r/spaceengineers 23h ago

LFG Pve or pve rp servers

1 Upvotes

And modded pve or even pve rp servers looking to join up


r/spaceengineers 7h ago

HELP Is there no way to get rid of this bush?

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4 Upvotes

Is there no way to get rid of this bush?


r/spaceengineers 6h ago

HELP Blueprints for ships to obtain Prototech materials on a survival server

1 Upvotes

Hi everyone,

A few days ago, I asked you whether my ship concept would work. It didn't—much like some of the predictions suggested.

Now I’d like to ask if any of you have blueprints for drones and warships.


r/spaceengineers 5h ago

HELP (SE2) Looking for SE2 Modders/Developers

1 Upvotes

Maybe I’m a bit early, but I already have an idea for a larger SE2 mod/project. I’m looking for a few modders or developers interested in exploring a persistent Life/RP framework for SE2, inspired by several games but mainly Arma Life.

The idea would be to build the framework around engineering, logistics, economy and a player-built world. There still isn’t much information about dedicated servers or the full scripting capabilities for SE2, but I’m confident Keen will eventually get there, just like they did with SE1.

Until then, I’d like to start working on the foundation, designing the backend, core systems and overall architecture, so we’re ready to connect it to SE2 once dedicated servers and deeper scripting APIs arrive.

Anyone interested in discussing the idea or helping build the foundation?


r/spaceengineers 4h ago

SERVER PC] [SE] Knightshift Orbital Taskforce (KOT) Co-op Industrial Survival on Lunar Base Serenity | 25+ | Shift & Worker Friendly | 16-Player Cap

2 Upvotes

[PC] [SE] Knightshift Orbital Taskforce (KOT)

Co-op Industrial Survival on Lunar Base Serenity | 25+ | Shift & Worker Friendly | 16-Player Cap

We are a close-knit team of 6 active players looking to round out our crew with highly skilled, patient engineers (25+) for a long-term co-op survival campaign on Lunar Base Serenity. To preserve a tight-knit, well-coordinated group dynamic, we are hard-capping total recruitment at 16 members maximum. Full-time workers and all work shifts are welcome.

Mod Collection: https://steamcommunity.com/sharedfiles/filedetails/?id=3791813867

🏛️ The Concept & Lore

Mothballed at the end of 2019 and left running on critical battery backup power ever since, Lunar Base Serenity has sat dormant while civilization pushed deeper into the black. As humanity’s footprint expands outward, Serenity has been officially reactivated as our collective home base.

Our mission is to modernize the facility, push past its original borders, and build an industrial foothold. Crucially, we play without automated Build & Repair systems. Every plate welded, block placed, and heavy transport constructed requires genuine crew coordination, mobile welding gantries, and real sweat equity. It is a deliberate, rewarding survival loop where every base expansion and ship feels like a permanent monument to the team's effort.

🌐 The Environment: Exploration Enhancement Mod (EEM)

To keep the universe breathing outside our lunar walls, the server runs EEM paired with Modular Encounters Systems:

Dynamic Traffic: Over 200 custom NPC ships, stations, and trade vessels populate space, running trade routes and reacting to regional activity.

Economic Encounters: Meet merchant fleets for trade or trigger military responses that make securing supply lines a shared cooperative challenge.

Emergent Scenarios: Wreckages, distress signals, and contested zones spawn organically across the system, giving our industrial and tactical squads constant objectives.

🚀 Station Divisions & Crew Roles

  1. Command & Logistics Division

Primary Focus: Fleet coordination, trade management, and resource tracking.

Tasks: Monitor LODESTAR automated cargo freighters, manage the EEM commercial trade ledger, publish base requisition bulletins, and oversee sector navigation.

  1. Engineering & Retrofit Division

Primary Focus: Base expansion, power grids, and structural maintenance.

Tasks: Splice modern AQD conveyor trunks into legacy station piping, expand exterior docking arms, manage main reactor outputs, and optimize subgrids for server performance.

