Space Engineers News & Announcements

Hotfix 1.210.013 has been released!




Functional
  • Fixed subgrids clanging after Jump drive Jump
  • Fixed Sorter preventing pull actions from happening throughout the grid
  • Fixed Merge blocks detaching when welded from Projection even when both were On and functional
  • Fixed Flat Collector not picking up resources on the sides because of rotated detector dummy
  • Fixed mount points on Battery Bank blocks

UI

  • Fixed Production screen not showing blueprints for current build planner setup

Art
  • Fixed minor surface shading on Short Stairs
  • Fixed decals on Prototech O2/H2 Generator


Thank you for helping us make the game better!

Image Credits: Avali Frigate by Khoren




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🚀 Community Hub: https://www.spaceengineersgame.com/community-hub/
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Image Credit: ”Juggernaut“ Stronghold Defender by Danny C 301

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! 🤩







Scriptilyx by ChaosVROne
Scriptilyx is built for beginners who want to create Space Engineers programmable block scripts without having to write code from scratch.

You build scripts visually using nodes, connect them together, generate the script, and paste it into Space Engineers Programmable block.








Voltea System by Sorry_an_Error_has_Occurred
A system designed for a friend.








Orbital NPC Spawns by cptnoname
Orbital NPC Spawns (ONS) solves a classic Space Engineers problem: when you are moving at hundreds or thousands of m/s, vanilla and modded NPC grids often spawn completely motionless, immediately disappearing behind you or lithobraking into planetary surfaces.



Taming the Giant - Orbiting Khora by Sarekh
This is a lore driven survival scenario placed in an earlier, more limited and primitive time of the Akhinnae Empire. You do not build, you scrap and repurpose, you finish missions to gain access to more material to establish a first outpost on the moon in orbit of the system’s gas giant.



Toya's Economy Additions
This is a very simple mod that just adds all my builds (even unreleased ones!) to the economy stations ingame.








Humanoid's Retro Command Module
A simple mod that adds Apollo-styled Command Pod cockpit for small grids.



Humanoid's Retractable Solar Panels
This mod adds a retractable 1x1x5 solar panel for small grids.



Hermes Program (Thruster-Drive Mod Pack) by TheRebornAce
Welcome to my next biggest modpack in the series introducing thrusters and drive systems! This mod includes large and powerful thruster blocks to help propel your largest ships with ease.



Gas Storage Expansion 2 by Lynx
Hydrogen tanks for leaner fuel builds.
Compact cylinders, tall stacks, big spheres, plus armored and structural braced variants.



JC SCAVENGER - Autonomous Salvage Drone Platform by JCataclisma
Think of it as a much smarter evolution of the vanilla Programmable Block, acting like a fully autonomous, mobile version of the famous NanoBot... except YOU design and build the robot.



Rad-Purge Medical Station by Eugen
This mod turns the vanilla decorative Medical Station into a functional radiation cleansing unit.



Breaching Charge by JejeServeur
An obstacle, a nuisance, a pirate? Have fun turning it into Swiss cheese!



TractorBeam by JejeServeur
Catch grids like the Empire or simply move grids - the choice is yours.



Personal Helper Drone by JejeServeur
Need help with building, recycling, and mining? Use your new personal assistance drone.



TTC Mining Barrel Charge by Hatt
TTC Mining Barrel Charge is a large-grid mining explosive designed to harvest ore from voxel explosions.
Place the charge against an ore deposit, arm it, and detonate it. The block scans the surrounding voxel material before detonation and spawns floating ore based on the destroyed ore content.



Tiered Modular Power Extension by Kylo
Expand Modular Powercore Batteries with denser Powercore modules and a full T0–T4 fast-charging frame progression. Build higher-tier charging matrices to increase frame input from the standard rate up to 6x.









ARPANET Email Terminal by Tridonian
This is a Terminal that can write and send Emails to other versions of this blueprint connected to it's network. No scripts or mods are used.
Made using over 6000 Timer Blocks to make dozens of interconnected programs.



Ship Insurance by OB
Ship Insurance adds server-authoritative grid insurance, paid repairs, and ship recovery to the Economy 2 Services Terminal.
Insure a ship through the terminal and the mod records a clean snapshot of its complete mechanically connected grid group.



Handheld Hacker Grid Takeover by Loitrem
Equip your chosen hacker tool from your inventory and use the Primary Action key while aiming at an enemy block (functional blocks only) to deploy a portable hacker. Once deployed, the device will begin decrypting the grid’s security. Once the process is complete, the ownership of your target is overridden to you.



Airstrikes by Critz
Call in real fire support from the terminal. Air Strike Command adds 10 deployable strike types to Space Engineers — craft a token at the assembler, hold it in your hand, and drop ordinance on any GPS coordinate with a single chat command.



HMS.U235 - Realistic Reactors by The Screw-Up Team
Vanilla reactors in Space Engineers are… a box that makes power. Flip the switch, collect the watts.
HMS.U235 fixes that. Now you'll learn why so many people are afraid of nuclear reactors. ☢️



Recolor Suite - Gradient Ship Painter by mcluvin51
Repaint an entire ship with a live, adjustable gradient, re-texture it with real DLC/vanilla skins, or both - without touching a single block by hand.



Vanilla Paint by Tridonian
No scripts or mods used. (6000 Event Controllers, 2000 Timer Blocks, 1500 Light Panels as Pixels, 144,000 PCU)
It has 8 color options, 2 brush sizes, and can completely be controlled with mouse and keyboard inputs with only hotkey 1 being needed to start controlling the curser.



Sorted Cargo Container by Tony
Self-sorting cargo for your whole base. Switch on Sorted Cargo on any cargo container, tell it what to hold, and it pulls those items to itself off the conveyor network. Opt-in per container; anything you never touch stays exactly like vanilla.



Service Terminal Framework by OB
Service Terminal Framework turns the Economy 2 Services Terminal into a shared access point for vanilla services and services added by other mods.



Vanilla To WC Converter by Nerd e1
Adding this mod to a save game will attempt to convert any vanilla-based block weapons within all mods to a WeaponCore-compatible format, allowing you to combine them with WeaponCore weapon mods. It currently is not compatible with Vanilla+ weapons.



EconomyCore by Yūrei.dll
EconomyCore is a server-authoritative bridge from the Space Engineers ModAPI to Programmable Blocks. It exposes discovered NPC station metadata, proximity-gated market observations, the NPC market reachable through the PB's docked connector, and guarded buy/sell request paths; trading decisions remain in PB scripts.



Projector+ API by Master-Control-Program
Projector+ API is a lightweight script extender that gives Programmable Blocks direct access to projector functions.



Working Knowledge by Nurphed
A salvage-first progression overhaul for Space Engineers survival.
Working Knowledge gives veteran Space Engineers players a new survival progression experience.



Resource Radar by Loitrem
Allows you to transform standard ship monitors and LCD panels into active, radar consoles. Scan your surroundings for valuable ore deposits, harvestable crops, temporary containers, and nearby grids and track them in real-time right from your dashboard! Scans 120 degrees in front of cockpit.



S.E.A.N Project by Wellington6012
Designed to bring a little more life and personality to your Space Engineers experience, S.E.A.N is a personal suit assistant providing useful, situationally aware audible warnings as you explore, build and survive.
Rather than simply telling you that something is low, S.E.A.N considers what that warning means for the environment you're operating in.



Unified Flight OS by Tel_Arin
Unified Flight OS is a complete autopilot, navigation, HUD, and flight control script for Space Engineers. Built for zero lag and maximum reliability, it handles everything from heavy carriers and combat warships to small fighters and planetary landers.



Bees Space Net by Queen Bee
Basically the Internet (non encrypted) for Space Engineers
Design your own websites!



Simple Autopilot by Loitrem
Add your cockpit to your hotbar and add whatever actions you want. Then just turn them on and off as needed.



Broad - Auto Refinery Base Manager by reyツ
Broad watches your refinery base so you don't have to.



Smart Cargo Filters by ogrimdooh
Take control of your logistics by adding configurable filters directly to Cargo Containers.
Instead of relying on multiple Conveyor Sorters, each cargo container can now decide exactly which items it accepts using customizable filtering rules.



LOS LCD Script by mentalis
This script allows real-time monitoring from any LCD on your grid.
It utilizes a custom touch interface to let you customize everything right from the cockpit or a local panel.



Rotor Displacement Legs Script by Cheezy Proot :3
Changes displacement in a sinewave pattern when forward or backwards is triggered on a specified seat, effectively makes a vertical + forward/backward facing rotor combination work as a mech leg.
You can stack rotors to make them go quite fast!



(Script) "LCC-1" Light Combat Crawler by Toya
...is a Scripted and thus smoother version of the normal LCC-1, which only runs on Timer Blocks. This version is also a lot smarter.



Fleet Control - Escort by Tel_Arin
Put the fleet leader in fleet:stand mode move your escorts around the drones they need to follow and go back to the leader and use the fleet:reg_all argument to register the position of all follower escorts.



Acquisitions Todo LCD App by The Klang Is Good
This mod adds a LCD app which shows a summary of items needed to complete all accepted acquisition contracts.



Scriptless Thrust-Vectoring by John Long
Completely vanilla thrust-vectoring!
No Mods, no scripts, no gimmicks.
All thanks to a WASD+Spacebar+C input converter I purpose-built.





Do you want to see more amazing Space Engineers ships, fighters, tanks, mechs, planets, rovers, bases, scripts, mods, encounters, scenarios, minigames, videos, and other creations?

We spotlight them every day!

➡️ Find us on your platform of choice: https://www.keenswh.com/connect





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

Hello, Engineers!

Apparently, the Factorum have not shown us everything they have been hiding.

New rumors are spreading through the void: strange signals and valuable Prototech waiting for any engineer bold enough to go after it. Of course, that means some of you are already plotting the fastest way in - and the most explosive way out.

A new Factorum Global Encounter has been added into your worlds. Track it down, break through their defenses, and see what secrets you can bring back in one piece. As always, getting your hands on it will not be as simple as grinding down a few blocks and flying home.

📜 Full Blog Post: https://www.spaceengineersgame.com/prosperity/
⚠️ Changelog: https://kswh.link/prosperity

https://store.steampowered.com/app/4835530/Space_Engineers__Prosperity_Pack/


Join “Masters of Motion” – Mechanical Engineering Video Competition!

Deadline for Submissions: Monday, August 31, 2026 – 23:59 UTC
  • Create and submit your Space Engineers 1 & 2 YouTube videos showcasing mechanical creations for a chance to have your work featured on our official channels and win a €20 Steam gift card.
  • The Top 10 entries will be chosen by the Keen Software House team.
  • Five Winners will be featured as highlighted videos, with the remaining winners receiving Honorable Mentions.

Full details: https://2.spaceengineersgame.com/announcing-the-masters-of-motion-mechanical-engineering-video-competition/

Lights, camera, motion show us your engineering in action!





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

Hotfix 1.210.012 has been released!




Stability
  • Fixed several mod crashes related to nulling of position component and render on entity removal
  • Fixed a crash when grinding Searchlight block below functional
  • Fixed a crash when a sun tracking construct was removed
  • Fixed a crash when aiming at a projection with a welder and removing the grid projecting it

Functional
  • Fixed Services Terminal where stored grids would not persist through save/reload on consoles
  • Fixed Ping button silently failing when player built blocks on enemy's grid

Thank you for helping us make the game better!

Image Credits: SDC M-12 Linebacker MRDV Mk II by Viper




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

Hello, Engineers!

The Prosperity Update makes Space Engineers feel more alive, useful, and rewarding: better economy services, safer grid recovery, and more ways to build the kind of base, station, or ship that feels great.

Explore a new Factorum encounter and hunt down the new Prototech O2/H2 Generator, track missing ships with the new Ping Grid button, and enjoy improvements to Projector, Contracts, the Services Terminal and economy systems.
We’ve also added a small grid Flat Collector - a handy new block for all the farmers among you.
Everything in this update is free. Alongside it, we're releasing the Prosperity Pack with new decorative blocks and variants to expand your creative options.

https://store.steampowered.com/app/4835530/Space_Engineers__Prosperity_Pack/






If you own Space Engineers, everything below is yours - no extra purchase needed.

New Factorum Encounter
Apparently, the Factorum have not shown us everything they have been hiding. New rumors are spreading through the void: strange signals and valuable Prototech waiting for any engineer bold enough to go after it. Of course, that means some of you are already plotting the fastest way in - and the most explosive way out.

A new Factorum Global Encounter has been added into your worlds. Track it down, break through their defenses, and see what secrets you can bring back in one piece. As always, getting your hands on it will not be as simple as grinding down a few blocks and flying home.


Services Terminal & Economy Improvements
Economy 2 added new ways to store, repair, recover, and salvage grids. With this update, we focused on making those systems clearer, safer, and more predictable in normal gameplay.

Services Terminals now give you better feedback about what is happening with your stored grids. If a grid cannot be stored or deployed yet, the terminal should do a better job explaining why - for example, if the grid is moving, recently damaged, or otherwise not ready. This should make grid storage feel less like a black box and more like a proper station service.

We’ve also improved how grid retrieval works. Server owners can now control whether stored grids can be pulled from very distant locations, and retrieval timing can take distance into account. For players, this means Economy 2 servers can be tuned for different playstyles - from convenient ship storage to more grounded logistics where location matters.


Precision deployment is getting a useful improvement too. You can now set the Precision Mode marker to your current character position, making it much easier to bring a stored grid back exactly where you need it. Less guessing, less nudging, fewer “almost perfect” deployments.

Repair, salvage, and storage rules have also been tightened up. Grids with hostile blocks attached are now handled more carefully, helping prevent cases where players could bypass hacking or ownership rules through station services. Modders and scenario creators also get more flexibility, including new options for enabling repair and salvage services on player-made grids.

