various new NPC encounters. Collect enough of these, and you may be able to construct a new Prototech block without an Assembler.

Alternatively, if you’ve acquired a Prototech Assembler, you can manufacture new components from Prototech scrap. But keep in mind: the Prototech Frame component, which is essential for every Prototech block, cannot be manufactured!


Toolbar Actions
All Action Blocks now support multiple toolbars, enabling more complex sequences to be activated using a single block. Separate On and Off actions have been added to several blocks that previously lacked these options.

Additionally, a new "Set Value" action has been introduced for Pistons, Rotors, and Hinges, allowing for precise control and manipulation.



New “Set Value and Execute” actions
We’ve introduced new actions for Pistons, Rotors, and Hinges, allowing for easier and more precise control.

For example, with the new "Set and Move" action for Pistons, you can now create an action that extends the piston to a customizable length at a customizable velocity. Similar toolbar actions have been added for Rotors and Hinges as well.

These new actions simplify the engineering of complex mechanical contraptions, making them more intuitive and flexible!

Keen Newsletter & Flush Cockpit
Sign up for our newsletter in-game and get the Flush Cockpit for free!

Stay updated with the latest news, updates, and exclusive content from Keen Software House, and enjoy this special in-game reward as a thank you for joining us!

Q: I am already subscribed - how do I get the Flush Cockpit?
A: Simply enter your email again in the in-game subscription window to receive the free block!

Q: Does the Flush Cockpit disappear if I unsubscribe from the newsletter later on?
A: No.


What’s next
We have so much more to explore, and the journey is far from over!

With the foundation laid by Automatons, Signal, and Contact, we've established a strong PvE base that we're excited to expand upon in future updates. These updates will continue to build on the groundwork we've set, bringing new dimensions and challenges to your gameplay.

But that's not all - we're excited to see how the improved Grid AI and the new Encounter system will open up new possibilities for everyone. While we've designed these features to enhance gameplay, we know our community’s creativity will take them even further.
Alongside these additions, we’re committed to ongoing bug hunting, optimizations, and quality of life improvements to ensure the best possible experience for our players.

Stay tuned for what’s to come - there’s a lot on the horizon!


Changelog
Features
  • PvE Encounters
    • Global Encounters - A new feature designed to bring players together on a server to engage large NPC encounters cooperatively or competitively. These encounters offer challenging, end-game content to enhance standard survival gameplay.
    • Planetary Encounters - Encounters now spawn on planets too! Derelict ships, outposts and more!
  • Faction Changes
    • The Factorum - A hostile Faction. The creators of Prototech. They’ve returned from the edge of known space to seek their revenge.
    • Unknown - A perpetually neutral Faction. Space is vast. As humans push into the void of space, sometimes the void pushes back. Danger, mystery, or reward may lie ahead.
    • Faction filters show only discovered factions by default
  • Toolbar Actions
    • All Action Blocks now have multiple Toolbars
    • Added separate On and Off actions to multiple Action Blocks
    • Added new "Set Value and Execute" actions for Pistons, Rotors and Hinges
Added new Components - Base Game
  • Prototech Frame
  • Prototech Panel
  • Prototech Capacitor
  • Prototech Propulsion Unit
  • Prototech Machinery
  • Prototech Circuitry
  • Prototech Cooling Unit
  • Prototech Scrap
Added new Blocks - Base Game
  • Prototech Assembler (1 block, L grid)
  • Prototech Drill (1 block, L grid)
  • Prototech Refinery (1 blocks, L + S grid)
  • Prototech Jump Drive (1 block, L + S grid)
  • Prototech Thruster (1 block, L + S grid)
  • Prototech Gyroscope (1 block, L + S grid)
  • Prototech Battery (1 block, L + S grid)
  • Inset Connector (1 block, L grid + 2 block, S grid)
Gift for subscribing to Keen Newsletter
  • Flush Cockpit (1 block, S grid)
QoL Changes and Improvements
  • Added Small Grid Temporary Container
  • Ownership Changes
    • Can now transfer ownership to any other player
    • Ownership transfer must be accepted in new transfer screen
    • Removed transfer to "nobody" by non-admins
  • Improved NPC Loot Tables
  • Added option for loot pair groups (e.g.: Gun + Ammo)
  • Re-arranged G-Screen Menu, added PCU info
  • Changed Color of Strong Unknown Signals
  • Grid AI - AI Basic - set home at grid position
  • Claim Timer Improvements
  • Reputation System Rework
  • Improved Door Highlights / Tooltips
  • Help Screen Improvements
  • Slightly reduced PCU cost of some blocks
  • Light Blocks Graphical Improvements
  • "New Game" screen now saves your previous selection
  • Custom label for the Programmable Block "Run" Action
  • Added Unified Block Limits for block variants
  • Added Railgun Charge Efficiency indicator
  • Greatly reduced Laser Antenna power requirements
  • Revised sounds for the Sound Block
Added Content to Signal Pack[www.spaceengineersgame.com]:

[www.spaceengineersgame.com]
  • Additional Truss pieces (2 blocks, L grid)
  • Additional Bay Windows (4 blocks, L grid + 2 blocks, S grid)
Contact Pack[www.spaceengineersgame.com]

