Space Engineers News & Announcements

Hello, Engineers!

Please join us Friday, October 23, for the Space Engineers 13 Year Anniversary Celebrations!

You do not want to miss it – we have prepared a surprise gift for you. 😉

📅 Friday, October 23, 5 PM UTC
🛰️ Twitch: https://twitch.tv/keencommunitynetwork
🛰️ YouTube: https://youtube.com/user/SpaceEngineersGame




Hostile Encounters is here, bringing Combat NPCs to Space Engineers 2 for the first time. Face the Renegades, watch out for the heavier Boatmen, and take on enemies that can patrol, take cover, react to damage, communicate threats, and fight both you and your creations.


The update expands the Almagest System with improved Locations and Contracts, overhauled ores, new Verdure flora, updated lighting, new combat effects, and a fresh set of building blocks including Cables, Pipes, Armor Slabs, Interior Turrets, and decorative props.


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



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Hello, Engineers!

Since our Warfare 3 reveal, we’ve received a lot of questions, many along the same lines: How will all of this actually work?

We sat down with Space Engineers Lead Designer Ryan Keel to pick his brain - this week, we’re talking about a completely new functional block - Separation Charge.


Let’s talk about some of the surprises we haven’t revealed to the community yet. For example – the Separation Charge.
I can’t wait to see what players make with the Separation Charge. This block has huge potential for both combat and non-combat applications.

This block can destroy itself on command, with a controlled explosion that doesn’t damage anything it’s touching, but before it destroys itself it fires a series of actions. So whatever you set up will be triggered, then it will destroy itself. It’s great for breakaway torpedoes, and lets you build these types of setups without the need of a subgrid like a hinge or a rotor – and it uses a fraction of the PCU, while still allowing fuel and items to pass through its conveyor.



The really powerful part is the action sequence, which will make this such a cool block for so many applications. It could be a missile, a mine, splitting a grid off of a projector, multi-stage rocket systems – I think our players will really surprise us with what they create – and I can’t wait to see it.

All of this and more is coming in the free game update, and you can wishlist the Warfare 3 Pack on Steam right now!




Autocannon Turret Type II (1x S)
Compact, rugged, and full of attitude. This small turret gives light combat builds a tougher, more intimidating look.



Can’t wait? Wishlist the Warfare 3 Pack on Steam now!

https://store.steampowered.com/app/5070970/Space_Engineers__Warfare_3_Pack/



🛠️ Feedback & Support: https://support.keenswh.com/
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Hello, Engineers!

Since our Warfare 3 reveal, we’ve received a lot of questions, many along the same lines: How will all of this actually work?

We sat down with Space Engineers Lead Designer Ryan Keel to pick his brain - this week, we’re talking about new EMP weapons!


You mentioned EMP weaponry in our Warfare 3 announcement – can you tell us more about how it will work?
The Prototech Microwave Emitter will be available for both large and small grids. It works almost like a specialized warhead – once activated, it charges for roughly 2-3 minutes before releasing a burst of radiation and EMP from the center of the explosion.

The emitter burns itself out when it fires, although it can be repaired and used again. Grids caught in the EMP will lose power for around 4-12 seconds. Once power returns, they receive 10 seconds of EMP immunity to prevent stun locking, with that immunity clearly displayed on the HUD.


There is also a counterplay. If you power down your grid before the discharge hits, you can avoid the EMP effect completely. That creates some really interesting decisions when you know an emitter is about to go off.

It is also the first Prototech block designed without requiring a frame. We want it to be expensive, but not so expensive that players are discouraged from using it in their own weapons. Torpedoes, mines, and other custom delivery systems are exactly the kind of things we hope Engineers will experiment with.

Some of my favorite moments from our playtests have come from using it at exactly the right time – stopping someone from jumping away, disabling guided weapons and watching them spin off on completely unpredictable trajectories, or deliberately powering down to survive an EMP before dropping mines and creating an opening for a devastating counterattack.


It is a very strategic weapon, but not necessarily an easy one to use well. That is exactly what I like about it. It rewards timing, creativity, and clever engineering, and I think players are going to find possibilities for it that we have not even considered yet.

