r/spaceengineers • u/Sanctuary2199 • 58m ago
WORKSHOP [SSY-1] Bayanihan Shipyard. Ready for servicing.
r/spaceengineers • u/Sanctuary2199 • 58m ago
r/spaceengineers • u/Sanctuary2199 • 2h ago
r/spaceengineers • u/Marcos-Am • 6h ago
These are the first results.
r/spaceengineers • u/Black5heep_ • 6h ago
r/spaceengineers • u/MrSquid01 • 7h ago
was trying to make a drilling buggy to carve out a hole, spent about 3h working on it and instantly got it stuck in a hole, any tips on how to get it out? spent an hour trying to make a ramp with the hand drill
r/spaceengineers • u/Kubrick_Fan • 12h ago
r/spaceengineers • u/Noisy44_ • 13h ago
r/spaceengineers • u/Cat11Lucas • 14h ago
r/spaceengineers • u/KeithFromCanadaOlson • 17h ago
Adds a (runtime-generated) block set comprised of half and whole blocks made of one of each component type. Small block: 50 & 100 components. Large block: 500 & 1000 components.
Why?
Let's say you want to build a *LOT* of heavy armour. Yes, you could queue up 8 blocks at a time or click through finding and grabbing a lot of steel plates and metal grids from grid inventory, BUT you could also just scroll through and pick 'Iron Plate Block' & 'Metal Grid Block' from your toolbar, and, with a single click on a connector/etc. for each, grab 50/100/500/1000 at a time. What's more, by adding blocks to the build planner, you can then add them to the production queue with another single click.
You could also build them (on your rover, let's say) but leave them unwelded for quick refills of materials when building remotely, without having to build cargo containers.
Sound reasonable?
r/spaceengineers • u/butterflyknif • 18h ago
im working my first big ship in creative mode and im currently working on the bridge and it just isnt sealing, as you can see in the video i swapped out the corner panels for the normal ones hoping that would fix it but it didnt and im getting frustrated
r/spaceengineers • u/GyziModo • 18h ago
I love Star Trek, I love Space Engineers and I love ZEOCMF's work on space ships.
I wanted to try my hand at the refit Enterprise in my style. Some proportions are more accurate while others are exaggerated. She is a beast.
To the Star Trek fans here, what other sets would you like to see included? I'm going to add the kitchen and some bunk rooms from Undiscovered Country.
r/spaceengineers • u/FalloutNV2277 • 1d ago
Alright this is a rant post I don’t care if anyone reads it or if it even gets deleted I just need to rant.
A couple of days ago a new train mod came out for SE and I decided to take a look hoping that just maybe it would work on console. But of course it has scripts so I can’t use it so I’m upset but I thought I’d get over it. And I did until yesterday when while looking at community previews and come across the newest video from the “Terraforming the Moon” series. And of course it’s focused on a train mod. I’ve been stewing over this all night and I’m just upset. I understand why scripts aren’t allowed on consoles it just sucks.
Sorry for ranting I just needed to get this off my chest.
r/spaceengineers • u/Weekly-You8066 • 1d ago
Couldn't add words to the pictures so ill type them here in order from interior.
1-2. bridge capable of crewing up to 9 players at once.
3-4. Potentially cargo area the ship is still being built/renovated this is area is planed to be extended for this.
5. The green house. I'm building the stingray with the idea of self sustainability for longer missions or operations. (My personal favorite room) (I know its not smart to have that much glass but in testing that area was never compromised)
6-7. The recreation room because no one wants be staring at walls all day (unless your a psycho)
8-9. Crew quarters and rooms got to make sure the crew are comfortable (just because where on a warship in space dosent mean it should be depressing)
10. The jump drive room. One of my favorite rooms so far nice and tidy.
11-12. The gas tank (fuel room) have to make sure you have ample fuel for operations shouldn't be needing rescue should be doing the rescuing.
If this post does good I'll consider doing a tour of the ship at the end.
(BBV-77-WB TIGRIS CLASS)
r/spaceengineers • u/Replicant-Oni • 1d ago
Another stab at an autonomous miner. This one still needs some optimization to cut down on time, but its pretty close. The miner runs three Programable Block scripts: a mining script that governs its basic flight, a debugging script that tracks all of the grid's actions, and a emote script.