[www.spaceengineersgame.com]
  • Gatling Turret Type II (1 block, L + S grid)
  • Rocket Turret Type II (1 block, L + S grid)
  • Small Gate Tall (1 block, L grid)
  • Small Gate Wide (1 block, L grid)
  • Modular Bridge Set (11 blocks, L grid)
  • Captain's Desk (1 block, L grid)
  • Square Piston (1 block, L + S grid)
  • Flood Light Set (4 blocks, L grid + 6 blocks, S grid)
  • Parabolic Antenna (1 block, L + S grid)
  • Kitchen set (5 blocks, S grid)
  • First Aid Cabinet (1 block, S grid)
  • Bunk (1 block, S grid)
  • Modular Cargo Container (1 block, S grid)
  • Media Player (1 block, S grid)
Official Servers
  • Official Steam servers upgraded with more RAM and more powerful CPUs
  • Canada: Added 1 more server (now 3 servers total)
  • Australia: Added 1 more server (now 3 servers total)
  • United States: Added a new location with 3 servers based in New York, providing a great meeting point for US and European players
  • North America (NA) servers renamed to United States (US) to align with EOS servers
Official Blueprints[www.spaceengineersgame.com]
  • Factorum Warship
    https://steamcommunity.com/workshop/filedetails/?id=3346010994
    https://mod.io/g/spaceengineers/m/factorum-warship[/url][*]Red Ship Prototech Refit [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3346013075]https://steamcommunity.com/sharedfiles/filedetails/?id=3346013075[/url] [url=https://mod.io/g/spaceengineers/m/red-ship-prototech-refit]https://mod.io/g/spaceengineers/m/red-ship-prototech-refit [/url][*]Habitat Hauler [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3346011853]https://steamcommunity.com/sharedfiles/filedetails/?id=3346011853[/url] [url=https://mod.io/g/spaceengineers/m/habitat-hauler]https://mod.io/g/spaceengineers/m/habitat-hauler[/url] [*]Red Team Hauler [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3346012516]https://steamcommunity.com/sharedfiles/filedetails/?id=3346012516[/url] [url=https://mod.io/g/spaceengineers/m/red-team-hauler]https://mod.io/g/spaceengineers/m/red-team-hauler[/url] [/list] Fixes & Improvements [list] [*] Broadcast Controller message text is green when set to Faction target setting [*] Safezone settings are saved when copy/pasting the Safezone [*] Safezones no longer consume Safezone Chips in Creative Mode [*] Reputation with spiders & wolves can't be changed [*] Improved the particle effects when a wheel is driven over a voxel surface to be continuous and not just puffs of smoke [*] Fixed a crash when accessing a claimable grid through a remote connection [*] Fixed a crash when clicking Customize on a multi-mission Custom Community campaign in the New Game screen [*] Fixed a set of issues with the construction stages and textures of the Gate block [*] Fixed a set of issues with the construction stages of a Large Industrial Cargo Container [*] Fixed a set of issues with the models of the Antenna [*] Fixed a set of issues with Safe Zones; as a result, only contained blocks are protected, not whole grids, and the Enter/Left notification was removed [*] Fixed a set of issues with the LCDs of the Industrial cockpit not showing content when viewed from the outside [*] Fixed a set of issues with the Oxygen Tank LoDs [*] Fixed an issue where "Some components will be lost if removed" was still displayed after switching away from the Grinder [*] Fixed an issue where a lobby Host could force through an authorship transfer to Clients without consent [*] Fixed an issue where a strut was missing from the Beam Block End model, making it inconsistent with other blocks in the set [*] Fixed an issue where AI blocks would aim at the character's feet instead of the head, missing the target [*] Fixed an issue where changing the LCD App would not preserve the color settings [*] Fixed an issue where modded connectors had no way to specify which way is the connection side; added a ConnectDirection definition [*] Fixed an issue where other blocks were not able to trigger "Set Grid Position" on the AI Basic Task blocks [*] Fixed an issue where painting a block with RotatingSubpartComponent stopped the animation [*] Fixed an issue where RotatingSubpartComponent would prevent proper painting and skin application [*] Fixed an issue where shadows were cast incorrectly after changing the FoV [*] Fixed an issue where the Action Relay could be triggered with an Antenna that was turned off [*] Fixed an issue where the Air Vent played a sound whenever triggering an action [*] Fixed an issue where the alignment of Window blocks left gaps between models [*] Fixed an issue where the Aquarium block had a see-through gap [*] Fixed an issue where the Claim button would count the total grid PCU and not only the portion authored by NPCs [*] Fixed an issue where the damage particles of Colorable Solar Panels would be offset [*] Fixed an issue where the Event Controller would keep invisible references to blocks that did not exist in the world at the time; added a UI helper for the player so it can be managed in-game rather than through SBC editing [*] Fixed an issue where the flow of joining a friend's session would be interrupted when reaching the Main menu [*] Fixed an issue where the Frostbite scenario would be started as an Online lobby by default [*] Fixed an issue where the interact dummy of a Large grid Holo LCD was too large [*] Fixed an issue where the interact dummy of a Small Grid Holo LCD was too large [*] Fixed an issue where the Large grid Small Warfare reactor model would clip through other models outside its bounds [*] Fixed an issue where the LoDs of Window blocks were appearing invisible at relatively short distances [*] Fixed an issue where the Minimum world size [km] setting did not have limit checks [*] Fixed an issue where the now-stacking O2 or H2 bottles would be displayed as a single spare on the HUD [*] Fixed an issue where the Sci-fi armor skin could be applied to Blast door blocks [*] Fixed an issue where the Small grid Antenna required a different type of final components to fully weld than its large counterpart [*] Fixed an issue where the Spotlight was using an outdated icon [*] Fixed an issue where the SPRT could not participate in the economy as they had no funds to do so [*] Fixed an issue where the Start button tooltip would obscure the Customize button in the New Game screen; tooltip removed [*] Fixed an issue where the Target lead indicator would be too big on 4K resolution [*] Fixed an issue where the texture appeared black on the underside of blocks with grated parts, stairs, and catwalks [*] Fixed an issue where the Utility resource group was not defined for Corner Lights [*] Fixed an issue where the Utility resource group was not defined for Heat Vents [*] Fixed an issue where too many particles were produced when driving on the Moon's surface [*] Fixed an issue with a missing cargo port on lower LoDs of the Large grid Small Hydrogen Tank [*] Fixed an issue with an infinite loading screen after waking from Sleep/Rest Mode [*] Fixed an issue with blinking distant shadows on PS4 Pro [*] Fixed an issue with controller button mapping for Spectator speed and rotation [*] Fixed an issue with Half Bed Open collisions not allowing players to go/shoot through the gap [*] Fixed an issue with inconsistencies across the LoDs of the Large grid Large Reactor [*] Fixed an issue with Industrial Refinery textures [*] Fixed an issue with the alignment of the DLC icons list in the blueprint screen [*] Fixed an issue with the collisions of conveyor tubes being too large [*] Fixed an issue with the collisions of the Small grid Medium Conveyor sorter being too large [*] Fixed an issue with the collisions of the Small grid Small Conveyor Sorter being too large [*] Fixed an issue with the color of the texture of a Small grid Light Round Armor Panel Face [*] Fixed an issue with the consistency of the position of the status bar across LoDs on a Large grid Small Hydrogen Tank [*] Fixed an issue with the construction stage of an Interior Wall [*] Fixed an issue with the French localization of a loading screen Wikipedia entry [*] Fixed an issue with the incorrect tooltip of the "Keep original ownership on paste" Admin toggle [*] Fixed an issue with the low-resolution left/right navigation arrows in the New Game screen [*] Fixed an issue with the mount points on the Grated Half Stairs Mirrored block [*] Fixed an issue with the scaling of the world Customization screen on 5:4 and 4:3 ratio resolutions [*] Fixed an issue with the shading on the Construction Component floating object model [*] Fixed an issue with the shading on the Industrial Cockpit [*] Fixed an issue with the shading on the Large grid Rocket Turret [*] Fixed an issue with the shading on the Solar Panel [*] Fixed an issue with the transparency and clarity of the inside view of the Small grid Cryo Chamber [*] Fixed an issue with the UV texture on the Beam block [*] Fixed an issue with the UV texture on the Conveyor Pipe T Junction [*] Fixed an issue with the UV texture on the Corridor narrow stowage [*] Fixed an issue with the