All of this and more is coming in the free game update, and you can wishlist the Warfare 3 Pack on Steam right now!




Laser Antenna Type II (1x L, 1x S)
Stay connected across the stars with this advanced communications array.




Can’t wait? Wishlist the Warfare 3 Pack on Steam now!

https://store.steampowered.com/app/5070970/Space_Engineers__Warfare_3_Pack/



🛠️ Feedback & Support: https://support.keenswh.com/
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Image Credit: FM0

Our favorite pastime is browsing through the workshop - we are in love with all the creations our players are constantly sharing. 💫

We can't wait every month to spotlight mods and blueprints that catch our eye and have the potential to make your time in Space Engineers more interesting and unique.

Here is our spotlight for the month of September! 🤩








Stellar System Composer by Yavamien
One coherent, deterministic system. Before anything is spawned, it calculates and validates positions, gravity wells, moon spacing, rings and safe distances.



Planet Vergis by Doctor Octoganapus
Vergis is a freeze world sporting vast deserts of snow, and tall mountains. While most of the planet is buried in snow there are a number of hot spots where geothermal activity has melted the snow and ice creating small lakes and rivers that life clings to.



Better ore progression Industrial Overhaul by RwM_79
A lightweight progression mod patch for Industrial Overhaul that binds your technology milestones directly to vanilla planets moons and asteroids. Built to enforce a strict interplanetary logistics chain and resource scarcity.



War in the Mediterranean by Villanor
The Mediterranean, sometime in the early-to-mid 1940s. Two navies contest the sea lanes. Two air forces trade blows over convoys and coastlines. Two armies dig in on the ground between them.









Echelon Technologies by JoozBrorg
Echelon Technologies is a T1-T7 progression mod focused on advanced engineering, custom resources, corruption, dangerous environments and late-game risk/reward systems.



Deep Wild Space Content by Marsianin
A dedicated pre-made world, "Deep Wild Space," has been created to ensure maximum immersion and a hardcore experience.



Asteroid Arcade Script by nukeguard
This is a PB script, you just add to a programming block and then put down 4 sound blocks and one LCD(any)block. It's preferable to play on a larger LCD than a small half block screen on small grid, the 3x3 works well.



War in the Mediterranean MES by Villanor
This is an Modular Encounters System mod containing Italian and French WW2 planes and ships. It is intended for use with the WitM planet where static ports spawn and NPC traffic occurs.



Planetside Salvage by GyverX
More wrecks to crack, wherever you land. A standalone data mod that seeds real, worthwhile salvage across every planet you visit — no scripts, no plugin, no dependencies. Drop it in and go.



Threshold Dynamics Spawn Roulette by UnSayableStorm
The stock respawn pods are fine. They are also the same three pods you have spawned in a hundred times, and none of them has an opinion about anything.
Threshold Dynamics Spawn Ship Collection replaces all of them with eight vehicles that do. Every one is survivable. Every one has a problem you will find out about later.








Realistic Tank Tracks by MAMPF(GER)
Not a texture. Not a band stretched over a wheel. A running gear.
Every other track mod paints a strip over a rolling wheel and hopes you don't look too closely. This one throws the wheel away. The track is what touches the ground — it carries the hull, it puts the power down, it drags you around on the spot, and when a shell takes out a road wheel, it sags.



Industrial Motion - Linear Motor by pitufocabeza
A rail-mounted linear drive for large grids. You build a rail out of rail blocks, put a motor anywhere on it, and a carriage travels the length of the track you actually built.



Window Frame Be Gone! by CHKNFRYRMN
This mod replaces the normal vanilla windows with frameless versions while keeping their original functionality.
Existing builds that use vanilla windows will automatically use the frameless models when this mod is enabled.



Terranovum Fabricator by Elettroshock
The Fabricator automatically detects and processes Damaged blocks, Incomplete physical blocks, Buildable projected blocks.



Tesla Power Network by Zorvik (TK)
Transmit real electrical power wirelessly between bases, ships, outposts and stations in Space Engineers.