Player stores also have a new option to opt out of Item Search. This gives shop owners more control over how their listings appear, especially if they want to run a more private store, keep certain offers local, or avoid cluttering global search results. Your store can still exist and function normally - it just does not have to advertise every listing to everyone through Item Search.

We’ve also improved some of the wording around Store Blocks and Market Search, making listings and search behavior easier to understand.

Overall, these changes should make Economy 2 feel more reliable in day-to-day play - whether you are storing a hauler, recovering a damaged ship, running a server, or building a custom scenario.


Projector Functionality Improvements
We’ve cleaned up several projector controls and UI behaviors. Movement and rotation directions should feel more consistent, sliders should behave more predictably, and projector settings that were previously locked at various stages can now be manipulated at any time.. The goal is simple: less fighting the interface, more building the grid you actually wanted to build - especially when working with complex blueprints or finishing repairs after a rough encounter.

Ping Button for Lost Grids
Lost your ship again? It happens. Space is big, GPS management is a lifestyle, and sometimes your favorite grid ends up somewhere you definitely meant to remember.

The new Ping Grid button helps with that. From the Info screen, you can now generate a GPS point for one of your grids, making it much easier to track down ships, rovers, stations, and other creations you may have misplaced during your adventures.

The GPS point marks the grid’s current location and stays available until you remove it, so you can find your way back later. It’s a simple improvement, but for anyone who has ever lost a mining ship, scout rover, or “temporary” construction platform - this one should save some headaches.


Modernized Space Respawn Ship
The Space Respawn Ship has been modernized and rebuilt with survival in mind. Important systems are easier to see at a glance, so new and returning engineers can better understand what the ship has, what it needs, and how to keep it flying. It should serve as a better starting point - giving you exactly what you need to start your adventure out in the void.



New Blocks



Prototech O2/H2 Generator (1 block, L grid) - The latest Factorum innovation is here! Refill fuel and oxygen up to 10x faster, using less power than a standard generator.




Flat Collector (1 block, S grid) - Slim, sleek, and easy to fit into compact builds. Harvest crops like a pro with this space-saving collector!




Structural Platform Conveyor (1 block, L grid) - You asked, and we heard you! Hide conveyor lines inside your Structural Platform foundations for cleaner, smarter ship and station layouts.




Short Stairs (1 block, L grid) - Small space? No problem. These airtight stairs keep compact builds walkable, connected, and pressurized.




Passage 2 Frame (1 block, L grid) - A sleek, space-saving extension of the Passage 2 block. Use it to polish your interiors, create compact access points, or frame machinery and thrusters with style.


Additional Improvements
  • Added skins/suit variations to NPC characters on Trade Stations.
  • You can now find Story Datapads on Economy Stations
  • Laser Antenna UX Improvements
  • Wheel Indicators for better build orientation
  • DLC Badges for Purchased DLCs can now be used as Faction Icons
  • Improved lighting effects for Welder and Grinder particles (Softer light with lower flash intensity)
  • Rebalanced audio effects for many of the game’s louder sounds.
There are many additional improvements and fixes in the Prosperity Update - you can explore everything included in the detailed Changelog.


What’s Next
Our next Space Engineers update, Warfare 3, is shaping up to be a big one! We aim to deliver it to you in November/December 2026.

Expect new weapon types, new combat systems, and changes designed to make battles, PvP, and ship-to-ship engagements more dynamic. This time, your weapons may not be aimed only at other players... There are new threats on the horizon.

Check out our new Roadmap!







We are always looking for ways to improve, and that includes adding value to prior releases. During this update, we are adding new content to Decorative Pack #2.

Those who already own Decorative Pack 2 will get this content for free, as part of the update.




Triangular Grated Catwalks (2 blocks, L grid)


https://store.steampowered.com/app/1167910/Space_Engineers__Decorative_Pack_2/




The Prosperity Pack adds over 50 new blocks - Sloped Cockpits, Bulky Hydrogen Tanks, Steep and Solid Stairs, Battery Banks, Square Railings, Decorative Server Racks, Cable Runs, Round and Square Lights. These are cosmetic and decorative blocks that don't affect gameplay balance.

If you enjoy Space Engineers and want to support its continued development, this is a great way to do it - and you'll get a lot of new building options in return.




Sloped Cockpit (2 blocks, S grid + 2 blocks, L grid) - A sleek, modern cockpit for both grid sizes, with open and closed variants to match your build, your role, and your style.




Bulky Hydrogen Tank (1 block, S grid + 1 block, L grid) - The bulky frame of this hydrogen tank houses four large fuel storage cylinders, giving industrial builds a fuller, heftier look.




Steep Stairs (6 blocks, L grid) - Steep, narrow stairs built for tight spaces, giving compact builds a clean way to move vertically when every block counts.




Solid Stairs (8 blocks, L grid) - Sleek solid stairs for clean, vertical transitions. Available in multiple variants with railed and railless options to fit more builds and interior styles.




Battery Bank (1 blocks, S grid + 2 block, L grid) - A compact battery bank made from smaller power modules, saving space while providing reliable power for smaller builds.




Square Railings (13 blocks, L grid) - A sturdy safety railing with a solid frame, perfect for adding structure, protection, and visual variety to walkways and platforms.




Decorative Server Racks (3 blocks, L grid) - Decorative server racks packed with hardware and details, perfect for building command rooms, data centers, and high-tech interiors.




Cable Run (7 blocks, L grid) - Thick industrial frames packed with large cables, perfect for exposed parts or technical detail to corridors, machinery rooms, and workspaces.




Round & Square Lights (2 blocks, L grid + 2 block, S grid) - Round and Square light fixtures with large, visible emitters. Perfect for illuminating interiors, adding strong visible light sources to runways or landing pads, and keeping your builds bright.


https://store.steampowered.com/app/4835530/Space_Engineers__Prosperity_Pack/


  • Added a New Factorum Encounter
  • Modernized the Space Respawn Ship
  • Automatically Fill Bottles while Recharging
  • Added a Ping Button for Lost Grids
  • Automatic Subgrid Naming
  • Improved NPC spawning, navigation, and collision avoidance
  • Added an Option to Opt Out of Item Search
  • Improved lighting effects for Welder and Grinder particles (Softer light with lower flash intensity)
  • Reduced and adjusted sound volume levels on several loud sounds
  • Contracts Adjustments and Improvements (including better mod support)
  • Laser Antenna UX Improvements
  • Added Wheel Indicators for better build orientation
  • Improved language on store blocks and market search for clarity
  • Services Terminal Improvements
    • Precision Mode Marker’s location is now set to the player’s position
    • Adjustments to Retrieval Timers
    • Improved sorting of stored and active grids in the Services Terminal
    • Changes to Ownership Requirements for Grid Storage, Repair, and Salvage
    • Added Combat Delay, Grid Flag, and Status Report
    • Improvements to the Repair Service Blacklist
    • UI Improvements
    • Dedicated Server Option: Prevent Sending Grids to Distant Locations
    • Movement Restriction for deploying and storing grids
    • Added Salvage/Repair Entity Components for Non-Trade Grids (modders can enable salvage and repair services for player stations)
  • Projector Functionality Improvements
    • Improvements to Control Panel Slider Controls
    • “Keep Projections” can now be toggled at any time
  • Added O2/H2 Generator Pull Settings
  • Added more toolbar actions for Parachute Blocks
  • Removed "Help Others" terminal setting from ship welders
  • Admin Setting Improvements: Admins with Untargetable enabled are now ignored by sensors
  • Changed Default Settings/Values
    • Changed “Enable Toolshake” to false by default
    • Changed “Enable Scrap Drops” to false by default
  • DLC Badges for Purchased DLCs can now be used as Faction Icons
  • Added skins/suit variations to NPC characters on Trade Stations
  • You can now find Story Datapads at Economy Stations
  • Reduced glare on Narrow Viewports
  • Rebalanced Pirate Salvage Carrier drones
  • Improved memory usage and performance, including airtightness and model memory
  • Improved the Event Controller's Distance to Locked Target calculation for more consistent results.
  • Improved conveyor naming consistency
  • Improved G-menu categories and block names, including a dedicated Windows category
  • Improved Reputation tooltips
  • Improved the HUD indication when food consumption is paused

New Blocks
  • Prototech O2/H2 Generator (1xL)
  • Flat Collector (1 x S)
  • Structural Platform Conveyor (1xL)
  • Short Stairs (1 x L)
  • Passage 2 Frame (1 x L)

Added Content to existing DLCs:
  • Additions to Decorative Pack 2: Triangular Grated Catwalks (2 x L)

Prosperity Pack
  • Sloped Cockpit (2xS + 2L)
  • Bulky Hydrogen Tank (1xS + 1xL)
  • Steep Stairs (6xL)
  • Solid Stairs (8xL)
  • Battery Bank (1xS + 2xL)
  • Square Railings (13xL)
  • Decorative Server Racks (3xL)
  • Cable Run (7xL)
  • Round Light (1xS + 1xL)
  • Square Light (1xS + 1xL)




Wheel Propulsion Overrides have been adjusted for consistency: forward now means forward and backward now means backward across all wheels. Existing builds using Propulsion Override may need adjustment, but new builds should be easier to configure for desired results.




  • New flags in Services Terminal entity components allowing for player made variants. (EntityComponents.sbc)
  • Improved RepairService blacklist controls, moving irreparable blocks from the Repair entity component to the targeted block’s definition. This change should make it easier to avoid conflicts between mods. (See Cubeblocks_Prototech.sbc for example).
  • New flags and definition controls for item based Recovery Contracts, allowing for specific items to spawn inside specific spawn groups. For example: Smuggled Goods only appears inside Pirate Ships. This includes support for custom contract items. (ContractTypes.sbc / SessionComponents_Economy.sbc)
  • New entity component for pump style animations on blocks. (EntityComponents.sbc).
  • Added more controls for datapads and stories, allowing for economy elements (Station Name, GPS, etc) to be added to custom stories. (Stories.sbc)
  • New controls allowing for NPC characters to wear custom suit skins. (Factions.sbc and FactionTypes.sbc)
  • Null subtypes are now supported in EntityContainers.sbc, and no longer overwrite all blocks of that type if the subtype is null. This should fix issues where legacy blocks with null subtypes added their attributes to any modded block of the same block type. (EntityContainers.sbc).




Stability

  • Fixed a crash when ramming another grid, causing race condition during block removal
  • Fixed a crash when a block was deformed enough to be removed and then removed again through other damage
  • Fixed a crash related to 3D audio processing during combat
  • Fixed a crash when most contract strategy types are empty and defined earlier than a non-empty strategy type
  • Fixed a crash caused by incompatible contract and strategy types
  • Fixed a crash when all contract strategy types were empty
  • Fixed a crash when removing a control seat together with the character in it
  • Fixed a crash in the Monolith achievement after the block was removed
  • Fixed a crash when the ore detector calculated the world position of a reverted ore deposit
  • Fixed a crash when destroying block visuals of already removed blocks
  • Fixed a crash in the AI Offensive Stay at Range behavior when target was removed
  • Fixed a crash when accessing an interactive highlight outline
  • Fixed a crash related to trying break a missing wheel constraint
  • Fixed a crash in Drone AI waypoint updates when target was being removed
  • Fixed a crash when the AI Offensive block unsubscribed from events during PMW impacting a drone
  • Fixed a crash when the AI enemy search component changed targets
  • Fixed a crash caused by modd-added non-public blocks appearing in the Radial Menu as an empty category was created for them
  • Fixed a crash in Trash Removal processing Mod spawned grids which did not have the InScene flag
  • Fixed a crash when adding a modded block to the Build Planner due to production blueprint ID collision
  • Fixed a crash and memory leak when closing the Services Terminal
  • Fixed a crash and memory leak in grid replication during block placement into voxel due to auto-merge
  • Fixed a crash in turret re-targeting
  • Fixed a race condition crash in component containers
  • Fixed a crash when resolving Contract target conditions
  • Fixed a crash in the Resource Sink component
  • Fixed a crash when attempting to kidnap an NPC by luring it onto your grid and flying away

Performance

  • Fixed an issue where Assemblers did not pull required components for production on very complex systems due to low performance
  • Removed unnecessary animation data from multiple models to save memory
  • Optimized collision shapes for Structural Blocks
  • Reduced the triangle count of the Small Grid Suspended Control Seats
  • Fixed performance issues caused by unpowered conveyor systems in combination with thrusters
  • Removed redundant save data in stored grid details
  • Improved audio memory handling for several sounds, ambient weather sounds now streamable