UV texture on the Corridor X Intersection [*] Fixed an issue with the UV texture on the Exhaust Pipe [*] Fixed an issue with the UV textures on Warfare Reactors [*] Fixed an issue with the Willis Duct collisions forcing the character's head through the ceiling when walking in 1st person [/list] Support Site Fixes [list] [*] Fixed a crash when deleting a grid with an AI Offensive block actively engaged in combat [*] Fixed a crash when renaming a blueprint item containing a dot in the name [*] Fixed a set of issues with the Large grid Solar Panel, including a misaligned model and loss of colorable material on lower LoDs [*] Fixed a set of issues with turret models not being centered, having holes in the geometry, and misaligned UVs [*] Fixed an issue when selecting block sizes in the Radial Menu [*] Fixed an issue where a block/grid without ownership would be detected as an Enemy by a Sensor; now detected as Neutral [*] Fixed an issue where a character would be sliding around after jumping without a Jetpack being allowed in the world [*] Fixed an issue where a NaN value would propagate from the wheel steering logic through the grid to the physics constraints, causing Clang [*] Fixed an issue where a Sensor would not be buildable near a voxel [*] Fixed an issue where accessing the Terminal through an attached Piston Top Part would not select the associated piston [*] Fixed an issue where Action Relay Set Channel and Send Signal actions were not working in multiplayer [*] Fixed an issue where an empty tree would still be rendered, causing the leaves in the wind to be spawned as a mysterious pulsating grey ball [*] Fixed an issue where an inaccurate message was displayed in Creative when trying to paste a grid in a world where copy/paste is disabled [*] Fixed an issue where connecting to a lobby or starting the game in a scenario through an argument would result in a black screen [*] Fixed an issue where Fireworks would not explode on planets as gravity would overcome their velocity too early, not reaching the trigger height; lowered the trigger height [*] Fixed an issue where highlighting text using a mouse drag and drop input in the Terminal could result in clicking on other UI elements [*] Fixed an issue where Hydrogen Thrusters did not require a connection to tanks to function [*] Fixed an issue where it was not possible to claim NPC grids when Block limit was disabled [*] Fixed an issue where overridden propulsion on wheels would not consume any power [*] Fixed an issue where Saberoids and Wolves could not be removed through the Entity list [*] Fixed an issue where the "Reloading..." text and circular indicator were desynchronized [*] Fixed an issue where the Action Relay would use the antenna range of an antenna that was turned off for its range checks [*] Fixed an issue where the actual percentage to which Auto Heal heals the character in a pressurised environment was missing [*] Fixed an issue where the AI Defensive block Flee behavior would happen at the end of an AI Recorder path regardless of the continual presence of danger [*] Fixed an issue where the AI Flight block behavior for Follow Player would happen only once and then stop because of other incompatible AI Flight blocks being present [*] Fixed an issue where the AI Offensive block would continue shooting at characters that were already dead [*] Fixed an issue where the AI Offensive block would lose reference to set-up weapons after being printed and split [*] Fixed an issue where the alignment of Large grid Connector models left gaps between the models [*] Fixed an issue where the Assembler production queue would report an incorrect count of remaining components [*] Fixed an issue where the available weapon ammo would not be displayed on the toolbar until the weapon was equipped [*] Fixed an issue where the Broadcast controller did not send messages through the grid itself when located on a subgrid with no antenna [*] Fixed an issue where the Camera consumed power while turned off [*] Fixed an issue where the Camera overlay would partially stay visible after accessing and leaving a turret control view [*] Fixed an issue where the Cargo Crate and other blocks with animated panels would not keep the same panels open through save/reload [*] Fixed an issue where the character health stat would get shown as 0 when the value was between 0 and 1 [*] Fixed an issue where the character mass was not accounted for in total grid mass; introduced dry mass (no inventories + base character mass) and total mass (grid inventories + base character mass) [*] Fixed an issue where the Cockpit LCD contents were not persistent through save/reload [*] Fixed an issue where the Comms tab message history window would not scroll down to the latest message automatically [*] Fixed an issue where the Conveyor Junction blocks had different PCU values for each size [*] Fixed an issue where the Corner Light Double mount points were inconsistent with the Corner Light [*] Fixed an issue where the Curved and Sloped LCD collisions would revert to a simple box [*] Fixed an issue where the Custom Turret Controller AI was not able to handle a case where the rotor had its base on the turret subgrid and top part on the main grid [*] Fixed an issue where the Custom Turret Controller would keep repeating the last rotation input when the player stopped controlling it [*] Fixed an issue where the Custom Turret Controller would not recognize a Camera reference being changed [*] Fixed an issue where the Custom Turret Controller would stop functioning when welded from projection [*] Fixed an issue where the decimal part of a Timer block's setting would get discarded on copy paste; the timer only accepts whole numbers now [*] Fixed an issue where the Direct Connect option in the Server browser failed to resolve a domain name [*] Fixed an issue where the displayed mass of the occupied grid was hard to read; added thousands separators [*] Fixed an issue where the Emotion Controller LCD text content would not be synchronized through DS [*] Fixed an issue where the Enable Scrap Drops world option functionality was inverted [*] Fixed an issue where the Event Controller lost reference to blocks that were split/merged to/from a subgrid but remained physically connected; the level of separation matters, tracked blocks at the ends of chains of subgrids may still exhibit the behavior before the fix [*] Fixed an issue where the Event Controller retained the last output when one of the watched blocks was damaged [*] Fixed an issue where the Event Controllers kept a reference of and acted upon changes on blocks that were no longer physically connected [*] Fixed an issue where the final Merge Block constraint would not be released on detach in advanced contraptions with multiple attachment points [*] Fixed an issue where the game would not recognize swapped mouse buttons [*] Fixed an issue where the Gatling Gun barrels were not updated after welding from projection, preventing shooting [*] Fixed an issue where the Gatling Gun orientation would not get updated with grid rotation, causing damage to unintended targets when shooting [*] Fixed an issue where the hazard sticker on the Large grid Small Hydrogen Tank was changing orientation on lower LoDs [*] Fixed an issue where the Hinge minimal angle could be overridden by a script [*] Fixed an issue where the Industrial Cockpit LCDs were shrunk [*] Fixed an issue where the Large grid Ship Welder had decreased reach [*] Fixed an issue where the Lobby Host could see the GPS locations of its Clients if the Clients turned them off and then back on [*] Fixed an issue where the Nickel Ore Russian translation had a typo [*] Fixed an issue where the Oxygen Tank port would not align with a connected conveyor tube [*] Fixed an issue where the Passage 3 lower LoD model was deformed [*] Fixed an issue where the Programmable script method GatlingTurret.SetTarget always made a turret aim at 0,0,0 [*] Fixed an issue where the Railgun lost colorable material at lower LoDs [*] Fixed an issue where the reflection between Window 1x2 Face and Window 1x2 Face Inv. was inconsistent [*] Fixed an issue where the Remote Control Forward Direction setting order was changed by localisation, causing a grid in German to fly differently [*] Fixed an issue where the Remote Control was missing some of its settings as toolbar actions [*] Fixed an issue where the Remote Control would trigger actions assigned to a waypoint on the waypoint removal [*] Fixed an issue where the reputation changes would not be displayed while sitting in a cockpit [*] Fixed an issue where the Round Window blocks wouldn't be aligned when stacked [*] Fixed an issue where the Small grid Control Seat did not offer the ability to build from the cockpit with Ctrl + G [*] Fixed an issue where the Temporary container floating object would not fit into tight spaces; introduced a small version for those cases [*] Fixed an issue where the textures for armors and panels would not have the same shade of black upon painting [*] Fixed an issue where the Window Wall German translation had a typo [*] Fixed an issue where Thrusters contained in a Safe Zone were damaging the contained structures [/list] [h3][url=https://support.keenswh.com/spaceengineers]Support Portal[/url][/h3][url=https://support.keenswh.com/spaceengineers]https://i.imgur.com/Dwpiiq6.gif" class="img-fluid">[/url