I don't write scripts and I haven't written a line of code in three decades. Instead I just told Claude what I wanted and ran iterations feeding the debug logs back to it with human language discussion about what I wanted. The emote script is kinda cute - i just told Claude to write a script that would let the emote block show me how the drone was feeling.
The drone flies to a designated waypoint above a known ore deposit. It terrain clears to the depth of the deposit using a canary box and then drills a horizontal spiral-cut that's approximately circular. The drone pushes the circle out whenever it finds ore. If it doesn't find ore at a particular point it stops extending that arc of the circle. Over time the spiral cut approximates the shape of the deposit.
When the drone can't find any more ore at a given depth it extends the initial vertical bore hole and repeats the process. Repeats until it can't find anymore ore. It takes breaks to drop of cargo, is mindful of its power levels, and remembers where it last left off.
Still needs optimization on where its wasting time, but the gaps at this point are pretty small. The logs track drilling rate and time between tasks, and that just feeds the next revision. I still need to implement a way to tell the drone if I actually want stone or ice (right now its chucks anything not ore during the horizontal drilling (but not vertical).
LLM driven scripting is a literal game-changer for this game. FWIW, I found the debug logs invaluable - not for me, but for the LLM. The Debug script writes the log into Custom Data on blocks that have the capacity. I started using LCDs for this, but Access Pannels work too and cost less PCU. Claude will read out the log directly from the blueprint file: copy the grid => replace the blueprint => drag and drop the file into Claude. With the Log, the LLM can effectively troubleshoot its own scripts (and can do the same thing with automation blocks generally).
r/spaceengineers • u/butterflyknif • 1d ago
mining ship and base basically copied from splitsies tutorials
r/spaceengineers • u/EldergreenSage • 1d ago
It only took me a year since the last post of this particular project, several hundred hours have been sunk into tinkering on this beast. At 13,000 blocks and 83,000 PCU the Zeus MKIII was designed with the MCRN Donnager from the Expanse as it's inspiration in as many ways as possible. Given the scope and limitations of SE this is where I ended up. I even made the Zeus compatible to carry a Roci style ship (the Persephone) on its underbelly via its docking bridge. The bridge can be fully retracted with the Persephone MKVI attached without angering Clang 😁 Getting the overall layout of the ship with an interior hangar was a nightmare so I opted for 4 separate docking hangars more reminiscent of the Scirocco Class from the Expanse. Any feed back from the community is welcome!
r/spaceengineers • u/ticklemyiguana • 1d ago
I thought it'd be about 15 minutes but nooo.
Feature creep includes: testing the wiki numbers (which are wrong), re-voicing some garbly bits, actually making the stuff instead of just explaining it.
Anyway, hope it's handy.
r/spaceengineers • u/True_Sansha_Archduke • 1d ago
With the implementation of vanilla missiles and torpedoes, fighters and bombers with the new weapon blocks will be able to do a ton of damage in waves against large grid ships. They will be able to hit vital points and force retreats or have the captain of the large grid face destruction.
This will later in turn create doctrine zones in battles where fighters will try to maintain area superiority against hostile fighters, gunboats and bombers as the large grids try to bombard each other from a distance. This is because large grids will be at a severe disadvantage as small grids will be able to dish out large grid killing torpedoes while the large grids will struggle to even hit the small grid fighters and bombers so keeping distance will be important.
What do you think on how things will unfold after the Warfare III update?
r/spaceengineers • u/foreverdmbutokay • 1d ago
I want this turret to aim at me when I come within a certain radius. I can't seem to get it to work. Are there any other settings I need to enable?
I tried the same thing with a rotor and a hinge with a camera and a custom turret controller and didn't have any success.
r/spaceengineers • u/speeding-goofball • 2d ago
It has two of the long large cargo containers
And one large cargo container
Two turrets and some flare launchers
r/spaceengineers • u/daGreenBeans • 2d ago
full release trailer: https://youtu.be/_KcLxgS0ijo
and workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=3837546945
r/spaceengineers • u/Designer-Ganache-202 • 2d ago
I used a tutorial to make the mining ship and the bottom one myself to try and be able to move it a distance away and to be a sort of “hauler” but when I try to take off it slowly floats down but when I hit space if flys up fine. Is this an issue of flying with two grids or are my dampeners not working right