Functional

  • Fixed an issue where a Services Terminal placed on a subgrid could store itself together with the main grid
  • Fixed an issue where the Hand Drill detected ore without suit energy
  • Fixed hinged subparts detaching and rotating freely after separating Merge Blocks
  • Fixed incorrect Grid Storage retrieval time calculations
  • Fixed Laser Antenna connections over very long distances
  • Fixed server inventory lag when transferring items from a character inventory while seated in a cockpit
  • Fixed the AI Offensive Stay at Range behavior becoming stuck at low distance settings
  • Fixed incorrect Projector Yaw slider (was flipped)
  • Fixed the AI Offensive block consistently missing targets in the negative Y world direction when using Prediction Guidance
  • Fixed Assembler trying to process a queue even when below Operational Power
  • Fixed Hinges displaying an incorrect angle when locked at a negative angle
  • Fixed the damage incorrectly applying to the outer rim beyond the radius of Rocket explosions
  • Fixed the Invite function on Steam Dedicated Servers
  • Fixed jetpack Relative Dampeners moving character A increasingly lower when dampened to character B jumping
  • Fixed Ship Weapon inventory issues stemming from older blocks not having the inventory entity component
  • Fixed Gatling Guns, Warfare Gatling Guns, and Autocannons not firing after reconnecting or restarting
  • Fixed the Disable Weapons advanced world option not working correctly
  • Fixed the wrong block variant being selected when switching aim between Small and Large Grid
  • Fixed grids being unable to disconnect or move away from a disabled Merge Block
  • Fixed Take Control not using the Main Remote Control for Old Mining Base in Frostbite
  • Fixed blocks with Setup Action or toolbar bypassing ownership access restrictions for unownable blocks
  • Fixed Laser Antennas reporting no line of sight despite having a clear connection across planetary slopes
  • Fixed Laser Antennas detecting their own mounting surface as an obstruction
  • Fixed incorrect mount points on the Vending Machine
  • Added a front mount point to the Control Seat
  • Fixed the H-4 Advanced Miner becoming non-functional after retrieval from Grid Storage since it lacked backup battery
  • Fixed damaged Neon Tubes remaining functional
  • Fixed the third-person camera snapping into a close-up view when connected grids included a cockpit on a mechanical subgrid
  • Restored the Select All controller shortcut in the Terminal
  • Fixed syncing of turret direction and velocity for multiplayer lobby clients when Idle movement is enabled
  • Fixed a leftover additional player character appearing in the First Jump scenario
  • Fixed the mount points of the Conveyor Pipe T-Junction and Interior Turret
  • Fixed a missing objective indicator for closing the door during the Pressurization task in Learning to Survive
  • Fixed the Structural Platform Connector not respecting conveyor system pull requests
  • Fixed incorrect mount points on the Fridge and Oven Blocks
  • Fixed typos across many prefabs (Cargo ships, Drones, Encounters, Contracts, etc.)
  • Fixed Blueprint/Block preview rotation controls not working after selecting and deselecting Voxel Hand
  • Fixed some purchased Datapads not appearing in the player's inventory due to getting lost during data transfer
  • Fixed loot Datapads using fallback localization instead of the Story Category system
  • Fixed the inability to ignore PCU Limits as an admin hacking an NPC authored block
  • Fixed Large Grid cockpits not pressurising from oxygen bottles in its inventory
  • Fixed the random encounter generator trying to spawn REs around NPC characters
  • Fixed inconsistent boulder sync for clients on DS
  • Fixed PvE Bounties dependency on Enable Bounty Contracts toggle which now affects only the PvP variant
  • Fixed grid thrusters not compensating for mass of attached subgrids with some but subpar thrust capabilities
  • Fixed Thrusters capable of holding a ship with Dampeners not providing enough force when using Thrust Override
  • Fixed physics issues when attaching Hinge parts
  • Fixed Event Controller triggering actions after recoloring a tracked Merge Block
  • Fixed inconsistent Railgun damage between static and dynamic grids (phasing)
  • Fixed grid inventories not being usable to deliver Salvage Contract items
  • Fixed block-bodied getters/setters never getting instruction/call-depth counters, escaping loop protection
  • Fixed PvE Bounty Contracts not generating due to faulty cleanup of NPC member IDs in factions leading to long term accumulation
  • Fixed destroying a Temporary Container holding a Salvage Contract item not failing the contract
  • Fixed Grid and Item Triggered Contracts spawning while Economy was disabled
  • Fixed Hauling Containers spawning in gravity when the contract was accepted on an orbital station
  • Fixed explosive damage calculations for penetrative shells where even 1 defined damage would blow up whole armor block
  • Fixed the explosion from penetrative ammo not being applied at the correct place in the grid
  • Fixed NPC character definitions appearing as player character definitions in save data
  • Fixed an issue where an Intel dedicated GPU would be seen as less powerful than integrated AMD GPU, prompting a message about running on worse HW
  • Fixed station discoveries for the Item Search feature not surviving server restart
  • Fixed enabling one overridden Atmospheric Thruster turning off gravity compensation for other Thrusters
  • Fixed incorrect client write attempt for the Solar Food Generator

UI

  • Adjusted name and tooltip for the Advanced World setting to Enable PvP Bounty Contracts to make it clear the setting is strictly PvP related
  • Added missing Services Terminal localizations
  • Fixed Event Controller Detailed Info synchronization on Dedicated Servers
  • Fixed inconsistent spacing in the Advanced Controller section of the Joystick Help screen
  • Fixed not displaying an informative message when searching for items too frequently in Item Search
  • Fixed missing Market Watch tooltips when accessed through a Store Block
  • Fixed scrolling issues in the Safe Zone's filter preventing scrolling to some entries in the list
  • Fixed an out-of-bounds warning when rebinding modifiers to B1 or B3 with a generic joystick layout
  • Removed the Setup Action button from unsupported Seat Blocks
  • Fixed purchased Hydrogen values not updating immediately
  • Fixed missing text in Recovery Grid Contracts
  • Fixed Escape not closing the Workshop Browser search field while typing
  • Fixed Grid Triggered Contract failure messages appearing twice
  • Fixed inconsistent Wheel speed values in the UI (now shows both m/s and km/h)
  • Fixed Contract unrelated GPS markers being impossible to delete
  • Fixed Enable Unknown Signals being re-enabled after reloading a world
  • Removed the Almagest Engineer Plushie from the Character Customization screen
  • Fixed the controller binding show all signals being prevented by lookaround binding
  • Fixed Projectors missing from some block categories
  • Fixed missing spacing in the Jump Drive Detail Info
  • Fixed missing spacing in Safe Zone Detailed Info
  • Fixed button tooltips for cloud Blueprints on Consoles referencing local blueprints
  • Fixed missing Build planner hint/control in the build radial menu when a subvariant of a block is selected
  • Fixed gamepad navigation for the Deploy and Abort buttons in the Services Terminal
  • Fixed missing Hydrogen and Oxygen entries in Store Block Administration when using a controller
  • Fixed moving one HSV slider in the GPS color editor also changing other slider values
  • Fixed the account balance not refreshing after using Expedite in the Services Terminal on Dedicated Servers

Art

  • Fixed missing LOD1 for Construction Stage 2 of the Large Grid Light Armor Inverted Corner 2x1x1 Base
  • Fixed flickering parts of the Offset Door when opened
  • Fixed physics issues for the Bridge Sloped Corner Base Block
  • Fixed broken normals on the Frostbite Gate
  • Fixed Interior Turret placement issues caused by its collision model
  • Fixed missing LODs on Locker construction stages
  • Reduced the file size of the Flat Atmospheric Thruster model
  • Fixed protruding geometry on some LODs of Construction Stage 1 for the Bridge Corner 2x1 Base Floorless variants
  • Removed unused Structural Block blockout files
  • Fixed small holes in the left and right Bridge Corner 2x1 Base models
  • Fixed missing lower crossbars on Construction Stage 1 of the Bridge Corner 2x1 Base variants
  • Fixed holes in the left and right Bridge Corner 2x1 Base Floorless models
  • Fixed a typo on the Jump Drive Type II sticker
  • Fixed the Landing Gear Type II extending outside its block space
  • Fixed the Small Landing Gear Type II clipping through adjacent Armor Panels
  • Fixed the offset cabinet subpart on the First Aid Station
  • Fixed visual inconsistencies between the Bridge Raised Corner and Floorless variants
  • Fixed LOD issues on Barrel Blocks
  • Fixed inconsistent spacing in the Advanced Controller section of the Xbox Help screen
  • Fixed incorrect highlights on the control panels of the Small Grid Angled Door A
  • Fixed pattern inconsistencies between LODs of Colorable Solar Panels
  • Fixed missing LODs on construction stages of the Bridge Window 1x1 Slope and Bridge Window 1x1 Face
  • Fixed texture and UV alignment on Colorable Solar Panels
  • Fixed the alignment of the Flush Cockpit conveyor port
  • Fixed block seam details loading incorrectly on Diagonal Beam and Floor Blocks
  • Updated the Chef Gloves icon to match the in-game model
  • Fixed missing highlights on the Small Hydrogen Tank at Low and Medium model detail settings
  • Fixed an issue where Ship Welders could not weld the first two construction stages of Wind Turbines from some angles
  • Fixed missing collisions on the lower body of the Small Grid Rocket Turret Type II
  • Fixed visual inconsistencies between the male and female Astronaut Ghost skins
  • Fixed the placement rotation of the Inverted Half Troffer Light
  • Fixed LOD issues on the Lab Experiment B Block
  • Fixed texture issues on Bulk Cargo Container Blocks
  • Fixed missing parts on LOD2 of the Large Grid Sci-Fi Hydrogen Thruster

Animation

  • Fixed using the hand Welder or hand Grinder preventing some Emotes from playing fully
  • Fixed the Male Engineer's left arm not swinging while holding a Welder

Audio

  • Fixed Sound Block playback when using Realistic Sound
  • Fixed looped Sound Block audio stopping after reloading a world
  • Fixed combat music starting after welding or placing blocks
  • Fixed low volume for the ParticleWeapExpl sound
  • Fixed Music Competition tracks being stereo instead of mono
  • Fixed inconsistent fuel warnings thresholds Critical/Low for jetpack from 5%/10% to 10%/25%

Removed

  • Removed the unused Female Hardbass animation from the game content and ModSDK
  • Removed unused and invalid Small Grid model files from Content

Modding

  • Fixed an issue where modded gases could not be bought or sold
  • Fixed the Wireframe button in the Model Viewer
  • Fixed typos in mod related definitions for the new Structural Block group
  • Fixed ModAPI not having a way to get contract IDs
  • Fixed modded Grid Hauling Contracts not creating a drop-off destination and GPS
  • Fixed modded Salvage Contracts not spawning the contract item
  • Fixed modded Salvage Contract grids reporting incorrect GPS location due to being offset by gravity on DS




https://steamcommunity.com/sharedfiles/filedetails/?id=3770335597



https://steamcommunity.com/sharedfiles/filedetails/?id=3253006042
https://steamcommunity.com/sharedfiles/filedetails/?id=3715861916
https://steamcommunity.com/sharedfiles/filedetails/?id=3711906395
https://steamcommunity.com/sharedfiles/filedetails/?id=3743088436
https://steamcommunity.com/sharedfiles/filedetails/?id=3349481893

Community Hub & Spotlights
Check out our Community Hub!

  • Official Keen Workshop
  • Monthly Spotlights
  • Creator Spotlights
  • Official Guides
  • and much more!





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➡️ Connect and find us on your platform of choice: https://www.keenswh.com/connect/

Join us Monday, July 27th for the Space Engineers: Prosperity Update & Pack release!

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

📅 Monday, July 27th, 5 PM UTC

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




Our amazing community creators are releasing preview videos every day as part of our upcoming update celebration.

➡️ https://www.spaceengineersgame.com/prosperity-previews/

We’ll be updating this post regularly so you can jump straight to the latest drops.

Stand by for transmission - the countdown continues!




Zer0's Legion
Prosperity Pack Preview


RevPlaysGames
Base Game Changes


Kanajashi
More Structural Blocks!





BenDoesThings
BATTERY BANKS are here


Qutatron
Not Just Railings!


Commander Exorcist
Server Racks, New Lights





CosmicDonut
QOL Improvements


Pandemic Playground
Bulky Hydrogen Tanks


AndrewmanGaming
PROTOTECH O2H2 Generator




Shiftyshadow
Space Respawn Guide


Engineered Coffee
New Cockpit


Lunar Kolony
New Stair Blocks




Aegir Builds & Beats
New Factorum Drone Depot


Dread Mechanic
Prosperity Update/DLC Preview

Release Livestream
July 27




German, Spanish Previews




Iker IR4 (SPA)
New Starter Ship


Zaschi (GER)
Massive Quality of Life Update!


Nerdorbit (GER)
Features and Mega-Blocks







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

Join us Monday, July 27th for the Space Engineers: Prosperity Update & Pack release!

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

📅 Monday, July 27th, 5 PM UTC

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





🛠️ Feedback & Support: https://support.keenswh.com/
🛰️ Discord: https://discord.gg/keenswh
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🚀 Community Hub: https://www.spaceengineersgame.com/community-hub/
➡️ Connect and find us on your platform of choice: https://www.keenswh.com/connect/
Image Credit: PMC E-Frame with Light Mobile Assault Gear by Deathlok

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 June! 🤩







semaptools.com by Zer0limit
Interactive maps that lets you chart, receive and paste gps points from in game and vise versa. 2D, 3D and solar system map available. It also has a thruster calculator, Jump calculator, Resource Processing Calculator and Crafting calculator. Upload your blueprint or manually insert your grids stats and it's all tested for you.








Planet Prithvi Ghara by Jeckle
"The Old Growth of Pertam"








Conway's 'Game of Life' by Tridonian
A recreation of John Conway's Game of Life cell simulation made entirely from timer blocks and light panels. No mods or scrips were used.



Orbital NPC Spawns by cptnoname
Orbital NPC Spawns fixes a Space Engineers gap: at hundreds or thousands of m/s, vanilla and modded NPC grids often spawn motionless, lithobrake, or disappear behind you. ONS intercepts eligible dynamic spawns at creation, assigns a plausible pass-by or drift, disables dampeners briefly, then returns control to MES/vanilla AI.



Minecraft In SpaceEngineers by James
Don't take this too seriously, I was just trying to push the limits and see what the programmable blocks could be capable of.



MES Mobile Merchants V2 by Space Ace
A rewritten MES mod based on the original MES Mobile Merchants mod.
Special thanks to Gaz, for creating the original mod and ShootingManGold, for helping me immensely with ship behavior setup!



Mecha Respawn Pack by Lost-Crays
Start your survival journey inside a fully operational mech instead of a traditional respawn pod.



Economy 236 Stations by Empada
This is a save where I modified the Sandbox.sbc to have 236 economy stations. it has also 17 factions besides the 4 that always spawn. (SPRT, SPID, FCTM,UNKW).
The factions are separated per planets: Earth/Moon, Mars/Europa, Alien/Titan, Pertam/Triton.



Volsung Industries: Hostile Takeover - Economy Integration by Substicious
Volsung Industries has officially expanded its operational footprint. The economy sector now belongs to us.
Our premium fleet roster is now integrated directly into existing commercial Economy Stations across the system.








Monorail Tracks by biter_please
Monorail tracks, S-Bends, Arcs with different bank degrees and appropriate transitions to each bank, Ramps, and more!