  • Red Ship Prototech Refit
    https://steamcommunity.com/sharedfiles/filedetails/?id=3346013075
    https://mod.io/g/spaceengineers/m/red-ship-prototech-refit[/url][*]Habitat Hauler [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3346011853]https://steamcommunity.com/sharedfiles/filedetails/?id=3346011853[/url] [url=https://mod.io/g/spaceengineers/m/habitat-hauler]https://mod.io/g/spaceengineers/m/habitat-hauler[/url] [*]Red Team Hauler [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3346012516]https://steamcommunity.com/sharedfiles/filedetails/?id=3346012516[/url] [url=https://mod.io/g/spaceengineers/m/red-team-hauler]https://mod.io/g/spaceengineers/m/red-team-hauler[/url] [/list] Fixes & Improvements [list] [*] Broadcast Controller message text is green when set to Faction target setting [*] Safezone settings are saved when copy/pasting the Safezone [*] Safezones no longer consume Safezone Chips in Creative Mode [*] Reputation with spiders & wolves can't be changed [*] Improved the particle effects when a wheel is driven over a voxel surface to be continuous and not just puffs of smoke [*] Fixed a crash when accessing a claimable grid through a remote connection [*] Fixed a crash when clicking Customize on a multi-mission Custom Community campaign in the New Game screen [*] Fixed a set of issues with the construction stages and textures of the Gate block [*] Fixed a set of issues with the construction stages of a Large Industrial Cargo Container [*] Fixed a set of issues with the models of the Antenna [*] Fixed a set of issues with Safe Zones; as a result, only contained blocks are protected, not whole grids, and the Enter/Left notification was removed [*] Fixed a set of issues with the LCDs of the Industrial cockpit not showing content when viewed from the outside [*] Fixed a set of issues with the Oxygen Tank LoDs [*] Fixed an issue where "Some components will be lost if removed" was still displayed after switching away from the Grinder [*] Fixed an issue where a lobby Host could force through an authorship transfer to Clients without consent [*] Fixed an issue where a strut was missing from the Beam Block End model, making it inconsistent with other blocks in the set [*] Fixed an issue where AI blocks would aim at the character's feet instead of the head, missing the target [*] Fixed an issue where changing the LCD App would not preserve the color settings [*] Fixed an issue where modded connectors had no way to specify which way is the connection side; added a ConnectDirection definition [*] Fixed an issue where other blocks were not able to trigger "Set Grid Position" on the AI Basic Task blocks [*] Fixed an issue where painting a block with RotatingSubpartComponent stopped the animation [*] Fixed an issue where RotatingSubpartComponent would prevent proper painting and skin application [*] Fixed an issue where shadows were cast incorrectly after changing the FoV [*] Fixed an issue where the Action Relay could be triggered with an Antenna that was turned off [*] Fixed an issue where the Air Vent played a sound whenever triggering an action [*] Fixed an issue where the alignment of Window blocks left gaps between models [*] Fixed an issue where the Aquarium block had a see-through gap [*] Fixed an issue where the Claim button would count the total grid PCU and not only the portion authored by NPCs [*] Fixed an issue where the damage particles of Colorable Solar Panels would be offset [*] Fixed an issue where the Event Controller would keep invisible references to blocks that did not exist in the world at the time; added a UI helper for the player so it can be managed in-game rather than through SBC editing [*] Fixed an issue where the flow of joining a friend's session would be interrupted when reaching the Main menu [*] Fixed an issue where the Frostbite scenario would be started as an Online lobby by default [*] Fixed an issue where the interact dummy of a Large grid Holo LCD was too large [*] Fixed an issue where the interact dummy of a Small Grid Holo LCD was too large [*] Fixed an issue where the Large grid Small Warfare reactor model would clip through other models outside its bounds [*] Fixed an issue where the LoDs of Window blocks were appearing invisible at relatively short distances [*] Fixed an issue where the Minimum world size [km] setting did not have limit checks [*] Fixed an issue where the now-stacking O2 or H2 bottles would be displayed as a single spare on the HUD [*] Fixed an issue where the Sci-fi armor skin could be applied to Blast door blocks [*] Fixed an issue where the Small grid Antenna required a different type of final components to fully weld than its large counterpart [*] Fixed an issue where the Spotlight was using an outdated icon [*] Fixed an issue where the SPRT could not participate in the economy as they had no funds to do so [*] Fixed an issue where the Start button tooltip would obscure the Customize button in the New Game screen; tooltip removed [*] Fixed an issue where the Target lead indicator would be too big on 4K resolution [*] Fixed an issue where the texture appeared black on the underside of blocks with grated parts, stairs, and catwalks [*] Fixed an issue where the Utility resource group was not defined for Corner Lights [*] Fixed an issue where the Utility resource group was not defined for Heat Vents [*] Fixed an issue where too many particles were produced when driving on the Moon's surface [*] Fixed an issue with a missing cargo port on lower LoDs of the Large grid Small Hydrogen Tank [*] Fixed an issue with an infinite loading screen after waking from Sleep/Rest Mode [*] Fixed an issue with blinking distant shadows on PS4 Pro [*] Fixed an issue with controller button mapping for Spectator speed and rotation [*] Fixed an issue with Half Bed Open collisions not allowing players to go/shoot through the gap [*] Fixed an issue with inconsistencies across the LoDs of the Large grid Large Reactor [*] Fixed an issue with Industrial Refinery textures [*] Fixed an issue with the alignment of the DLC icons list in the blueprint screen [*] Fixed an issue with the collisions of conveyor tubes being too large [*] Fixed an issue with the collisions of the Small grid Medium Conveyor sorter being too large [*] Fixed an issue with the collisions of the Small grid Small Conveyor Sorter being too large [*] Fixed an issue with the color of the texture of a Small grid Light Round Armor Panel Face [*] Fixed an issue with the consistency of the position of the status bar across LoDs on a Large grid Small Hydrogen Tank [*] Fixed an issue with the construction stage of an Interior Wall [*] Fixed an issue with the French localization of a loading screen Wikipedia entry [*] Fixed an issue with the incorrect tooltip of the "Keep original ownership on paste" Admin toggle [*] Fixed an issue with the low-resolution left/right navigation arrows in the New Game screen [*] Fixed an issue with the mount points on the Grated Half Stairs Mirrored block [*] Fixed an issue with the scaling of the world Customization screen on 5:4 and 4:3 ratio resolutions [*] Fixed an issue with the shading on the Construction Component floating object model [*] Fixed an issue with the shading on the Industrial Cockpit [*] Fixed an issue with the shading on the Large grid Rocket Turret [*] Fixed an issue with the shading on the Solar Panel [*] Fixed an issue with the transparency and clarity of the inside view of the Small grid Cryo Chamber [*] Fixed an issue with the UV texture on the Beam block [*] Fixed an issue with the UV texture on the Conveyor Pipe T Junction [*] Fixed an issue with the UV texture on the Corridor narrow stowage [*] Fixed an issue with the UV texture on the Corridor X Intersection [*] Fixed an issue with the UV texture on the Exhaust Pipe [*] Fixed an issue with the UV textures on Warfare Reactors [*] Fixed an issue with the Willis Duct collisions forcing the character's head through the ceiling when walking in 1st person [/list] Support Site Fixes [list] [*] Fixed a crash when deleting a grid with an AI Offensive block actively engaged in combat [*] Fixed a crash when renaming a blueprint item containing a dot in the name [*] Fixed a set of issues with the Large grid Solar Panel, including a misaligned model and loss of colorable material on lower LoDs [*] Fixed a set of issues with turret models not being centered, having holes in the geometry, and misaligned UVs [*] Fixed an issue when selecting block sizes in the Radial Menu [*] Fixed an issue where a block/grid without ownership would be detected as an Enemy by a Sensor; now detected as Neutral [*] Fixed an issue where a character would be sliding around after