  1. Agricultural & Biosphere Corps

Primary Focus: Life support, hydration loops, and nutritional logistics.

Tasks: Operate the crew quarters solar grow-dome, manage Vertical Farm Plots and Planting Automation arrays, run Imperial Cuisine kitchens, and maintain culinary supplies.

  1. Deep Extraction & Mining Corps

Primary Focus: Remote mining operations and raw material acquisition.

Tasks: Prospect deep-planet and asteroid deposits, construct heavy shaft drills to bypass AQD Deeper Ores surface limits, and haul heavy ore payloads to refinery bays.

  1. Medical & Radiological Division

Primary Focus: Operator health, bio-hazard control, and radiation decontamination.

Tasks: Operate Rad-Purge Medical Stations, maintain lead shielding around reactor decks, treat environmental hazards, and keep medical supplies stocked.

  1. Tactical & Sector Defense Corps

Primary Focus: Station security, point-defense networks, and fleet warfare.

Tasks: Calibrate Midnight Shield Systems, produce magnesium turret ammunition, manage AiEnabled security bots in station corridors, and pilot warship escorts against SPRT and WEC raids.

📺 The Vibe & Squad Guidelines

Mature Crew (25+): Built for adult gamers, full-time workers, and all shifts. Real life always comes first.

Close-Knit Roster (16 Cap): Currently sitting at 6 core players—limiting total membership to 16 to keep communication clean and maintain a tight squad structure.

High-Skill & Patient Engineering: We value patient problem solvers and experienced builders who enjoy manual construction, complex grid design, and heavy industrial logistics. Zero offline raid stress.

Unscripted Live Operations (Light RP): Natural banter and immersive problem-solving during operations.

Streamer Friendly: Record or stream your sessions with the team.

To join the taskforce, jump into our Discord server at https://discord.gg/5Mra8WdYsP, keep in mind, we don't just accept anyone, I'll be working on a whitelisting form soon.


r/spaceengineers 2h ago

HELP (Xbox) Why won't let me publish stuff . But only this one BP

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0 Upvotes

r/spaceengineers 9h ago

MEDIA (SE2) H-E-I SHIPYARDS: THE LONG ROAD

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8 Upvotes

r/spaceengineers 17h ago

MEDIA It's what makes a ship!

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24 Upvotes

I make videos about ships sometimes and it's always a little bit tricky to speak to what all goes into them and I had an idea and here it is!

(Sound is at least a little important. It's a simple video.)


r/spaceengineers 3h ago

WORKSHOP 'Chico' - Starter/Respawn Ship

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86 Upvotes

Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=3790134026

Little respawn ship I built for a contest.

The usual:
1x Survival Kit
1x Small Cargo Container (Cargo Terminal)
1x O2/H2 Generator
1x Oxygen tank
1x Ore Detector
1x Battery
1x Hydrogen tank

And on top of that some QoL additions that I believe fit a respawn pod:
1x Spotlight
1x Camera
1x Connector
1x Algea farm
2x Small grid solar panels on a rotor

The solar panels track the sun on a single axis and the small grid panels don't generate much power, but that is intentional. A respawn pod is not supposed to do all the work for you after all. Similarly, one algae farm is not enough to sustain the food bar on default hunger settings.

The camera and spotlight help with finding ores and the connector is useful for when you have started building a base. These are usually the first things I put on a respawn pod in survival.


r/spaceengineers 10h ago

MEDIA CA-001 “Seattle” (Seattle Class Armoured Cruiser) WORK IN PROGRESS

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127 Upvotes

Circa. 2410.