Maglev Reinvented by Lorenzo Béné
Maglev Reinvented adds a draw-your-own-track maglev system to Space Engineers.
Instead of placing fixed rail blocks piece by piece, you build a rail network using nodes, then generate maglev guide rails between them. The idea is to give players a flexible transport system that feels more like designing infrastructure than placing a normal vehicle.



Small Grid Prototech Assembler by KevMeUp
Small Grid Prototech Refinery. Intended for small grid playthroughs.
Also allows crafting of normal (full) assembler items.



Resource Node Miner by KevMeUp
Mining units you can place over any ore patch to generate ore over time without damaging voxels.
This version is heavily balanced to fit well into a standard survival game, will scale automatically with your world settings, and should be easy to understand and use.



Turret Pack V2 by Silentor
Adds 6 large-grid auto turrets, each 3×3×3, effective range 800 m, using vanilla ammunition.



Energy Defense Shield V2 by Silentor
Shield control module: after takeover, protects grids in the Mechanical connection group — consumes power to maintain the shield and absorb damage. Terminal sliders set capacity and recharge rate; pilot HUD while driving. One block each for large and small grid.



Hacking Computer by JejeServeur
This block will allow you to "hack" a grid (ship or station).



Grid Scanner by JejeServeur
Here is a block that will allow you to scan an NPC's grid remotely and see its inventory.



Autonomous Mining Drill by JejeServeur
Find your ore vein and mine it with your autonomous laser mining drill.



Pipes Junctions by Igi_PL
A full cube to give more options for attaching blocks from the AQD - Conveyored Pipes mod by enenra.



Small Grid Balanced Jump Drive by KevMeUp
Small Grid Jump Drive Balanced perfectly with Vanilla.
Used the exact same ratio between Prototech large and small to decide the ratio between normal large and small.



HD LCD Displays by PingoPete
Increases render/texture resolution of all vanilla-block LCD panel displays by double.








The Research Mod by PepperJack
Pepco TechPrints turns building in Space Engineers into a progression you actually earn. By default you can build almost nothing - instead you unlock blocks by collecting TechPrints: schematic datapads you create by scanning the blocks you find in the world.



Robotic Arm Controller by Tony Plays
Controls sequences of pistons, rotors, and hinges - plus optional welders, projectors, and spotlights - via named positions and automated sequences. Designed for multi-step robotic arm routines that need to run unattended and survive world reloads mid-sequence.



Malware's Docking Aid
Turns any LCD on your ship into a live docking aid. Pitch, yaw and roll (the three rotation axes from the pilot's frame: nose up/down, nose left/right, and banking) chevrons show you which stick to push, and which way. Same rule on every mount - forward, aft, side, top, bottom - no mental gymnastics.



Majority Takeover by KevMeUp
This mod will hack the rest of the grid once you become the majority owner of it (51% ownership).
This way you can Take Over the grid without having to reach that last event controller or battery you can't find.



Quick Salvage Route Plotter by Loitrem
Tired of backtracking across the solar system to finish your salvage contracts?
Quick Salvage Route Plotter is a lightweight, navigation tool designed specifically for salvage contracts. It acts as an automated route plotter that hooks straight into your character's GPS interface to instantly plot the absolute shortest travel route for multiple waypoints.



G-LOC Companion by IcyShadow
Adds high-G blackout pressure, temporary control loss, recovery effects, and cockpit-focused flight feedback for extreme maneuvers, crashes, and high-speed atmospheric testing.



Radar Ranging Framework by BlueBirrb
A mod and a framework for modders who want create Radars and RWR sensors.



Storage Monitoring by Prasodym
A configurable LCD monitoring script for Space Engineers that displays resources directly on in-game LCD panels using sprites and item icons.



GOOSE - Inventory Manager by TDuke Skyloafer
Goose is a script that quickly and quietly keeps your grid's inventory in order. You tag containers with the categories of items they should hold, and Goose handles the rest: moving loose items into place, keeping stock containers topped up, and feeding the blocks that consume resources. Set it up once and forget about it.



SKP Radar by Youshedo
SKP Radar is a do-it-all radar and weapons script for a Programmable Block. Drop it in, name a few screens, and it turns your ship into a tactical command station. It pulls in everything your grid can detect — sensors, cameras, turrets, and WeaponCore — and shows it all on whatever LCDs you choose.



NEXUS AirLock by BATERCOOL
It fully controls doors, lighting, and ventilation, and displays information on screens in the style of my NEXUS scripts.



NEXUS - missile printer control by BATERCOOL
NEXUS Missile Printer is an automatic missile printing controller for Space Engineers.
The script automatically manages missile components on the ship and fully welds the missiles.



Applied Logistics by Экстерминатор
Applied Logistics is an alpha Space Engineers mod that adds a logistics terminal for connected same-grid inventories.



Survival Kit Power Cells by KevMeUp
Enables Power Cell crafting at Survival Kits, giving engineers another practical production option while still requiring large-port transfers.



Eat In Cockpit by KevMeUp
Adds a Cockpit (or any seat/bed type) Action you can drag onto your bar that will attempt to eat the first food item in your inventory.
Since this is a normal cockpit action you can add this to timers or event controllers so you could eat automatically.



Timer Block Logic Gate Samples by Tridonian
A sample board of timer blocks set up to recreate commonly used logic gates in computer circuits.
I've learned a lot about these in my previous projects and my hope is that anyone interested could learn and use these circuits for projects of their own.



If it Fits, It Ships by PhonicSpider
It has come to the attention of the Ronin Empire Board of Directors - and by extension, His Imperial Fiscal Majesty, CEO-Emperor Roninco the Third - that large conveyor infrastructure represents an unacceptable drain on corporate profit margins!





We also have a Creator Spotlight series of articles on our Community Hub!




Creator Spotlight: Mr. Midori
‘Loup Garou’ Pirate Raider, Atlas-Class Mobile Logistics Hub, Type-5 Heavy Dockyard “Wishbone”, and more!!



Creator Spotlight: Praetor Paktu
Lastimora Class: Assault Frigate, Acolyte MK3 Class Interceptor, Cerax Outpost Station, and more!!





Do you want to see more amazing Space Engineers ships, fighters, tanks, mechs, planets, rovers, bases, scripts, mods, encounters, scenarios, minigames, videos, and other creations?

We spotlight them every day!

➡️ Find us on your platform of choice: https://www.keenswh.com/connect





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




https://steamcommunity.com/games/244850/announcements/detail/708901647665861194 https://steamcommunity.com/games/244850/announcements/detail/672872215678553853 https://steamcommunity.com/games/244850/announcements/detail/672872215678552135

Hello, Engineers!

Space Engineers 2 - VS2.3: “Drive, Automate & Detonate” is here, bringing the Wheels & Hinges, wind physics, and core automation tools (Timer, Sensor, Event Controller) to the game!

This update also expands exploration with new colonization stages and Endless Encounters, while introducing foundational Reworks to Survival progression and Ore Distribution.


➡️ Full Update Info: https://blog.marekrosa.org/2026/07/se2-vs2-3/
➡️ Full Changelog: https://kswh.link/vs2-3
🗺️ Roadmap: https://2.spaceengineersgame.com/roadmap-2/

https://store.steampowered.com/app/1133870/Space_Engineers_2/



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


The Factorum is back! The upcoming Prosperity Update features a brand-new Factorum Encounter... but this one comes with a twist!

Brute force alone won’t win this fight. Be careful, pay attention, and adapt - if you want the Prototech inside, you’ll need to think like an Engineer.


1.210 also features many new blocks as well as a bunch of quality of life improvements and bug fixes. We can’t wait to see how you’ll use these new blocks to improve your existing builds, and how they may inspire you to build something new.

See you Soon™, Engineers!




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




https://steamcommunity.com/games/244850/announcements/detail/672872215678552135 https://steamcommunity.com/games/244850/announcements/detail/499477287644697778 https://steamcommunity.com/games/244850/announcements/detail/703268976281518121


Space Engineers 1 is not slowing down!

You can expect update 210: Prosperity to be released in July/August 2026 as a thematic companion to Economy 2, focused on further improving the economy, contracts, and station service systems we introduced recently. But that’s not all… there are a few surprises in there too.


After that, we are already planning Space Engineers major update 211: Warfare 3 for Q4 2026. I will share more details when we are ready, but I wanted to make one thing clear: Space Engineers 1 is still very much alive!

Full dev diary: https://blog.marekrosa.org/2026/06/mareks-dev-diary-june-18-2026/




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




https://steamcommunity.com/games/244850/announcements/detail/499477287644697778 https://steamcommunity.com/games/244850/announcements/detail/703268976281518121 https://steamcommunity.com/games/244850/announcements/detail/528753960533623221
Image Credit: MSC-290 Sleipnir by Lemon

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 May! 🤩




The Economy 2 update opened up custom textures for HUD modding, and these new community-made HUDs show just how much is possible now!




Doktor'd HUDS - Bars n Things by Herr Doktor
This is my first (and mostly complete) attempt at a new HUD design. I wanted to get it out there for critique and find any issues. This hasn't been changed at all for Controller, so it's only viable for Mouse/Keyboard right now.



Doktor'd Huds - 1st Person HUD by Herr Doktor
This one is for the RP'ers, so it should make like a dozen or so people happy at least.








Space Engineers Blueprint - Shop Prefab Maker by SEWithKev
Turn a blueprint into a ready-to-drop Economy Shop API mod, with everything running directly in your browser.



ESAPI - KevMeUp Shop Grid Collection by KevMeUp
A collection of KevMeUp workshop blueprints that make sense in vanilla survival economy shops.



ESAPI - CosmicDonut Shipyards by CosmicDonut
I have tried to be "tasteful" about where you can buy these grids. The largest selections are in the Trader and Pirate stations.



Economy Projector Scaffolding by KevMeUp
Since Economy 2 Repair doesn't interact with projections, I made this mod to ensure you could place missing blocks that could then be repaired at the station.



Small Grid Services Terminal by KevMeUp
A small-grid version of the Services Terminal block using the Broadcast Controller model.



AQD - Custom Advertisements by enenra and Digi
The new vanilla advertisement screens only work on economy stations and effectively cannot be used by players. This mod adds a "Custom Advertisements" LCD App, which allows any player to make their own advertisement screen that yields a GPS when interacted with. This is done by reading the Custom Data of the billboard LCD blocks, where players can define the content and GPS point.



Terminal Services Player Teleport by KevMeUp
Travel between Services Terminals using a teleport overlay built directly into the vanilla Services Terminal system. Makes it easy meet up with friends or move your grids around.



Economy Station GPS - Instant Unlock by KevMeUp
Type /allstations in chat to add any missing station GPS markers.



Economy - Disable Space Contracts by KevMeUp
Removes space-only contracts, greatly increasing planet contract chances.
Good for planet only play throughs.



Economy - Same Planet Salvage Contracts by KevMeUp
This mod keeps Planet Salvage missions on the same planet (or moon). The contract likelihood is turned up slightly for non-builders/pirates.



Economy Only Licenses - Default License Pack by itar
This mod provides the default vanilla Space Engineers license setup: license items, store definitions, blueprints, and the Economy Only Licenses config used by the framework.



Scarce Resources - Economy 2 Fork by Seff
Fork of Scarce Resources, basically copying over the ore mapping for planets and asteroids and nothing else. Generated from new Economy 2 planet file to ensure compatibility with new stations.



Economy Respawn Point by itar
This mod is designed for economy-focused survival worlds where respawning should have a cost instead of being completely free. When a player respawns near one of the included Economy Respawn Point blocks, the mod charges them credits.








Skyblock Scenario by KevMeUp
Start in space, with no asteroids or planets. Use a Solar Ore Generator or scrap to survive!
Like Skyblock, this playthrough lets you create your world from "nothing".



Economy Only Scenario by itar
This is a prepared start world for an Economy Only style Space Engineers playthrough.
Instead of using the normal survival loop where you quickly become fully self-sufficient, this world is built around making the economy system matter for the entire game.



CATZ - Expanse Weapon Fleet by Leo_Magkat
CATZ is a PvE encounter mod for MODULAR ENCOUNTER SYSTEMS that adds dangerous hostile encounters to your game world. Inspired by high-tech military fleets and the atmosphere of The Expanse, CATZ introduces heavily armed feline raiders roaming the depths of space.



Spider Ecology (MES) by JB2B
Spider Ecology changes creature spawning across planets to make wildlife feel more location-specific, dangerous, and atmospheric.
Instead of every world feeling the same, each planet now has its own creature profile. Some worlds are relatively safe, some are hunting grounds, and Alien becomes a true hive world.



TWM NPC Encounters by Commando_Kain
Adds NPC factions, ships, drones, vehicles, installations, and event encounters using the Modular Encounters Systems framework.



RCSP Ground Assault - by ShootingManGold
Deploys RCSP dropships that bring troopers or ground vehicles to engage players and grids.



Iron-Blooded Crown by Umbrella Man and Tankerus
A Modular Encounters Systems pack with new stations, rovers, drones, buildings, and vehicles.



NovaLife Services MES Economy Only Faction and Respawn Point by itar
Adds MES-spawned service stations for Economy Only survival starts, with respawn support, starter supplies, and rotating licenses.



Pong by Tridonian
A fully vanilla computational Pong build using timer blocks as hardware and LCD screens as pixels.








Life'tech-Farming by Kuvat
The Life'Tech Solutions company just found out new ways to use aglae in a supporting manner!
With this mod you are able to find new algae types in Ice from different planets (Ice and alien planets ice). With those new algae new technologies get unlocks to farm oxygen and hydrogen. Additionally, now organics can be fermented to get biogas and use it to produce electricity.



Apex Survival Additions by DarkArkAngel
A mod which adds a variety of blocks meant to expand on the Apex Survival update and DLC. This mod adds ways to produce synthetic meats, new consumables and food items, automatically grow crops, and also new kitchen and endgame blocks.