jumping without a Jetpack being allowed in the world [*] Fixed an issue where a NaN value would propagate from the wheel steering logic through the grid to the physics constraints, causing Clang [*] Fixed an issue where a Sensor would not be buildable near a voxel [*] Fixed an issue where accessing the Terminal through an attached Piston Top Part would not select the associated piston [*] Fixed an issue where Action Relay Set Channel and Send Signal actions were not working in multiplayer [*] Fixed an issue where an empty tree would still be rendered, causing the leaves in the wind to be spawned as a mysterious pulsating grey ball [*] Fixed an issue where an inaccurate message was displayed in Creative when trying to paste a grid in a world where copy/paste is disabled [*] Fixed an issue where connecting to a lobby or starting the game in a scenario through an argument would result in a black screen [*] Fixed an issue where Fireworks would not explode on planets as gravity would overcome their velocity too early, not reaching the trigger height; lowered the trigger height [*] Fixed an issue where highlighting text using a mouse drag and drop input in the Terminal could result in clicking on other UI elements [*] Fixed an issue where Hydrogen Thrusters did not require a connection to tanks to function [*] Fixed an issue where it was not possible to claim NPC grids when Block limit was disabled [*] Fixed an issue where overridden propulsion on wheels would not consume any power [*] Fixed an issue where Saberoids and Wolves could not be removed through the Entity list [*] Fixed an issue where the "Reloading..." text and circular indicator were desynchronized [*] Fixed an issue where the Action Relay would use the antenna range of an antenna that was turned off for its range checks [*] Fixed an issue where the actual percentage to which Auto Heal heals the character in a pressurised environment was missing [*] Fixed an issue where the AI Defensive block Flee behavior would happen at the end of an AI Recorder path regardless of the continual presence of danger [*] Fixed an issue where the AI Flight block behavior for Follow Player would happen only once and then stop because of other incompatible AI Flight blocks being present [*] Fixed an issue where the AI Offensive block would continue shooting at characters that were already dead [*] Fixed an issue where the AI Offensive block would lose reference to set-up weapons after being printed and split [*] Fixed an issue where the alignment of Large grid Connector models left gaps between the models [*] Fixed an issue where the Assembler production queue would report an incorrect count of remaining components [*] Fixed an issue where the available weapon ammo would not be displayed on the toolbar until the weapon was equipped [*] Fixed an issue where the Broadcast controller did not send messages through the grid itself when located on a subgrid with no antenna [*] Fixed an issue where the Camera consumed power while turned off [*] Fixed an issue where the Camera overlay would partially stay visible after accessing and leaving a turret control view [*] Fixed an issue where the Cargo Crate and other blocks with animated panels would not keep the same panels open through save/reload [*] Fixed an issue where the character health stat would get shown as 0 when the value was between 0 and 1 [*] Fixed an issue where the character mass was not accounted for in total grid mass; introduced dry mass (no inventories + base character mass) and total mass (grid inventories + base character mass) [*] Fixed an issue where the Cockpit LCD contents were not persistent through save/reload [*] Fixed an issue where the Comms tab message history window would not scroll down to the latest message automatically [*] Fixed an issue where the Conveyor Junction blocks had different PCU values for each size [*] Fixed an issue where the Corner Light Double mount points were inconsistent with the Corner Light [*] Fixed an issue where the Curved and Sloped LCD collisions would revert to a simple box [*] Fixed an issue where the Custom Turret Controller AI was not able to handle a case where the rotor had its base on the turret subgrid and top part on the main grid [*] Fixed an issue where the Custom Turret Controller would keep repeating the last rotation input when the player stopped controlling it [*] Fixed an issue where the Custom Turret Controller would not recognize a Camera reference being changed [*] Fixed an issue where the Custom Turret Controller would stop functioning when welded from projection [*] Fixed an issue where the decimal part of a Timer block's setting would get discarded on copy paste; the timer only accepts whole numbers now [*] Fixed an issue where the Direct Connect option in the Server browser failed to resolve a domain name [*] Fixed an issue where the displayed mass of the occupied grid was hard to read; added thousands separators [*] Fixed an issue where the Emotion Controller LCD text content would not be synchronized through DS [*] Fixed an issue where the Enable Scrap Drops world option functionality was inverted [*] Fixed an issue where the Event Controller lost reference to blocks that were split/merged to/from a subgrid but remained physically connected; the level of separation matters, tracked blocks at the ends of chains of subgrids may still exhibit the behavior before the fix [*] Fixed an issue where the Event Controller retained the last output when one of the watched blocks was damaged [*] Fixed an issue where the Event Controllers kept a reference of and acted upon changes on blocks that were no longer physically connected [*] Fixed an issue where the final Merge Block constraint would not be released on detach in advanced contraptions with multiple attachment points [*] Fixed an issue where the game would not recognize swapped mouse buttons [*] Fixed an issue where the Gatling Gun barrels were not updated after welding from projection, preventing shooting [*] Fixed an issue where the Gatling Gun orientation would not get updated with grid rotation, causing damage to unintended targets when shooting [*] Fixed an issue where the hazard sticker on the Large grid Small Hydrogen Tank was changing orientation on lower LoDs [*] Fixed an issue where the Hinge minimal angle could be overridden by a script [*] Fixed an issue where the Industrial Cockpit LCDs were shrunk [*] Fixed an issue where the Large grid Ship Welder had decreased reach [*] Fixed an issue where the Lobby Host could see the GPS locations of its Clients if the Clients turned them off and then back on [*] Fixed an issue where the Nickel Ore Russian translation had a typo [*] Fixed an issue where the Oxygen Tank port would not align with a connected conveyor tube [*] Fixed an issue where the Passage 3 lower LoD model was deformed [*] Fixed an issue where the Programmable script method GatlingTurret.SetTarget always made a turret aim at 0,0,0 [*] Fixed an issue where the Railgun lost colorable material at lower LoDs [*] Fixed an issue where the reflection between Window 1x2 Face and Window 1x2 Face Inv. was inconsistent [*] Fixed an issue where the Remote Control Forward Direction setting order was changed by localisation, causing a grid in German to fly differently [*] Fixed an issue where the Remote Control was missing some of its settings as toolbar actions [*] Fixed an issue where the Remote Control would trigger actions assigned to a waypoint on the waypoint removal [*] Fixed an issue where the reputation changes would not be displayed while sitting in a cockpit [*] Fixed an issue where the Round Window blocks wouldn't be aligned when stacked [*] Fixed an issue where the Small grid Control Seat did not offer the ability to build from the cockpit with Ctrl + G [*] Fixed an issue where the Temporary container floating object would not fit into tight spaces; introduced a small version for those cases [*] Fixed an issue where the textures for armors and panels would not have the same shade of black upon painting [*] Fixed an issue where the Window Wall German translation had a typo [*] Fixed an issue where Thrusters contained in a Safe Zone were damaging the contained structures [/list] [h3][url=https://support.keenswh.com/spaceengineers]Support Portal[/url][/h3][url=https://support.keenswh.com/spaceengineers]https://i.imgur.com/Dwpiiq6.gif" class="img-fluid">[/url
  • Habitat Hauler
    https://steamcommunity.com/sharedfiles/filedetails/?id=3346011853
    https://mod.io/g/spaceengineers/m/habitat-hauler
  • Red Team Hauler
    https://steamcommunity.com/sharedfiles/filedetails/?id=3346012516
    https://mod.io/g/spaceengineers/m/red-team-hauler
Fixes & Improvements
  • Broadcast Controller message text is green when set to Faction target setting
  • Safezone settings are saved when copy/pasting the Safezone
  • Safezones no longer consume Safezone Chips in Creative Mode
  • Reputation with spiders & wolves can't be changed
  • Improved the particle effects when a wheel is driven over a voxel surface to be continuous and not just puffs of smoke