Double Hinge by GlatiatorRX
Currently this mod contains a vanilla-like, double-sided hinge / advanced rotor. It only has a base currently, but auto-spawns with a hinge part. It has conveyor connections and allows small grid hinge parts as well. There is also a future plan to make a large 3x3 walk-through, air-tight version.




MK-70A Radar by BlueBirrb
A standalone airborne radar module meant to be an example for modders. The Mk-70A is a basic radar, meant for space operations, it lacks Look Down capability, so it will detect ground clutter.



Eezo Upgrade Module by nukeguard
This is a dual port 1x1x1 production upgrade module for Production and Cythons Energy Shield Generators.
These also work on refineries and assemblers, there is now a small grid Eezo upgrade that is 1x1x1 and has two ports.



Levitation Controler by red777
This mod gives you the ability to add levitating parts to your constructs and animate them.



Highfleet Advanced Thrusters by humanoid.mp4
This mod adds subgrid-free gimbal thrusters from highfleet.



Solar Ore Generator by KevMeUp
Solar Ore Generator mod modified to work with the Industrial Overhaul mod. Comps updated. Added new resources. Adjusted power cost and output.



Long Slopes Kit by UnSayableStorm
Issued by the Office of Extended Geometry.



QSZ-92 Pistol by Doctor Octoganapus
The QSZ-92 Pistol uses a specialized 5.8x21mm ammo which does slightly less damage than 5.7x28mm.



QCQ-05 / QCW-05 Bullpup SMG by Doctor Octoganapus
The QCQ-05 and QCW-05 are bullpup submachine guns that use a specialized 5.8x21mm ammo which does slightly less damage than 5.7x28mm.








Advanced Grid System by FurIthayi
Advanced Grid System lets you build ships, vehicles, stations and interiors on a unified grid, combining small and large block options that are normally separated between Small Grid and Large Grid.



ArmorFlow – Smart Armor Building by RadKreuzWerfer
Stop searching for the right armor block - Start building the shape you actually want.
ArmorFlow analyzes existing armor geometry and helps you find, preview and build matching armor shapes.



HoloView 3D by fl4shb4ck
Turn vanilla cameras into live holographic and screen-based displays.



StarWatch by MurrayMucker
The console room for your LODESTAR mining fleet. Run it on a base or carrier Programmable Block: it listens to your drones, draws them across a wall of screens, sends them orders, reacts to trouble on its own, and drives your hangar doors, alarms and lighting while it does.



Inspector Clang: finds what's wrong with your ship by yrst
Your ship drifts with nobody at the controls. Half the turrets never got any ammo. The refinery stopped an hour ago and you only noticed now. Inspector Clang looks your ship over and tells you what's wrong, where exactly, and what to do about it.



Switchboard by MurrayMucker
One LCD becomes a menu that runs commands on every other Programmable Block on your ship.



Drill Efficiency by Xandrak
Adds drill efficiency to all drills. This mod exist to rebalance the Prototech drill, to make it still superiour to modded drills. 70% means 30% ore lose.



CineCam - Auto Camera Director by lirika
Space Engineers has amazing ships, planets, and enormous open spaces—but no automatic cinematic camera for simply enjoying the flight.
CineCam adds a GTA-style cinematic camera director for the ship or rover you are currently controlling.



Yoink! by Absynth
Yoink! adds first person leaning to Space Engineers.
Ever sat in a cockpit and wanted to get a better look at one of the LCDs? Or had a screen just far enough away that you wanted to lean in instead of moving your whole character? That's what Yoink! is for.



Heavy Control | Machinery Simplified by fl4shb4ck
Heavy Control gives player-built mechanical machinery real operator-style controls instead of forcing you to run every rotor, hinge, and piston from individual terminal sliders.



Inventory Events by Ant
Adds an "Inventory item amount" event to the Event Controller: react to how much of a specific item is in your containers.



Environmental Events by Ant
Adds an "Environment" event to the Event Controller: sunlight, weather, radiation, temperature, oxygen, atmosphere and wind.