Voxel Warhead by KevMeUp
Warheads that allow you to destroy voxels without hurting the salvage. Advanced Settings also allow Restoring voxel.
They are intended for salvage playthroughs on planets. The small versions can be made with survival kit comps. Neither require explosives. So that you can jump in and make them in the field.



Consolidation Pyros by Foltast and Dercaixr
One of the main challenges faced by the Ontosh Shipyards - the main military yards for OPC - was the increased demand for reactor power. Existing reactors were simply unable to produce the necessary amount of energy. Ontosh Shipyards then turned to Galven Energy Corporation for help.



ONA Dampening Shields by Shogun
Dampening Shields adds distributed, charge-based shield generators for Space Engineers.
Instead of a single bubble generator, every shield generator stores its own charge. Incoming damage is dampened, partially absorbed by nearby charged generators, and partially leaked into the ship as direct damage and distributed system stress.



NiteOwl Echo Base WC Turrets by MTGraves
Pack was published with the intent to provide a Weapon Core option for Servers and players that want to use these turrets but play with Weapon Core Framework.



Ranged Grinder by KevMeUp
Ranged Grinder for Large and Small Grid. Has animation to help you aim at larger distances.



Gravity Aligner Anchor by red777
The concept is very simple: a gravity aligner block, simple as that.



Scission Warheads by ZedexPlayz
This mod works by creating a cutting plane at a width of 10-metres based on the warheads orientation.



Inset Camera by Loitrem
Now with full and half block variants for large and small grid.



Conveyor Expansion by JaeSmash
New selection of large conveyors that use the junction model so they are airtight but you don't have to put caps on all the unused ports.



Federal Industrial - Lightning Rods by Frosty
Want clean, green, renewable energy but find solar panels and wind turbines too boring.
Want some zing to your energy generation, then try Federal Industrial Lightning Rods today.



Apex Meat Farm by SultonMRP
Adds two blocks for producing Insect and Mammal meat over time.



GFA - Aurebesh Emissive Letters by enenra
The mod contains a complete set of large grid letters, numbers and symbols (equivalent to the vanilla set) of emissive aurebesh characters in a style similar to neon lights.



Grated Catwalks And Stairs With Lights by Loitrem
A complete set of grated catwalks and stairs with lights, plus extra corner pieces.








SE Realistic Rocketry by Kozmik
This mod aims to create a more realistic spaceflight experience in SE by rebalancing almost every aspect of propulsion and energy production.
Would you like to build staged rockets because they are the best way to get to orbit? Are you bored of flying bricks and would like to build airplanes because that is the best way of being airborne? Do you want more challenge in building ships?



3D Volumetric Clouds by yellow51
This mod adds 3D (kinda, 3D in the sense they're physically there and you can go into them, through them, etc) volumetric clouds to planets in Space Engineers.
Each planet has different colored volumetric clouds, which all interact with sunrise, sunset, day and night times. Additionally they interact with weather too.



SafeSpeed - SE1 Safe Collision Speed by Lorenzo Béné
Inspired by the Space Engineers 2 safe speed behavior.
This mod prevents low-speed collision damage to blocks when the relative impact speed is under the configured limit. The default safe speed is 20 m/s.



Party System (BB) by BookBurner
Standalone version of the Party System from the NPC Provider mod.
Players can create parties, invite people into parties, see where they are.



SE-DOS OpSystem v3.0 by .DrHousexx
SE-DOS turns every LCD on your ship or station into a real-time information panel.
Add a single line to the LCD's Custom Data and SE-DOS automatically detects, configures and updates the screen for you.



WFS - Weld From Storage by Aeyos
Stop running back to storage. WFS watches your tagged containers and automatically pulls exactly the components you need the moment your welder stalls - so you never break your flow.



Remote Supply Systems by Loitrem
Allows you to weld, grind, drill, and place blocks using the inventory of your grid within 1-500 (200 meters default) meters of a Modded focal block called "RSW Focal Block For Hand Welder". This block can be found under Loitrem in the G menu.



Jetpack Equipment by PepperJack and Uzar
Overhauls jetpack flight with realistic physics, tiered equipment progression, heat management, capacitor power, and consumable armor plates. Carry the right gear or you're grounded.



Night-Vision Mode by JMC17
Lightweight night vision. When toggled on, it adds two client-side only lights with shadows and glare disabled.
Those lights are added on the player's camera, so they will be visible even while using remote vehicles.



Arthur's Lcd Mod
Since the last venture into the agricultural equipment market in 2077, The Order corporation's R&D team has focused its efforts on developing a new operating system for starships, tailored for Data Displaying and Eye Tracking capabilities.



New Horizons - A.H., Connector Alignment, Radar by James
The new age of artificial horizons, radars, and connector alignment is here!
A lot of scripts nowadays serve one purpose, and one only, and mixing scripts together is a little tricker than it should be. Also, A lot of them don't have the features you'd need for a HUD-less survival gameplay, with no survival kit and no jetpack. I also decided that docking should involve fewer religious experiences.



Atlas Mapping System by The Screw-Up Team
Space Engineers has no map. Never did. Your friend kept complaining about it. So did mine.
This mod fixes that - and makes it dangerous.



CCN - SAMv2 Cargo Collection Network v4.0 by MurrayMucker
An addon script designed to work alongside SAM (Ship Automator Module) to fully automate ore collection using a fleet of SAM-powered drones.



Instant Backpack Retrieval by NerdorbitLP
Approach the backpack or a temporary container, look at it so you get it highlighted, press middle mouse button and all the items from your backpack get transferred into yours immediately, if you have enough space in your inventory.



Earthlike Safe Zone Discount
Provides discounts for safe zones within the earth gravity. This is a great way to encourage players to keep their shops near each other.
Fully configurable though, so you can choose your planets or make the discounts global.



LightBarrier RelativisticFlight by Ellips
Light Barrier: Relativistic Flight & Aerodynamics is a Space Engineers mod that makes high-speed flight more dangerous, controllable, and believable.



NEXUS Jump Drive Asist by BATERCOOL
NEXUS Jump Assist is an onboard Jump Drive assistant for Space Engineers with an interactive cockpit menu.
The script sets jump distance, manages a list of GPS points, aligns the ship toward a target, starts an optional autopilot and scans the space ahead with cameras.



ONA_SmartStorageDrain by Shogun
ONA SmartStorageDrain adds two small but very useful storage management features to Space Engineers:
Force Discharge for batteries
Force Empty for gas tanks



Vanilla Radar by JaeSmash
This mod marks grids on your HUD since you are flying in a futuristic spaceship and it probably does not rely on the pilots vision to identity targets. It is inspired by this mod WC Radar for weaponcore. I just really wanted this kind of functionality in the vanilla game.



Blueprint Analyzer by Tienn
Blueprint Analyser adds a Projector-based block that prints a build report for the loaded blueprint onto a selected LCD or text surface, and can queue blueprint component production in a selected assembler.



Tiered Build And Repair by Godimas
A three-tier fork of the classic Build and Repair System with hard-coded per-subtype balance.



Drakikosa's Production FX Controller v4
A fully customizable industrial automation and FX controller for Space Engineers.
This script automatically monitors refineries and assemblers and triggers timer blocks based on their production state.



CAMP | Construction & Assembly Material Processor by Gutter & ΔŦØΜ
CAMP is a powerful area-based construction system that automatically welds, grinds, and manages materials within a configurable work zone. Think of it as your personal nanite drone swarm - but better optimized for multiplayer!



Basic Tools Elite (Vanilla+ QoL) by Miloi
Upgrade your starting tools to elite-level performance without changing gameplay balance too much.
This lightweight mod improves all default basic hand tools by giving them elite-style stats.



Online Space Engineers Blueprint Resource Calculator by FennonautsPublishing
An up-to-date browser-based blueprint resource calculator with subgrid support and local blueprint processing.



Vehicle Sound Overhaul by Bomb
This is complete rewrite of a SE sound systems for ground vehicles
API adds realistic engine sounds for cars, rovers and tanks.
System if fully configurable per grid (each grid can have its own unique sound).



CO V6 F1 by CHKNFRYRMN
This mod contains the sounds from the Formula One 1.6L V6.





We also have a Creator Spotlight series of articles on our Community Hub!




Creator Spotlight: a17alpha
Space Elevator, ‘Fu Xiao’ Class Civilization Ark, “Frontier” Scientific Research Exploration System and more!!



Creator Spotlight: Black5heep
Hydroman, Full Steam Ahead, Inventory Full, and more!!





Do you want to see more amazing Space Engineers ships, fighters, tanks, mechs, planets, rovers, bases, scripts, mods, encounters, scenarios, minigames, videos, and other creations?

We spotlight them every day!

➡️ Find us on your platform of choice: https://www.keenswh.com/connect





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https://steamcommunity.com/games/244850/announcements/detail/703268976281518121 https://steamcommunity.com/games/244850/announcements/detail/528753960533623221 https://steamcommunity.com/games/244850/announcements/detail/499442589740565322

We hope you’re enjoying the 1.209 Economy II update! It’s been a thrill watching you jump into new survival worlds and engage with the new contracts and services… and to everyone who picked up the companion DLC – a heartfelt thank you from the whole team!

Your support helps us keep pushing Space Engineers forward.

We’re already hard at work on our next update, 1.210, focused on bug fixes and quality of life improvements – alongside a host of exciting new blocks. One of them is a powerful new Prototech block.

Any guess what the Factorum is building now? Share your theories in the comments!


Thank you again for your continued support! We’ll see you soon, Engineers!

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!





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https://steamcommunity.com/games/244850/announcements/detail/528753960533623221 https://steamcommunity.com/games/244850/announcements/detail/499442589740565322 https://steamcommunity.com/games/244850/announcements/detail/672867776636913247

Hotfix 1.209.024 has been released!




Stability

  • Fixed a crash in Player created Courier contracts as it was searching for old definition "Deliver" instead of the new "Deliver_LowRisk"
  • Fixed a crash in NPC pathfinding, NPCs will now rather stop navigating instead of crashing the game
  • Fixed a crash in Device initialisation seemingly stemming from specific driver issues
  • Fixed a crash in blueprint processing when it contained modded components from a missing mod
  • Fixed a crash where the Voice chat over the Antenna system was not thread-safe

Functional

  • Fixed an issue where a collaboratively built grid which wasn't over the limit for each individual contributor was allowed to be stored and later prevented from being restored for a singular owner/author due to hitting the limits. Such grids cannot be stored now until their combined blocks fit.
  • Fixed an issue where the QuickStart options were using the pre-209 versions of Economy stations

UI

  • Fixed an issue where the Toolbar Config Screen (G-screen) was using the wrong (Core Systems Pack) mini icons for the Economy 2 Pack DLC blocks
  • Fixed an issue where the banners were not downloading in the Main and Pause Menu

Art

  • Fixed an issue where the LG Half Bed Open block was not interactable due to a missing highlight dummy
  • Fixed an issue where the SG Angled Door A block had the old style of highlight due to misnamed dummy

Removed

  • Removed player-made and Eco station dispensers as possible targets from Economy Overview > Item Search

Thank you for helping us make the game better!

Image Credits: LIM Bengal-Class | Capital Supercarrier by LadyLime




🛠️ Feedback & Support - https://support.keenswh.com/
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https://steamcommunity.com/games/244850/announcements/detail/499442589740565322 https://steamcommunity.com/games/244850/announcements/detail/672867776636913247 https://steamcommunity.com/games/244850/announcements/detail/531004183506059332
Image Credit: The Sovereignty's Workhorses by R3LOAD

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 April! 🤩







Planet Zenitaia by DestroyerSTAR
Zenitaia is a tropical water world littered by islands, mountain ranges and remnants of volcanic activity.








SWORD Faction MES by The Tactician
The Strategic Weaponized Operational Response Division is a navy that is hostile to the human empire. Their home world is Kepler-452b, and they are the deep space navy of the Maggnoryion Empire. Be wary of their firepower, as they will kill you if you get to close.



CHKN CO Portable Arcade by CHKNFRYRMN
This arcade contains 7 games to play, in a game... This can be fully controlled with keyboard input. If you are on a server, there is a slow mode toggle to make things more bearable.



CHKN CO Entertainment System by CHKNFRYRMN
This script contains 7 games to play, in a game... This script can be fully controlled with keyboard input, the listed arguments are completely optional. This script will also automatically scale to any LCD.



MS Paint (with timer blocks) by Tridonian
50 x 30 pixels. 3 brush sizes. Almost 5000 timer Blocks.
This project was mostly to help me learn how to deal with X/Y coordinates for future things I’d like to work on.








Grid Vault - Digital Ship Storage by pho
Store entire ships into portable Vault Crystals and restore them on demand. Built around the Vault Projector, a console block with inventory, holographic ship preview, and. Manage up to to five fleets of ships.



Stargate Engineering Suite by JOG The Jogger
A fully gameplay-focused Stargate mod for Space Engineers, built around real dialing, real wormhole connections, and real transport rather than decorative props.



Ceramics Revamped Pack by All right!, Space Ace
Experience all of All right!'s ceramics ecosystem in one cohesive mod!



Sentis Project - Military Systems by vllasukov
This mod is cut from SENTIS PROJECT V5 modpack. Sentis was RU-EN PVP-focused SE server.
I was one of admins and lead mod developer.

Here you can get total of 37 new blocks for combat.



Ranged Welder by KevMeUp
Welder that welds much further in front. Makes it much easier to reach blocks inside your ship.

Unique welding animation makes it easier (and fun) to target your blocks from a far.



Ore Compactor by KevMeUp
Adds Ore Compactor and Ore Expander blocks for Large and Small grid.

Compactor will automatically shrink ore down 100:1. Expander will automatically expand it to normal ores.



Humanoid's multi directional RCS thruster
This mod adds a new RCS thruster block that can control both rotation and movement simultaneously!