I know I’ve posted a lot recently.


r/spaceengineers 11h ago

MEDIA Mining Barge Mk III

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192 Upvotes

(Mk IV is currently in development due to a flaw in the cabin/thruster placement overlapping causing structural damage)

Purpose built for the collection, harvest, haulage, and protection of short to medium range mining operations. Features an Ore Funnel/Hopper at the rear for the collection of loose ores, utilising an onboard artificial gravity module. 1 Central landing pad for the quick deposit of ores, or transport of smaller mining vessels, like the Iroquois M variant. 2 side mounted connectors for more ore deposit locations. 2 side connectors for station docking and boarding, a forward connector for docking.

The cabin features all the necessities plus a few extras like bunk beds, armouries, and a comfy couch for a great forward view. The cabin also has a rear control helm for manoeuvring the funnel/hopper into position, and controlling the gravity module.

Systems feature: large cargo container, large hydrogen tank, small oxygen tank, o2/h2 generator, assembler, basic refinery, 2 gatling turrets, interior turret, gravity module, survival kit, 6 connectors, bottom mag plate.

Not much more to say about it. I really wanted a ship that could feature a gravity funnel/hopper system for ores, initially for vehicles depositing ores from dropper/connectors, but I ended up using my hand drill more, and honestly it’s really fun! Good old hand drilling. No hassle of lining up and docking heavy laden vessels time and time again.


r/spaceengineers 8h ago

MEDIA Liberator-Class Strike Cruiser

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44 Upvotes

first time i actually finish a ship i’m building without getting bored.
Any tips would be much appreciated


r/spaceengineers 6h ago

HELP Need help with retractable landing gears

7 Upvotes

Greetings, engineers,

I have a question that's been bothering me for a while. I think retractable landing gears are incredibly cool, which is why I'm currently trying to install one on my ship. I've done it successfully before on bigger ships, but I always had to use merge blocks to stabilize the landing gear in the "landing position" so that it could support the ship's weight. If the retractable landing gear is only attached via rotors, pistons, or hinges, these tend to explode when attempting to land.

However, I don't have the space in my current ship to properly install a device with merge blocks.

I've tried stabilizing the retractable landing gear with another landing gear or a connector to see if that would be enough. But even that just vanishes into thin air as soon as I try to land.

I received a suggestion to use more hinges per joint, but aside from the fact that there isn't enough space, I don't think additional hinges could support the ship's weight (approximately 1,500,000.00 kg).

Does anyone have any other ideas or tips on how to implement a strong retractable landing arm?

Thank you in advance.

Edit: weight corrected


r/spaceengineers 1h ago

MEDIA Hunter Ship

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Upvotes

Vanilla small grid I use to do pve contracts / encounters


r/spaceengineers 8h ago

DISCUSSION Looking for balanced encounter mods

9 Upvotes

I'm looking to add more encounter mods to my world, I have some but always could be using more to increase variety. All I want from them is to be balanced gameplay wise.

Ones I didn't like:

  • Reavers, it kept playing an audio file I didn't like with no way to disable.
  • Orks, they just kept on spawning above my base with little to no interval. Killed one and crashed on top of your base? The other one is already spawned and preparing to attack.
  • Corruption, well this one just seems to have a 30% chance to crash my world on loading. Otherwise it's fine so far I know.

r/spaceengineers 13h ago

MEDIA Iroquois Utility Ship Mk II

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55 Upvotes

A versatile ship designed for construction, salvage, and mining operations with slight adjustments to its tools. Name inspired by the UH-1 Huey.

The hinges provide dexterity when operating in crowded/tight environments. (They also look pretty cool)

Systems include: Large Cargo Container, Large Hydrogen Tank, Small Oxygen Tank, 2 Adjustable Hinges, Ore Detector, Bottom Small Connector, Back Large Connector.

The design orbits a lot more on the functional blocks as they are quite massive and difficult to minimise/work with. I think it came out pretty good in the end all things considered. It’s quite functional, and cooperates well with a mining barge I’ve been working on. The only downside is the hydrogen tank is quite exposed on the top, meaning it could easily be damaged in cramped spaces, not ideal.