  • Fixed a crash when accessing a claimable grid through a remote connection
  • Fixed a crash when clicking Customize on a multi-mission Custom Community campaign in the New Game screen
  • Fixed a set of issues with the construction stages and textures of the Gate block
  • Fixed a set of issues with the construction stages of a Large Industrial Cargo Container
  • Fixed a set of issues with the models of the Antenna
  • Fixed a set of issues with Safe Zones; as a result, only contained blocks are protected, not whole grids, and the Enter/Left notification was removed
  • Fixed a set of issues with the LCDs of the Industrial cockpit not showing content when viewed from the outside
  • Fixed a set of issues with the Oxygen Tank LoDs
  • Fixed an issue where "Some components will be lost if removed" was still displayed after switching away from the Grinder
  • Fixed an issue where a lobby Host could force through an authorship transfer to Clients without consent
  • Fixed an issue where a strut was missing from the Beam Block End model, making it inconsistent with other blocks in the set
  • Fixed an issue where AI blocks would aim at the character's feet instead of the head, missing the target
  • Fixed an issue where changing the LCD App would not preserve the color settings
  • Fixed an issue where modded connectors had no way to specify which way is the connection side; added a ConnectDirection definition
  • Fixed an issue where other blocks were not able to trigger "Set Grid Position" on the AI Basic Task blocks
  • Fixed an issue where painting a block with RotatingSubpartComponent stopped the animation
  • Fixed an issue where RotatingSubpartComponent would prevent proper painting and skin application
  • Fixed an issue where shadows were cast incorrectly after changing the FoV
  • Fixed an issue where the Action Relay could be triggered with an Antenna that was turned off
  • Fixed an issue where the Air Vent played a sound whenever triggering an action
  • Fixed an issue where the alignment of Window blocks left gaps between models
  • Fixed an issue where the Aquarium block had a see-through gap
  • Fixed an issue where the Claim button would count the total grid PCU and not only the portion authored by NPCs
  • Fixed an issue where the damage particles of Colorable Solar Panels would be offset
  • Fixed an issue where the Event Controller would keep invisible references to blocks that did not exist in the world at the time; added a UI helper for the player so it can be managed in-game rather than through SBC editing
  • Fixed an issue where the flow of joining a friend's session would be interrupted when reaching the Main menu
  • Fixed an issue where the Frostbite scenario would be started as an Online lobby by default
  • Fixed an issue where the interact dummy of a Large grid Holo LCD was too large
  • Fixed an issue where the interact dummy of a Small Grid Holo LCD was too large
  • Fixed an issue where the Large grid Small Warfare reactor model would clip through other models outside its bounds
  • Fixed an issue where the LoDs of Window blocks were appearing invisible at relatively short distances
  • Fixed an issue where the Minimum world size [km] setting did not have limit checks
  • Fixed an issue where the now-stacking O2 or H2 bottles would be displayed as a single spare on the HUD
  • Fixed an issue where the Sci-fi armor skin could be applied to Blast door blocks
  • Fixed an issue where the Small grid Antenna required a different type of final components to fully weld than its large counterpart
  • Fixed an issue where the Spotlight was using an outdated icon
  • Fixed an issue where the SPRT could not participate in the economy as they had no funds to do so
  • Fixed an issue where the Start button tooltip would obscure the Customize button in the New Game screen; tooltip removed
  • Fixed an issue where the Target lead indicator would be too big on 4K resolution
  • Fixed an issue where the texture appeared black on the underside of blocks with grated parts, stairs, and catwalks
  • Fixed an issue where the Utility resource group was not defined for Corner Lights
  • Fixed an issue where the Utility resource group was not defined for Heat Vents
  • Fixed an issue where too many particles were produced when driving on the Moon's surface
  • Fixed an issue with a missing cargo port on lower LoDs of the Large grid Small Hydrogen Tank
  • Fixed an issue with an infinite loading screen after waking from Sleep/Rest Mode
  • Fixed an issue with blinking distant shadows on PS4 Pro
  • Fixed an issue with controller button mapping for Spectator speed and rotation
  • Fixed an issue with Half Bed Open collisions not allowing players to go/shoot through the gap
  • Fixed an issue with inconsistencies across the LoDs of the Large grid Large Reactor
  • Fixed an issue with Industrial Refinery textures
  • Fixed an issue with the alignment of the DLC icons list in the blueprint screen
  • Fixed an issue with the collisions of conveyor tubes being too large
  • Fixed an issue with the collisions of the Small grid Medium Conveyor sorter being too large
  • Fixed an issue with the collisions of the Small grid Small Conveyor Sorter being too large
  • Fixed an issue with the color of the texture of a Small grid Light Round Armor Panel Face
  • Fixed an issue with the consistency of the position of the status bar across LoDs on a Large grid Small Hydrogen Tank
  • Fixed an issue with the construction stage of an Interior Wall
  • Fixed an issue with the French localization of a loading screen Wikipedia entry
  • Fixed an issue with the incorrect tooltip of the "Keep original ownership on paste" Admin toggle
  • Fixed an issue with the low-resolution left/right navigation arrows in the New Game screen
  • Fixed an issue with the mount points on the Grated Half Stairs Mirrored block
  • Fixed an issue with the scaling of the world Customization screen on 5:4 and 4:3 ratio resolutions
  • Fixed an issue with the shading on the Construction Component floating object model
  • Fixed an issue with the shading on the Industrial Cockpit
  • Fixed an issue with the shading on the Large grid Rocket Turret
  • Fixed an issue with the shading on the Solar Panel
  • Fixed an issue with the transparency and clarity of the inside view of the Small grid Cryo Chamber
  • Fixed an issue with the UV texture on the Beam block
  • Fixed an issue with the UV texture on the Conveyor Pipe T Junction
  • Fixed an issue with the UV texture on the Corridor narrow stowage
  • Fixed an issue with the UV texture on the Corridor X Intersection
  • Fixed an issue with the UV texture on the Exhaust Pipe
  • Fixed an issue with the UV textures on Warfare Reactors
  • Fixed an issue with the Willis Duct collisions forcing the character's head through the ceiling when walking in 1st person
Support Site Fixes
  • Fixed a crash when deleting a grid with an AI Offensive block actively engaged in combat
  • Fixed a crash when renaming a blueprint item containing a dot in the name
  • Fixed a set of issues with the Large grid Solar Panel, including a misaligned model and loss of colorable material on lower LoDs
  • Fixed a set of issues with turret models not being centered, having holes in the geometry, and misaligned UVs
  • Fixed an issue when selecting block sizes in the Radial Menu
  • Fixed an issue where a block/grid without ownership would be detected as an Enemy by a Sensor; now detected as Neutral
  • Fixed an issue where a character would be sliding around after jumping without a Jetpack being allowed in the world
  • Fixed an issue where a NaN value would propagate from the wheel steering logic through the grid to the physics constraints, causing Clang
  • Fixed an issue where a Sensor would not be buildable near a voxel
  • Fixed an issue where accessing the Terminal through an attached Piston Top Part would not select the associated piston
  • Fixed an issue where Action Relay Set Channel and Send Signal actions were not working in multiplayer
  • Fixed an issue where an empty tree would still be rendered, causing the leaves in the wind to be spawned as a mysterious pulsating grey ball
  • Fixed an issue where an inaccurate message was displayed in Creative when trying to paste a grid in a world where copy/paste is disabled
  • Fixed an issue where connecting to a lobby or starting the game in a scenario through an argument would result in a black screen
  • Fixed an issue where Fireworks would not explode on planets as gravity would overcome their velocity too early, not reaching the trigger height; lowered the trigger height
  • Fixed ]]> Space Engineers: Contact Launching October 14 https://space-engineers.com/blog/337/space-engineers-contact-launching-october-14/ https://space-engineers.com/blog/337/space-engineers-contact-launching-october-14/ Thu, 10 Oct 2024 16:02 CEST
    Join us this Monday for the Space Engineers: Contact Update release on Steam and PlayStation!!