Humanoid's Advanced Rocket Thrusters
Example mod for APSF framework. Contains 2 gimbal thrusters and 2 rotary thrusters.



ARC Truss System by ARC
This mod adds 17 new blocks that expand the overall building experience of the game. My custom blocks provide unique solutions for mounting solar panels, wind turbines, antennas, and many other structures.



Corridor Extension Blocks by TheSlaveOne
Corridor Extension Blocks - Extend Signal Corridors to 2+ wide. Blocks With/Without Windows and New Angled Block.

Functional Blocks with Refill, Multiple Conveyor Options for blocks with Conveyors.



Retractable Tunnel by JejeServeur
A retractable tunnel or a bridge between two towers, it's up to you to choose or use it differently.



Rover Suspension by JejeServeur
A set of new wheels for your rovers.



WorkBench by JejeServeur
A workbench for learning how to manufacture or studying your components.



Armor Panels Expanded by Demented, Kahned
I really love playing with Industrial Overhaul and I thought Armor Panels Expanded need a little tweak just to fit better into a Industrial Overhaul world and new components added by this mod, so I tweaked components needed to build armor panel blocks.



Half Windows by dxcgff
Vanilla windows: halved and refined.



BroBot by Gutter
Well, this was surely an educational adventure. I've spent years on this on and off and just recently decided it was time to finish it.

I would like to present... Brobot! your faithful Ai companion baby robot.



Little Engineer by JejeServeur
A statue to welcome your guests.








AQD - Easy Tool Access by enenra
This mod adds a new character tool to the game - the Tool/Weapon Access wheel.
Equip it to a hotbar slot, press and hold the slot to bring up the wheel, and use your mouse to select a tool. Let go of the hotbar slot key to equip the tool. This allows for lightning-quick switching between tools and weapons.



Basic Anti-Radiation Medkit (Craftable) by shiftyshadow
This mod adds the ability to craft Basic Anti-Radiation Medkits in an Assembler. These kits offer 30% radiation reduction, and radiation immunity for 6 minutes.
Normal Anti-Radiation Medkits remain unchanged with 100% reduction and 10 minute immunity.



IK CRANE OS by BATERCOOL
IK Crane OS is a high-performance Inverse Kinematics solution for multi-segment cranes. Instead of managing individual rotors, you control the end-point of the crane using standard movement keys, while the script calculates all joint angles automatically. Smooth, reliable, and designed for precision engineering.



Prototech Aerodynamics Research by Cmuk
PAR replaces Space Engineers' built-in atmospheric flight model with a proper aerodynamic simulation. Wings generate lift from their shape and angle of attack. Fuselages produce drag from their cross-section. Control surfaces work through camber change. No scripts, no terminal configuration, no programmable blocks - just build and fly.



Ares at War Live Navigation by blockloop
A live planet map rendered directly on any standard LCD panel — no custom blocks, no Programmable Block required for display. Mount it on a wall, a cockpit, a rover dashboard, anywhere.
Your position is tracked in real time with a configurable chevron icon that rotates to match your heading.



MPX Brain System Defense by dj.johnmagus
MPX Brain is the central command system for the MPX Defense Network. It monitors your base turrets, detects threats, raises alerts, broadcasts launch/return orders to your drones, and displays live defense data across multiple LCDs.
This script is made for players who want a cleaner and more cinematic base-defense system with automated drone support.



MPX Drone Brain by dj.johnmagus
MPX Guard Drone Brain is the drone-side script for the MPX Defense Network. It allows defense drones to launch automatically, engage threats, return safely, dock back to base, recharge, and report their status to the MPX Brain command system.
This script is designed for automated base-defense drones using Space Engineers AI blocks and recorder paths.



MPX MISSILE CORE script by dj.johnmagus
MPX Missile Core is the main base-side control script for the MPX Missile Defense System.
It watches for enemy targets using any detector block you place inside the MPX DETECTION group, then automatically activates base alerts, tracks the enemy on a radar LCD, broadcasts live target GPS, and launches connected interceptor missiles from your missile bays.



MPX MISSILE script by dj.johnmagus
MPX Missile is the individual missile-side control script for the MPX Missile Defense System.



Dominion Protocol Fire Control System by HellSentSaint
This is my attempt at bringing a feature like weaponcores turrets to vanilla. Under the turrets console near the bottom you will find a button named focus fire and if you select it all turrets will focus on the center of the screen - and you can click to fire the gun.



SpaceGPT by Heft
Bring your Space Engineers universe to life like never before! SpaceGPT transforms the cold, empty void into a vibrant, living galaxy populated by intelligent, LLM-driven NPCs.
Powered by the Player2 app, this mod replaces generic encounters with characters who have real personalities, unique backgrounds, and contextual awareness.



Prospector 4.0 - Automated Asteroid Survey Script by Hamonous
Automated asteroid survey script for use with the Radio Detection and Ranging (Radar) mod.
Scans your radar output, groups nearby asteroids into clusters, autopilots to each one, waits for you to tag the ores, and logs GPS waypoints you can paste straight into your GPS tab. Tracks everywhere you've been so you never re-survey the same rocks.



Jump Drive Distance Control by BATERCOOL
An easy-to-use script that solves the problem of setting jump distance.
The only thing you'll need to do is add the "Jump" button to your toolbar.



Imperium Visual Engine by SkyeKippen
- Multi-Screen Display support, Customizable Identification Tag
- Caching of blocks on startup
- Dynamic columns, Adjustable per-panel font size





We also have a Creator Spotlight series of articles on our Community Hub!




Creator Spotlight: Apologies
Viking Hangar, Nuke Factory, Mobile Deployable Base, and more!!



Creator Spotlight: Luca
Space Engineer Chaos Goblin in the best possible way!!





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





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https://steamcommunity.com/games/244850/announcements/detail/672867776636913247 https://steamcommunity.com/games/244850/announcements/detail/531004183506059332 https://steamcommunity.com/games/244850/announcements/detail/499477287644697776

Hotfix 1.209.022 has been released!




Stability

  • Fixed a crash when failing to download the DLC banners (Steam platform only fix)
  • Fixed a crash when trying to display DLC badges after skipping the main menu through launch option arguments
  • Fixed a crash when a (modded) contract referenced an icon which did not exist
  • Fixed a crash when the selected UI item for a grid deposit action did not exist
  • Fixed a crash when an admin deleted a target grid of an active PvE Bounty contract

Functional

  • Fixed an issue where a Grid Hauling contract triggering from Character proximity to an encounter did not make the encounter persistent
  • Fixed an issue where the Centered (Half|Glass|Half Glass) Doors were not set up properly for pressurisation, causing leaks
  • Fixed an issue where some of the Economy station prefabs had their beacon broadcast radius set to more than 10km
  • Fixed an issue where a previously deleted contract Drop-off point GPS belonging to Client A was recreated for Client B when reaching the same station
  • Fixed an issue where a Grid Hauling contract triggered from an encounter was not scaling its duration with distance to the delivery site
  • Fixed an issue where the Economy station 14 prefab and its pirate variant did not have their Refill station connected to the conveyor system
  • Fixed an issue where the Economy station 11 prefab did not have its Refill station LCD set to the proper image
  • Fixed an issue where the Grid Hauling contract targets of Wrecked Corvette and Damaged Assembly Barge spawned as stations

UI

  • Fixed an issue where the new NPCs appeared as a choice in the character Customize screen

Thank you for helping us make the game better!

Image Credits: HME Utility Ship by AnOx Oldhide




🛠️ Feedback & Support - https://support.keenswh.com/
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🚀 Community Hub: https://www.spaceengineersgame.com/community-hub/
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https://steamcommunity.com/games/244850/announcements/detail/531004183506059332 https://steamcommunity.com/games/244850/announcements/detail/499477287644697776 https://steamcommunity.com/games/244850/announcements/detail/685251502317502873

Hello, Engineers!

The Economy 2 Update is here - and it changes how you play. Store entire grids and redeploy them when you need them. Repair your ship at a trade station without replacing a single component. Hunt bounties, haul cargo through pirate space, and sell scrap for credits. Trade stations now have NPCs walking around inside them. And further ModAPI improvements open new possibilities for modders, server gamemasters, and scenario makers.
Everything in this update is free. Alongside it, we're releasing the Economy 2 Pack with new decorative blocks and variants to expand your creative options.

https://store.steampowered.com/app/4502100/Space_Engineers__Economy_2_Pack/




We’re bringing you all the important gameplay changes for free in our Core Systems Update.

Services Terminal: Grid Storage, Repair & Salvage
The Services Terminal block is one of the core new infrastructure features of the Economy 2 Update. Its purpose is to give players new ways to quickly store, repair, and sell grids. Repair and Salvage services are exclusive to the economy system, making trade stations useful hubs of activity, and not just of an optional side system.




Services Terminal (1 block, L grid)
Grid Storage
The Services Terminal lets you store entire grids and bring them back when you need them. Free up your PCU and unleash your creativity, store a specialized grid until an activity calls for its use, or clean up the crowded area around your busy base.

When retrieving a stored grid, you can deploy it into the general area or place it more precisely by using Precision Mode controls. These controls give you better control over where your ship appears and makes it easier to handle tighter parking spaces or more organized hangars.


Grid Storage can also be used in more flexible ways depending on how the terminal is set up. An "Anyone Can Use" option allows other players to interact with the storage system at trade stations or allied bases, and a per-grid "Share with Faction" option lets you share specific stored grids with your faction members.

By default, retrieving a grid can take some time, but new world settings can let you dial in these times to make it behave exactly how you want.When retrieval timers are enabled, you can expedite the redeployment process by paying Space Credits. This block is loaded with optional settings, allowing admins the ability to configure to their liking - including whether or not items are allowed to remain inside stored grids, giving server owners and scenario creators fine control over how the system can be used.


Grid Repair
The Grid Repair Service lets you bring a damaged grid to an NPC Trade Station and pay Space Credits to quickly restore damaged systems. It is a fast and convenient way to get ships and vehicles back into working shape without handling every missing component and damaged block manually - making it a practical recovery option after combat, accidents, or long expeditions. To use this service, you must be the majority owner of the grid.


Grid Salvage
Grid Salvage lets you bring a grid to an NPC Trade Station and sell it as scrap for Space Credits through the Services Terminal. It is a quick and convenient way to turn damaged, outdated, or unwanted ships and vehicles into useful credits instead of taking them apart by hand. To use this service, you must be the majority owner of the grid. If the grid still contains items, you will get a warning before completing the sale, as those items will not be recoverable after the transaction is complete.


Revamped Economy Systems
The Economy 2 Update brings a major overhaul to the economy systems in Space Engineers, making trading, station visits, and market information much easier to understand and use. With the new Economy Overview, Item Search, Store Block improvements, and expanded modding support, economy gameplay now feels more connected, more readable, and more responsive to player activity.

Economy Overview
The old Contracts screen has been repurposed into the new Economy Overview, giving you a better view of important store and contract information in one place. It is designed to make price changes, item availability, and the overall state of the economy much easier to interact with while playing.

When interacting with NPC-owned Store Blocks and Contract Blocks, you can now also see the time remaining until the next economy update, making it easier to understand when stores will restock and when new contracts will become available. The default time between Store Block restocks and Contract Block refreshes has also been reduced, helping the economy feel more active and responsive. This timing can also be configured on Dedicated Servers.


Item Search
A new Item Search tab has been added to Store Blocks and the Economy Overview, making it much easier to find the items you need. You can remotely search listings from NPC and player-built stores, compare prices, and browse the market without having to travel from station to station.

Searching shows all matching listings, not just the best one, and lets you compare price, amount, distance, faction, and time until restock in one place. It can also include player-built stores in search results, giving you a much better view of the wider economy and making trading with other players far more practical.


Store Block Improvements
Store Blocks have also received several important improvements. Players can now trade Hydrogen, Oxygen, and modded gases between each other through player-built Store Blocks, opening up new opportunities for player-to-player logistics, refueling services, and trade networks.

The maximum number of listings per Store Block has also been increased from 30 to 50. In addition, NPC station prices have been rebalanced so player-built stores can more easily compete in multiplayer worlds.

Economy ModAPI
Economy 2 Update also greatly expands modding support for the economy system, opening new possibilities for modders, server gamemasters, and scenario makers.

With more features exposed through the ModAPI and more SBC files open for editing, creators can build player-made contracts and contract variants, rebalance and reshape trade, and create more dynamic economies around factions, stations, and player-driven markets. It also opens up more advanced control for custom worlds and scenarios, including planet subtype blacklists for trade station and contract spawns, along with a Regenerate Station Locations admin option for scenario makers and server operators.


Contracts
Contracts in Economy 2 Update have been significantly expanded and rebalanced to make them feel more rewarding, more varied, and more enjoyable to play. This update adds several new contract types, improves payouts and contract flow, and gives players more reasons to engage with stations as part of their regular gameplay loop instead of treating contracts as a simple credit grind.

Escort Contracts have also been removed, with their role now replaced by more interesting and engaging alternatives.

Courier Contracts
Courier Contracts focus on delivering packages between stations, but they are no longer just simple point-to-point jobs. They now come with different risk levels, with more dangerous deliveries offering better rewards and the possibility of pirate interference along the way.

Search Contracts
Search Contracts send you out to locate missing grids and return them to their owners. Once you find the target, the contract updates to guide you back to the delivery location, and your reward depends on the condition of the grid you bring home - giving you a good reason to recover it intact.

PvE Bounty Contracts
PvE Bounty Contracts add a new combat-focused mission type built around hunting down enemy NPC grids. These contracts give players a more direct way to take on hostile targets for rewards, and help fill the role of more action-oriented station jobs.

Hauling Contracts
Hauling Contracts task you with transporting heavy cargo containers between stations. These jobs place more emphasis on the kind of ship you bring, with container size, value, and risk affecting the reward. Damage, destruction, or tampering with the cargo can reduce your payout or fail the contract entirely, making hauling feel more like a true logistics job.