    📅 Monday, October 14th, 5 PM UTC

    Release Livestream:
    🛰️ Twitch: https://twitch.tv/keencommunitynetwork
    🛰️ YouTube: https://youtube.com/user/SpaceEngineersGame

    The Xbox and Windows Store release is in progress – we appreciate your patience while we make sure it’s ready! We’ll announce the Xbox release date as soon as possible.

    Before the update goes live, enjoy exclusive previews from our amazing community. Check out videos below and get ready for the Contact Update!


    Explore Prototech Components, Prototech Assembler and the Prototech Refinery with Zer0's Legion.

    Planetary Encounters bring new life to the planets of Space Engineers! These range from small research outposts to formidable pirate strongholds, each offering a wide variety of loot.

    Enjoy Splitsie and Capac exploring new Planetary Encounters from the Contact Update!

    Join Captain Jack as he takes on a Global Encounter from the Contact Update.

    Watch AndrewmanGaming put the new Prototech Thruster to the test.

    Last Stand Gamers takes a closer look at the new Prototech Gyroscope.

    Beeblebum showcases the Prototech Drill.
    Discover how it transforms your mining operations!
    ]]>
    Community Spotlight 🧐 September 2024 https://space-engineers.com/blog/336/community-spotlight-september-2024/ https://space-engineers.com/blog/336/community-spotlight-september-2024/ Sun, 06 Oct 2024 06:53 CEST

    Our 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! 🤩


    New full convert mod with tons of stuff.

    There are around 180 blocks in the core mod then later I'll be able to add in more unique custom blocks balanced around this system.
    This pack is a part of my on-going mod series, KWP (Khjin's Warfare Pack).

    Logistics will contain custom fuel tanks and conveyors and will be updated with more logistics items later on.
    Become more than a Space Engineer;
    Serve the Omnissiah as a Space EnginSeer!

    Simply equip the skin at the medical room, and customize your bits with the suit mod!
    Need an easy egress for boarding action? Find your ship landing gear makes it difficult to get back aboard?

    No ship design is complete without this extending ramp, which can extend well beyond your wildest dreams.
    The PDT is state of the art anti missile weaponry - comes in both small and large grid and use their own point defence ammo.

    Turrets is able to auto target only Missiles and meteors.
    [mod.io]
    This mod item was commissioned by Fade-Sevar who requested a heavy WWII style turret that looked like an upgrade to the existing artillery turret.
    - Greebling-related SE Interior and Truss Block shapes in 3x3x3 size!
    - Build stages for every block!
    - Block variant group matching interior and truss block shapes!
    - Fully texture-able and colorable!
    Exactly what the title says, a massive 5x5x5 welder tool for ship construction and repair. 10 metre build radius.

    Uses Animation Engine for a lovely jovely plasma beam effect. I don't advise standing anywhere near it whilst it's turned on!
    I made this mod because I love the combination of placing a barred window with a 90 degree offset onto another barred window. My only problem with it is that it takes up 2 block spaces, so I made this.

    The blocks are integrated into the progression and block variation groups.
    This is a submod for Harbringer Ace's excellent Assault Weapons Pack. This is made with his blessing and endorsement; all assets used from Base AWP are used with permission.
    The Frostnova Star System from the mini series "Darkspot" adapted into a full system.

    The Frostnova Star System is designed to be adaptive for whatever you want to it. Might it be a simple alternative starting system or a world ready for PvP, the choice is up to you.
    A compilation of classical well-used manufactured vessels being resold under the umbrella of Builder faction Economy trade stations. They are added alongside the usual Keen ships for sale.

    The advantage of this trading mod is to eliminate the strain of building complicated or large vessels, subgrids or scripts. Also to expand on challenging survival gameplay.
    The biggest city within the Isidis Basin. This map is made up of many new and old structures I have created put together to create a large and well detailed city.

    Also, this map is intended for exploration as I added tons of small details that are easy to miss, and since there are many builds that would be useless in survival.

    September Creator Spotlights
    We also have a Creator Spotlight[www.spaceengineersgame.com] series of articles on our Community Hub![www.spaceengineersgame.com]

    [www.spaceengineersgame.com]
    Creator Spotlight: Qarannia[www.spaceengineersgame.com]
    Star Trek Mod Packs, Battlestar Galactica Mod Pack and more!
    [www.spaceengineersgame.com]
    Creator Spotlight: LadyLime[www.spaceengineersgame.com]
    LIM Constellation Orion | Heavy Freighter, LIM Voyager-Class | Survival Ready Expedition Ship and more!
    [www.spaceengineersgame.com]
    Creator Spotlight: Halipatsui[www.spaceengineersgame.com]
    RED SHIP MECH Modular Encounter, Advanced WSAD Mech Survival Edition and more!
    Daily Spotlights
    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

    [www.keenswh.com]

    Space Engineers Official[www.spaceengineersgame.com]
    [www.spaceengineersgame.com]
    Support Portal[support.keenswh.com]
    [support.keenswh.com]
    Discord Community[discord.gg]
    [discord.gg]]]>
    Space Engineers: Contact – Arriving This October! https://space-engineers.com/blog/335/space-engineers-contact-a-arriving-this-october/ https://space-engineers.com/blog/335/space-engineers-contact-a-arriving-this-october/ Thu, 03 Oct 2024 13:59 CEST
    Hello, Engineers!

    We’re excited to announce the upcoming Contact Update for Space Engineers, arriving this October!

    Building on the solid foundation laid by previous updates like Automatons and Signal, Contact brings new gameplay features, blocks, and enhancements to expand the PvE experience even further. Whether you’re a seasoned player or new to Space Engineers, there’s plenty to look forward to in this update.

    Stay tuned for more details as we get closer to the release!

    Prototech Explained
    In 1.205 we’re adding Prototech blocks. These are powerful, “end-game” blocks, found in new “Global Encounters”. Prototech is a powerful technology created by the secretive Factorum faction. They have gone to great lengths to ensure components cannot be reverse engineered!

    This means you cannot simply grind these blocks down and take their components, like you can with ordinary blocks. Instead, you’ll have to extract them intact, and then add them onto existing grids using merge blocks.

    Alternatively, if you’ve acquired a Prototech Assembler, you can manufacture new components from Prototech scrap. But take note: The Prototech Frame component, which is at the foundation of every Prototech block, cannot be manufactured!

    Finally, lucky explorers can find Prototech components (including Prototech Frames) in the cargo storages in the various new NPC encounters. Collect enough of these, and you may be able to construct a new Prototech block without an Assembler.


    Prototech Jump Drive
    Prototech marks a major technological leap, giving The Factorum a clear advantage over the rest of humanity.

    One such breakthrough is the miniaturization of jump technology. The Prototech Jump Drive is available for both large and small grids, allowing small grids to instantly travel vast distances without needing a carrier vessel.