Salvage Contracts
Salvage Contracts send you to damaged or abandoned grids in search of valuable mission items. You are free to tear into the wreck, recover what you can, and keep the salvage - but the contract itself is completed by finding the target item and returning it to the station. This creates a nice mix of exploration, scavenging, and profit.

Item Recovery Contracts
Item Recovery Contracts come from exploring existing encounters in the world. Special items hidden in cargo ships, random encounters, and other points of interest can be delivered to an interested station for payment and increased reputation.

Grid Recovery Contracts
Grid Recovery Contracts give you the chance to recover damaged or derelict grids you discover while exploring and return them to their home station for a reward. These contracts help connect exploration, encounters, and the economy system more naturally, giving players another reason to venture out into the void.


Factions Improvements
This release is also a major update to faction gameplay, making NPC factions easier to discover and more interesting to interact with. Trade stations now feel more alive.

Finding new stations and factions is now much more intuitive. Trade stations can display dynamic billboard advertisements that grant GPS locations when interacted with, datapads with station locations can now appear as loot, and some encounters can trigger contracts that guide you to new stations. Any reputation change now also makes that NPC faction visible to the player, helping the world feel more connected and easier to navigate.

Reputation has also been reworked to be more flexible and easier to recover from. A hostile reputation with an NPC faction no longer blocks access to their stores or contracts - instead, those factions will offer fewer contract types and worse prices until you improve your standing. Negative reputation no longer spreads to allied factions, and reputation is no longer lost or gained from interactions between player factions.

A new world option, Reputation Decay Over Time, slowly moves reputation back toward its default values during active play, giving players a reason for continued interaction with the contract system.. This helps keep faction relationships dynamic over time instead of locking them in permanently.


New Stations & Ship Prefabs
This release also gives Trade Stations a major refresh with 17 new prefabs for planetary, orbital, and deep space locations. These new stations are designed to feel more varied, intuitive to navigate, and more connected to the wider world, with a broader range of station types spread across different environments.

Trade Stations now also have unique names, helping each location and playthrough feel more distinct and memorable. This includes Meridius Station, added in honor of the creator of Modular Encounters Systems. Stations can now also be discovered in more natural ways through billboard advertisements that grant GPS locations, datapads found in loot, and encounter contracts that can guide you to new locations.


Space Pirate stations have also been expanded to better reflect their faction. Different faction types can now use their own station prefabs, helping Trade Stations feel more varied depending on whether you are visiting traders, miners, builders, military factions, or pirates.

All Trade Stations now sell Hydrogen, making them more useful as reliable refueling stops during longer journeys. Together with the new station layouts, improved ship sales, and better ways to discover new locations, this update makes stations feel much more like a connected part of everyday gameplay.


Ship Prefabs / Station Sales
The ship market has also been greatly expanded with 43 new and updated purchasable grids, including ships, rovers, drones, and missiles. This gives players a much wider range of ready-made options at Trade Stations, whether you want to jump straight into combat, pick up a useful utility vehicle, or buy a solid starting point for your next custom build.

These purchasable grids are meant to be practical foundations that players can easily adapt and make their own. Many are designed to support customization and expansion, giving you a better launching point for cargo hauling, combat, exploration, or logistics without needing to start completely from scratch. Drones, rovers and even missiles are now also part of station sales, giving players even more ready-to-use options straight from the market.


Animated Characters on Trade Stations
Trade Stations now feel more alive thanks to the addition of animated NPC characters that move through Trade Stations, emote and react to player presence.



This feature is the result of a lot of research and experimentation on character pathfinding on custom grids, and AI reactions to player presence. We were quite successful, and this is the first stage of that work that we are ready to release and share with you.

Structural Blocks
We are adding a new free set of Structural Blocks for large grids which includes several platforms, beams, and frames. These are perfect building foundations for stations, large hangars, and support structures. These blocks expand your building palette with heavier structural pieces that feel practical, versatile, and easy to build with.




Structural Blocks (7 block, L grid) - Structural Platform, Structural Platform Connector, Structural Platform Corner, Structural Frame, Diagonal Beam 3x3, Diagonal Beam 4x4, Diagonal Beam 5x5
Safe Zone Improvements
Safe Zones have also received a set of practical quality-of-life improvements. They now automatically pull inventory like other blocks, have reduced power requirements, and no longer use a separate filter for floating objects. Floating objects can now pass through Safe Zones and come to rest much faster inside them.


Additional Improvements
  • Additional Joystick & Controller Customization and expanded controller settings
  • Support for more flexible rebinding of Joystick Controls
  • Inventory improvements, including better sorter cooperation.
  • Added a variety of Mission Items

There are many additional improvements and fixes in the Economy 2 Update - you can explore everything included in the detailed Changelog.







A special package has arrived - apparently from a place called the “Almagest System”. Inside, you will find the Almagest Engineer Plushie, a small decorative gift for all Space Engineers 2 owners on Steam. It is a fun little crossover between our two universes, and a small thank you to everyone already supporting the future of Space Engineers.

If you own Space Engineers 2, you will receive the Almagest Engineer Plushie in Space Engineers on Steam as a free bonus small-grid block. Whether you place it in a crew quarters, station interior, or hidden somewhere aboard your favorite ship - it is a small reminder that even across distant systems, Engineers are never too far apart.




Almagest Engineer Plushie (1 block, S grid)


https://store.steampowered.com/app/1133870/Space_Engineers_2/





We are always looking for ways to improve, and that includes adding value to prior releases. During this update, we are adding new content to Decorative Pack #2.

Those who already own Apex Survival Pack will get this content for free, as part of the update.




Small Grid Freight (2 blocks, S grid)


https://store.steampowered.com/app/1167910/Space_Engineers__Decorative_Pack_2/





We are always looking for ways to improve, and that includes adding value to prior releases. During this update, we are adding new content to Apex Survival Pack.

Those who already own Apex Survival Pack will get this content for free, as part of the update.




Small Grid Storage Bin (1 block, S grid)


https://store.steampowered.com/app/3858380/Space_Engineers__Apex_Survival_Pack/





The Economy 2 Pack adds over 40 new blocks - Vivariums, Billboard LCDs, Bulk Cargo Containers, Floorplan Signs, Angled Doors, Narrow Viewports, and a reimagined Safe Zone generator with an exposed animated core. These are cosmetic and decorative blocks that don't affect gameplay balance.

If you enjoy Space Engineers and want to support its continued development, this is a great way to do it - and you'll get a lot of new building options in return.

The price of the Economy 2 Pack is $4.99 USD or your regional equivalent.




Angled Door (2 blocks, L grid + 1 block, S grid) - A sleek, sloped door design with variants that allow for use in any orientation.




Vivariums (4 blocks, L grid) - A collection of self-contained habitats filled with greenery. Perfect for bringing a touch of nature into your build.




Billboard LCD (2 blocks, L grid) - Display panels purpose-built to catch the eye. Perfect for advertisements or announcements.




Bulk Cargo Container (3 blocks, L grid) - A heavy-duty cargo container designed for hauling large volumes of materials.




Narrow Viewport Set (10 blocks, L grid) - Reinforced windows that add visibility while providing structure and preserving the armored look of your build.




Floorplan Signs (21 blocks, L grid) - A large set of signs for marking rooms, routes, and key areas throughout your grid, making them easier for others to navigate.




Safe Zone Type II (1 block, L grid) - A reimagined Safe Zone generator with an exposed animated core.


https://store.steampowered.com/app/4502100/Space_Engineers__Economy_2_Pack/



  • Revamped Economy Systems for Better User Experience
    • Repurposed the Active Contracts screen (colon key) into a new Economy Overview screen, which displays all important store and contract related information in one place
    • Added Item Search tab to Store Blocks and Economy Overview screen, allowing players to remotely search for items listed at NPC and Player Built stores. Compare prices and browse the market all from your own base!
    • Time between restocking stores or posting new contracts is now displayed when interacting with NPC owned Stores and Contract Blocks
    • Increased the default time between Store Blocks restocking items and Contract Blocks posting new contracts to 10 minutes. This time is configurable on Dedicated Servers.
    • Rebalanced item prices at NPC stations so that player-built stores are easily able to undercut them in multiplayer worlds. Play together, thrive together!
  • Added Services via the Services Terminal block
    • Grid Storage
      • Store and retrieve entire grid
      • Deploy to the general area, or to specific parking space using “Precision Mode” controls.
      • “Anyone Can Use” toggle allows players to interact with this system at Trade Stations or allied bases
      • A per-grid “Share with Faction” option allows you to share your stored grids with faction members
      • Added “Grid Storage Retrieval Time” world setting for adding or removing wait times when redeploying grids. Disable for instant retrieval on fast, casual worlds and scenarios. If wait times are enabled, retrieval time for grids can be expedited by paying Space Credits - reducing the time by up to 50%. Costs, times, and percentages can be further finetuned on Dedicated Servers
      • Added “Allow Items In Stored Grids” world setting to toggle allowing items to be left inside stored grids.
    • Grid Repair - Bring a grid to an NPC Trade Station and pay them to quickly repair your grid. You must be the majority owner of the grid to use this service on it
    • Grid Salvage - Earn Space Credits by selling grids as scrap at an NPC Trade Station. You must be the majority owner of the grid to use this service on it.
  • Store Block Improvements
    • Added the ability for players to sell gasses (Hydrogen, Oxygen, and modded) from player-built store blocks.
    • Maximum item listings per Store Block increased from 30 to 50.
    • Added Item Search tab to all store blocks.
  • Contracts
    • Overall rebalance of contract parameters and contract rewards.
    • Added New Contracts
      • Courier: Deliver packages between stations.
      • Search: Locate missing grids and bring them back to their owners.
      • PvE Bounty: Destroy an enemy grid.
      • Hauling: Ship heavy containers between stations.
      • Salvage: Locate a lost item onboard a derelict. Keep whatever else you manage to salvage.
      • Item Recovery: Find special items inside of existing NPC encounters (Cargo Ships, Random Encounters, etc), and deliver them to interested parties for rewards!
      • Grid Recovery: As you explore the world, there’s a chance of coming across derelicts and damaged grids. Bring them back to their home base for a reward
    • Removed Escort Contracts
  • Trade Station Improvements
    • Added 17 New Trade Station Prefabs for Surface, Orbital, and Deep Space Stations.
    • Added Animated NPC Characters on Trade Stations
    • Trade Stations now have unique names assigned to them
      • This includes Meridius Station in honor of the creator of the Modular Encounters Systems mod.
    • Improved Methods for Finding Trade Stations
      • Trade Stations now feature dynamic advertisements displayed on billboards, which when interacted with can grant GPS locations to the advertised station
      • Datapads with Trade Station locations can now be found in loot
      • Encounters can now trigger contracts guiding you to new stations.
    • Added 43 grids to Trade Station Sales, including Ships, Rovers, Drones, and Missiles
    • All trade stations now sell Hydrogen
    • Added support for Faction Type specific Trade Station prefabs
  • Reputation Changes
    • Added “Reputation Decay Over Time” world setting, which slowly resets reputation to default values over time. Only active play time counts, offline players will not have their reputation decay
    • A hostile reputation with an NPC faction no longer blocks the player from accessing their store or contracts. Hostile reputation will result in limited options for contracts and offer no discounts on prices.
    • Negative reputation no longer propagates to allies of the impacted faction
    • Any reputation change will now make an NPC faction visible to the player
    • Reputation is no longer lost or gained from interacting with Player Factions
  • Safe Zone Improvements
    • Safe Zones now automatically pull inventory, just as other blocks do.
    • Reduced power requirements of the Safe Zone Block
    • Removed Floating Objects as a filter type for Safe Zones
    • Floating objects now come to rest much faster inside Safe Zones
  • Added Support for Joystick and Controller Customization
    • Use Generic Joystick Controller Scheme with any joystick controller

New Blocks/Items

  • Services Terminal (1 x L)
  • Structural Blocks (7 x L)
    • Structural Platform
    • Structural Platform Connector
    • Structural Platform Corner
    • Structural Frame
    • Diagonal Beam 3x3
    • Diagonal Beam 4x4
    • Diagonal Beam 5x5
  • Contract Specific Items
    • Encrypted Data Storage
    • Intercepted Transmissions
    • Research Materials
    • Smuggled Goods
    • Technical Blueprints

Reward for Space Engineers 2 Owners (Steam Only)
  • Almagest Engineer Plushie (1 x S)

Added Content to existing DLCs:
  • Additions to Decorative Pack 2
    • Added Small Grid Freight (2 x S)
  • Additions to Apex Survival Pack
    • Added Small Grid Storage Bin (1 x S)

Economy 2 Pack
  • Safe Zone Type II (1 x L)
  • Bulk Cargo Container (3 x L)
  • Floorplan Signs (21 x L)
  • Billboard LCD (2 x L)
  • Vivariums (4 x L)
  • Angled Door (2 x L, 1 x S )
  • Narrow Viewport Set (10 x L)




  • ModAPI Economy Improvements
    • Many elements of economy based features that were previously not accessible are now capable of being interfaced with.
    • Significant improvements related to contracts API
    • Added faction station interface
    • Added access to store items on NCP trading stations
  • SBC Based Modding Options
    • Many SBC elements have been commented on or exposed
    • Added the capability to have contract type variants
    • Added support for specific planet subtypes to be blacklisted from having Trade Station or Contract Spawns. This should prevent unique planets, such as Gas Giants or Black Holes, from having stations on their surface
  • Added “Regenerate Station Locations” option to Economy Admin Menu for Scenario Makers




Stability

  • Fixed a crash when a modded farm plot was placed
  • Fixed a crash when a modded turret had no overlay texture defined
  • Fixed a crash when a sun-tracking custom turret was detached and deleted
  • Fixed a crash when a block with Maintenance panels was removed
  • Fixed a crash when a modded item had a localisation index with too high a number in its tooltip (index is used to add stats from item definition into the tooltip, max is now capped at 100)

Functional

  • Fixed an issue where a LG grid with SG subgrid was prevented from being pasted into voxel as static
  • Fixed an issue where a prefab had a typo in the name Repair_Satalite to Repair_Satellite
  • Fixed an issue where a Repair contract would generate even when the world ran out of NPC PCU
  • Fixed an issue where Asteroids had an uneditable and predefined deposit of Ni and Ice when manually spawned (New deposit seed setting added to the Spawn screen)
  • Fixed an issue where gaining SPRT reputation through contracts hit a cooldown
  • Fixed an issue where pasting a vehicle BP with non-default wheel orientation caused the grid to smash into the ground, explode or float above the wheels with an offset
  • Fixed an issue where the controls for Spectator Up/Down (ascend/descend) were colliding with other Spectator functionality on a controller
  • Fixed an issue where the Economy stores/contracts would update on world start instead of the proper time
  • Fixed an issue where the lead indicator position was offset relative to the subgrid of a target
  • Fixed an issue where the Sci-Fi Hydrogen Thrusters would not allow mounting other blocks onto parts of the conveyor ports
  • Fixed an issue where the screen aspect ratio of Medical Room and (Inset) Refill Station blocks was not fitting the display shapes
  • Fixed an issue where the mirroring of Hinges and Small Battery was incorrect
  • Fixed an issue where a block preview could not be rotated after using a Voxel hand
  • Fixed an issue where a block preview could not be rotated upon reconnect to a server
  • Fixed an issue where a Safe Zone would force 3rd person view into 1st person
  • Fixed an issue where huge seams were running along the edges of planet heightmaps (now should be much smoother)
  • Fixed an issue where it was not possible to use a faction membership for the purpose of docking to an Economy station and trading
  • Fixed an issue where it was possible to buy gases from a Store even when the tank was completely full
  • Fixed an issue where Solar Panel blocks were harder to hit with turrets because their AimingOffset was missing
  • Fixed an issue where smaller mechanically connected grids (through landing gear) could obstruct the 3rd person camera view of a controlled bigger grid
  • Fixed an issue where the AI Offensive targeting logic saw characters as enemies even when their reputation relation was Friendly
  • Fixed an issue where the bases of the Large Grid Gatling and Missile Turrets were not airtight
  • Fixed an issue where the character Jetpack ON/OFF and dampener status were not respected after leaving a ladder on a vehicle
  • Fixed an issue where the client side of door opened/closed state was desynced from server side opened/closed door, causing a visual gap between door leaves
  • Fixed an issue where the collateral for a Contract was not respecting the defined Min and Max values
  • Fixed an issue where the Industrial Cockpit received more damage from collisions than other cockpits
  • Fixed an issue where the Ladder Shaft block was missing a mountpoint preventing attachment of new Floor plan and other blocks
  • Fixed an issue where the power demand of a disabled/non-functional Jump drive was 1kW instead of 0

Animation

  • Fixed an issue where the character was not moving smoothly over small differences in surface height while in gravity

UI

  • Fixed an issue where a ghost input would cause flicker between UI for different input methods even though they were not both actually used at the same time
  • Fixed an issue where the Help screen was not scrollable using a controller
  • Fixed an issue where a contract collateral was not visible in the contract card even when it was higher than 0
  • Fixed an issue where it was not possible to focus the reputation bar using a controller to gain the tooltip info about current reputation status
  • Fixed an issue where player-made contracts with Collateral and/or Duration did not list them in the Contract card
  • Fixed an issue where the Artificial Horizon indicator was smaller on higher than 1080p resolutions
  • Fixed an issue where the list of available rotors/hinges or cameras for a custom turret controller were not alphabetically sorted
  • Fixed an issue where the sorting in a Store UI was not preserved between purchases
  • Fixed an issue where the UI focus in the GPS screen would change while editing another GPS as a new GPS was added in the background
  • Fixed an issue where the Volume was not displayed for player-made Acquisition contracts

Art

  • Fixed an issue where the Irrigation System inventory access points were connectable to the conveyor system
  • Fixed an issue where the respawn dummy was not centered for the Survival Kit (Type II) (LG)
  • Fixed an issue where the Warfare Gatling had the spawn position for the bullet placed too far forward
  • Fixed an issue where the Willis Duct (LG) had a collision larger than armor blocks
  • Fixed a set of graphical issues with the Rounded (Corner|Slope) (collisions inconsistency with Rounded Edge blocks)
  • Fixed a set of graphical issues with the (Drill|Grinder|Welder) Type II (LG/SG) (UVs)
  • Fixed a set of graphical issues with the (Half) Troffer Light (Inv.) (holes in geometry)
  • Fixed a set of graphical issues with the Half Bed Open (LG) (Z-fighting, holes in geometry, shading)
  • Fixed a set of graphical issues with the Industrial cockpit (LG/SG) screens
  • Fixed a set of graphical issues with the Inset Terrariums (Desert|Forrest) (holes in geometry)
  • Fixed a set of graphical issues with the Irrigation System (holes in geometry)
  • Fixed a set of graphical issues with the Jump Drive Type II (holes in geometry, decals, UV, LoDs, collisions)
  • Fixed a set of graphical issues with the Lab Experiment B (collisions, decals, holes in geometry, UVs, flipped triangles, light dummy orientation)
  • Fixed a set of graphical issues with the Landing Gear Type II (LG) (holes in geometry, missing geometry)
  • Fixed a set of graphical issues with the Landing Gear Type II (UVs, decals, Z-fighting)
  • Fixed a set of graphical issues with the Ore Detector Type II (LG) (holes in geometry, collisions)
  • Fixed a set of graphical issues with the Sci-Fi Hydrogen Engine (decals, Z-fighting, materials, UVs)
  • Fixed a set of graphical issues with the Sci-Fi Hydrogen Engine (holes and issues in geometry)
  • Fixed a set of graphical issues with the Sci-Fi Large Hydrogen Thruster (LG/SG) and the Sci-Fi Hydrogen Thruster (LG) (LoD and CS consistency, materials, missing LoDs, model size)
  • Fixed a set of graphical issues with the Simple Bed (LG) (holes in geometry, decals, LoDs)
  • Fixed a set of graphical issues with the Survival Kit (Type II) (LG) (Screen, LoDs)
  • Fixed an issue where the Corridor Round Door (Inv.) had a stretched texture
  • Fixed an issue where the Half Slope Corner Inv. Heavy Armor was using the Light armor texture on the sloped part
  • Fixed an issue where the Lab Sink would extend too much out of it's block space and cause flickering when combined with other blocks due to Z-fighting
  • Fixed an issue where the Large Hydrogen Thruster (SG) had a collision larger than the block space
  • Fixed an issue where the screen in the Fighter Cockpit screen was partially stretched
  • Fixed an issue where the Suspended Control Seat (SG) had a slight difference in the arm rest part when compared to the Station version of the block
  • Fixed an issue where the vanilla Cockpit (LG) had a collision larger than the block space

Audio

  • Fixed an issue where the Jetpack Idle sound would continue playing after character death and respawn
  • Fixed an issue where the MaxDistance definition for DistantSounds was ignored and distant sound kept playing at unlimited distance

Particles

  • Fixed an issue where the particles of a block would be offset if the block was unmerged and merged back in at a different angle

Modding

  • Fixed an issue where Asteroids spawned through ModAPI had the same deposit of Ni and Ice (Now possible to pass a deposit seed as an argument)
  • Fixed an issue where it was not possible to block global chat through mods when it was sent from terminal
  • Fixed an issue where it was not possible to see custom HUD textures added by a mod
  • Fixed an issue where items drag&dropped inside a modded inventory would disappear
  • Fixed an issue where the lighting component of a modded block with a sub-model would not load in Survival
  • Fixed an issue where the model subpart referenced by a modded block would not move with the block after it was built in Survival
  • Fixed an issue where the SessionComponents_Economy.sbc was not moddable
  • Fixed an issue where custom contract icons and headers were not visible in the contract screens
  • Fixed an issue where modded AdvancedDoors used hardcoded emissive colors instead of EmissiveColorPreset definition
  • Fixed an issue where tooltips of a modded items in the Production screen would not be updated dynamically
  • Fixed an issue where the icons were not visible for ships added through a mod into a Store block
  • Fixed an issue where the PB Inventory.GetAcceptedItems() was claiming Seeds and other Consumables were not allowed into several block inventories
  • Cleaned up several definitions containing extra characters and typos CubeBlocks_(Fieldwork|Symbols|ContactPack).sbc and ContainerTypes.sbc

Removed

  • Removed the toolbar actions for adjusting the size of a Safe zone (not intended to be automatable and had missing actions for some axes)




https://steamcommunity.com/sharedfiles/filedetails/?id=3708850158 https://steamcommunity.com/sharedfiles/filedetails/?id=3708841436 https://steamcommunity.com/sharedfiles/filedetails/?id=3708842135 https://steamcommunity.com/sharedfiles/filedetails/?id=3708840493 https://steamcommunity.com/sharedfiles/filedetails/?id=3708839746 https://steamcommunity.com/sharedfiles/filedetails/?id=3708838494



https://steamcommunity.com/sharedfiles/filedetails/?id=3608265058 https://steamcommunity.com/sharedfiles/filedetails/?id=3021174700 https://steamcommunity.com/sharedfiles/filedetails/?id=2999534461

Community Hub & Spotlights
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  • and much more!





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https://steamcommunity.com/games/244850/announcements/detail/499477287644697776 https://steamcommunity.com/games/244850/announcements/detail/521994651777894972 https://steamcommunity.com/games/244850/announcements/detail/491591553126500925

Join us Monday, May 4th for the Space Engineers: Economy 2 Update & Pack release!

📅 Monday, May 4th, 5 PM UTC

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





Starting today, our amazing community creators will be releasing Space Engineers: Economy 2 preview videos every day as part of our upcoming update celebration. Think of it like a video advent calendar – each box reveals a new exclusive community showcase!

➡️ https://www.spaceengineersgame.com/space-engineers-economy-2-may-4/

We’ll be updating this post regularly so you can jump straight to the latest drops.

Stand by for transmission – the countdown continues!



Kanajashi
Structural Blocks


AndrewmanGaming
Economy Overview

A Greedy Crow
Station Characters



Engineered Coffee
DLC: Narrow Viewport Set

BenDoesThings
DLC: Vivariums

The_Swack
Ship Sales Teaser



Zer0’s Legion
New & Improved Contracts

Commander Exorcist
DLC: Billboard LCDs

Pandemic Playground
DLC: Safe Zone Type II



Aegir Builds & Beats
Grid Storage

KiltedBastard
Storage & Economy Settings

Kanajashi
Faction Changes



SE With Kev
Grid Repair and Scrap

Qutatron
New Contracts

Lunar Kolony
New Ships



Beeblebum
Trading Gasses

Qutatron
Salvage Contracts

AndrewmanGaming
Station Characters



Dread Mechanic
Walking Trade Station

Luca The Guide
DLC: Floorplan Signs

Klime
Modding: Custom Contracts



BenDoesThings
New Trade Stations

RevPlaysGames
New Trade Stations

Shiftyshadow
DLC: Angled Doors



Splitsie
Grid Storage

Noisy
Build Up Cinematic

ImFoolz
DLC: Bulk Cargo



Commander Exorcist
Almagest Engineer Plushie


Economy 2 Livestream
May 4





Credit Chasers - Economy 2 Multiplayer Madness



Pandemic Playground
Credit Chasers

ImFoolz
Credit Chasers

Kanajashi
Credit Chasers




The Search For More Money - Economy 2 Multiplayer Madness



BenDoesThings
Economy 2 Challenge

Engineered Coffee
Economy 2 Challenge

Aegir Builds & Beats
Economy 2 Challenge



RevPlaysGames
Economy 2 Challenge

Duke Skyloafer
Economy 2 Challenge





German Previews



Zaschi
Structural Blocks

Nerdorbit
Station Characters

Zaschi
Economy Overview




Nerdorbit
Services Terminal

Zaschi
Value Acquisition Team

Jan Van Pommes
Value Acquisition Team





Nerdorbit
Value Acquisition Team





Spanish Previews



Zona ProGamers
Structural Blocks

Iker IR4
Services Terminal

Iker IR4
Economic Systems






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




https://steamcommunity.com/games/244850/announcements/detail/685251502317502873 https://steamcommunity.com/games/244850/announcements/detail/521994651777894972 https://steamcommunity.com/games/244850/announcements/detail/491591553126500925

Hello Engineers!

We’re excited to bring you a brand-new themed community event: “Masters of Motion” – a video competition dedicated entirely to mechanical engineering in Space Engineers 1 & 2.

This time, it’s all about movement, function, and ingenuity. We want to see your most impressive creations using rotors, hinges, and pistons - but now in action.

Show us what your builds can do:

  • Massive rotating machinery in motion
  • Transforming vehicles and walkers
  • Complex piston-driven systems
  • Hinged mechanisms and deployable structures
  • Fully functional contraptions solving real engineering challenges

Whether cinematic, technical, or creative, we want to see your engineering come to life.

➡️ Full Details: https://2.spaceengineersgame.com/announcing-the-masters-of-motion-mechanical-engineering-video-competition/

Lights, camera, motion show us your engineering in action!




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




https://steamcommunity.com/games/244850/announcements/detail/521994651777894972 https://steamcommunity.com/games/244850/announcements/detail/491591553126500925 https://steamcommunity.com/games/244850/announcements/detail/521994198580200844

Hello, Engineers!

We’re excited to announce the upcoming Economy 2 Update & Pack for Space Engineers, arriving this May!

This update expands and evolves the economy systems with new gameplay features, improved contracts, deeper trading interactions – bringing more life to stations and the overall sandbox experience.

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










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




https://steamcommunity.com/games/244850/announcements/detail/491591553126500925 https://steamcommunity.com/games/244850/announcements/detail/521994198580200844 https://steamcommunity.com/games/244850/announcements/detail/527622882864400453