    Once freed from The Factorum, this block can upgrade your scout craft, extend the range of your shuttle, or transform your ship into the perfect ambush fighter. The choice is yours!


    Space Engineers: Official Server Wipes
    From Tuesday October 8, all official servers will undergo a full wipe and upgrades to ensure smooth performance and apply the latest changes. This means all progress on these servers will be reset.

    Be sure to save your blueprints and get ready!

    For more details about the downtime and when the servers will be back online, follow our official Discord[discord.gg] for updates.

    Thank you for your continued support!

    [discord.gg]]]>
    Space Engineers is Now Part of the Steam Space Builders Bundle! https://space-engineers.com/blog/334/space-engineers-is-now-part-of-the-steam-space-builders-bundle/ https://space-engineers.com/blog/334/space-engineers-is-now-part-of-the-steam-space-builders-bundle/ Tue, 03 Sep 2024 09:38 CEST

    Space Engineers is Now Part of the Steam Space Builders Bundle, along with Dyson Sphere Program
    and Cosmoteer! 🚀

    Don’t miss out on this stellar deal - join the Space Engineers community!

    https://store.steampowered.com/bundle/43732/Space_Builders/

    New to Space Engineers?

    ➡️ Start here: https://www.spaceengineersgame.com/new-players/

    And be sure to check out the short tutorials on our YouTube channel:



    Support Portal[support.keenswh.com]
    [support.keenswh.com]
    Discord Community[discord.gg]
    [discord.gg]]]>
    Community Spotlight 🧐 August 2024 https://space-engineers.com/blog/333/community-spotlight-august-2024/ https://space-engineers.com/blog/333/community-spotlight-august-2024/ Sun, 01 Sep 2024 08:59 CEST

    Our 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 August! 🤩

    Long ago, Komorebi was a vibrant world, much like Earth. Now, only regions nourished by underground aquifers still sustain any vegetation.

    As the world continues to dry out, a toxic jungle of strange alien organisms has begun to consume the planet's soil, spreading across vast areas.
    An arsenal of Weaponcore weapons inspired by the Imperium from Warhammer 40k Battle Fleet Gothic.

    Designed for survival but balanced for the Starcore.
    A small collection of fixed cannons with naval calibers for custom turret enthusiasts.
    Part 5 of the UNSC weapon pack collection of custom turrets.
    This mod allows you to teleport ore back to base.
    A Script that displays a grids resources as graphical bars.

    The colours of the bars are customizable for those (Like me) who like to color code your grids.
    Works best with but doesn't require Water Mod and iSurvival - Core - Advanced to work.

    Without the water mod you can use it anywhere; with the water mod the traps must be in the water.
    Adds flight effects to aircraft.

    Current effects: Wing condensation, Transonic vapor cone, Contrails
    This mod adds new versions of atmospheric thrusters and afterburners that require both atmospheric air and hydrogen from the ship to function.

    Additionally, it implements realistic masses for the gases stored in tanks.
    This is Monza! This circuit has been designed to Formula Space Engineers standards to assure maximum quality.

    The track includes the FSE Track script to track laptimes and progress towards the fastest lap.
    Replica of the map from Star Wars Battlefront II.

    The buildings don't have interior except for the palace.

    Daily Spotlights
    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

    [www.keenswh.com]

    Creator Spotlights
    We also have a Creator Spotlight[www.spaceengineersgame.com] series of articles on our Community Hub![www.spaceengineersgame.com]

    [www.spaceengineersgame.com]

    Support Portal[support.keenswh.com]
    [support.keenswh.com]
    Discord Community[discord.gg]
    [discord.gg]]]>
    Community Spotlight 🧐 July 2024 https://space-engineers.com/blog/332/community-spotlight-july-2024/ https://space-engineers.com/blog/332/community-spotlight-july-2024/ Sun, 04 Aug 2024 07:48 CEST
    Space Engineers Official[www.spaceengineersgame.com]
    [www.spaceengineersgame.com]

    Our 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 July! 🤩

    Introducing the "Elite-Turbo-Ultra Gigga-Chad, totally not a dangerous harpoon, Grapple Hook 6000".

    With this slick piece of engineering, there will be nothing but smiles and sunshine for all the good boys and girls! Get you very own taste of vertigo on our patented rope swing!
    The inhibitor is a player buildable block that disables hand tools and blocks that can be used to cheese defenses.
    [mod.io]
    This mod adds 3 sets of transparent LCD panels hopefully fit into Space Engineers aesthetics.
    2 sets are available as a window only versions.

    As a Bonus I added a 4 button panel with a transparent LCD, a holoscreen rack and a custom slim console block.
    This mod uses Modular Encounters Systems to bring you a set of Klingon NPC encounters.

    This mod requires a number of different mods to work and generally assumes that you are already using my other Star Trek modules.
    One command base to defend, eight hostile factories pouring out enemy fighters relentlessly.

    How many can you take down before being overwhelmed?
    Two types of hermetically sealed glass ramps are added to the game in different sizes: 2,3,4,5,6,7,8,9 block long glass ramps in flat and cylindrical shapes.

    Available in small and large block sizes.
    A fully backwards compatible sequel to the old Modular Roads mod. Includes a suite of asphalt blocks for making roads.

    Now with colorable lines & decals!
    Ring, Zee and Atlas brings you the FF Turret mod: lite version.

    These turrets were designed after Falling Frontier's dual and single barrel cannon turrets seen on their discord screenshots.
    I created this mod to enable the addition of trees and bushes to my builds for decoration purposes.

    I’ve used the models from the base game data files and adapted them in such a way that they can be placed like any other block in the game.
    Weapons are found in containers near spawn points.
    C4 Timer - 35 seconds
    Good Luck and Have Fun!
    [mod.io]
    WARNING!
    RESISTANCE IS FUTILE!
    It has low PCU!
    Support Portal[support.keenswh.com]
    [support.keenswh.com]
    Discord Community[discord.gg]
    [discord.gg]]]>
    The Next Space Engineers Update https://space-engineers.com/blog/331/the-next-space-engineers-update/ https://space-engineers.com/blog/331/the-next-space-engineers-update/ Thu, 01 Aug 2024 08:55 CEST
    Prototech

    In the upcoming 1.205 update we are adding a set of new Prototech blocks to Space Engineers. These blocks are unique and powerful “end-game” blocks that will be part of the free content in the 1.205 update.

    In the video below you can see a little sneak-peek of one of these blocks. Stay tuned for more information regarding Prototech and PvE content!


    Factorum

    As the world shifted from the Military Industrial Complex to the Aerospace Industrial Complex, those who made their money in defense were at a crossroads.

    Some adapted to the times. They turned their intercontinental missiles into space ships, their swords into plowshares.

    Some retired. They decided there were fates worse than watching your billions become millions.

    But some fought against change, against Modularity. They fought unimpeded by morality, consequences be damned. They created a unique Prototech. 

    And they call themselves The Factorum.


    Newsletters & Early Sneak Peeks

    Do not miss our early sneak peeks and teasers for the upcoming update!
    Sign up for our monthly newsletter here: https://www.keenswh.com/newsletter

    [www.keenswh.com]

    Space Engineers Official[www.spaceengineersgame.com]
    [www.spaceengineersgame.com]
    Support Portal[support.keenswh.com]
    [support.keenswh.com]
    Discord Community[discord.gg]
    [discord.gg]]]>