Programmable Farming by Mazzu
Programmable Farming adds Programmable Block automation support
for vanilla Farm Plots in Space Engineers such as Planting and Harvesting.



Terranovum Dynamic Reactor by Elettroshock
A functional dynamic LCD system for Space Engineers reactors.
This is not just a static LCD image pack. The displays read real reactor data directly from Space Engineers and update automatically.



Terranovum Dynamic Gas Systems by Elettroshock
A real-time hydrogen, oxygen and O2/H2 generator monitoring system for Space Engineers.



Terranovum Dynamic Energy by Elettroshock
A real-time power-management LCD system for Space Engineers.



Terranovum Automatic Door Control by Elettroshock
A lightweight automatic door-closing utility for Space Engineers.



Thrust Budget - LCD lift & cargo calculator by yrst
An LCD app that tells you whether your ship lifts off with the cargo it carries, how much more you can load, how high it can climb and how long it can hover. It uses the game's own numbers. No new blocks, no programmable block: pick it in the Script list of any screen.



Acceleration-Control by Caldev
Smooth, predictable flying - and a ship that can find its way around, dock itself and remember where the ore is.



Align to Horizon for Cockpits by Dark_raven
The mod expands the capabilities of cockpits and adds the ability to control the automatic alignment of the ship relative to the planet’s natural gravity from its terminal or action panel, smoothly adjusting with gyroscopes.



DUTC Inventory Manager by Dutchess77
One script runs your whole base. Sorting, autocrafting, refinery feeding, bottle refilling, ice + uranium balancing and modern sprite-drawn LCDs - in a third of the code of the classics, and fully backward compatible with Isy's Inventory Manager setups.



Dutc PowerDeck by Dutchess77
All-in-one power management + monitoring for your ship or base.
Automatically manages your backup power AND gives you clean, graphic status displays on any LCD or cockpit screen. One programmable block, zero timers needed.



Lift Capacity Display by Yavamien
Ever loaded a cargo ship and wondered: "How much more can I actually carry before this thing stops flying?"
This simple Ingame Script calculates how much additional mass your ship can safely carry based on its current upward thrust and natural gravity.



HG Helmet HUD by HollettGaming
A lightweight HUD overlay that shows live info about the block you're looking at - and lets you rename it on the spot, without digging through the terminal's block list.



Pookie's Storage Info
How full is the base? This totals every cargo container on the same grid and draws fill percent, used, free, and max on the programmable block and any LCD tagged .
This will auto adjust to any LCD size.



Enhanced Weapon Sounds by Krat3n
Thunderclap is an enhancement of most of the Vanilla weapon sounds, making them more realistic and more loud, completely enhancing your battlefields.



Rotary Encoded Walk Cycle Demo by GreenNarwals




Event Controller Logic Gates by AeQuArTz
This is a demonstration on how to achieve all the possible Logic Gate conditionals using Event Controllers, including AND, OR, XOR, NAND, NOR, XNOR, IMPLY, NIMPLY, NOT, and BUFFER gates. As a useful example, the arrows use some of these gates to light up and show which row is active.





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




Creator Spotlight: Hanels alias “Space Train Works”
Anteros Mining Colony , Clang Railway, Cyber Train, and more!!





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

We spotlight them every day!

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





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

Hello, Engineers!

Since our Warfare 3 reveal, we’ve received a lot of questions, many along the same lines: How will all of this actually work?

We sat down with Space Engineers Lead Designer Ryan Keel to pick his brain - this week, we’re talking new automation events and a conveyor surprise!

Are there any new automation events related to combat?
Yes! We've added a new Event Controller event that can detect missile lock-on and allow you to set up automated responses to incoming fire. This should allow players to easily create systems that react to incoming seeking missiles and torpedoes.


That could mean quickly deploying countermeasure flares, switching target priorities to aim at incoming missiles, or even sounding an alarm. We're sure you'll put this to good use and create some awesome defensive systems with it.



I spotted some unusually long blocks while browsing the update - any reveals or spoilers you’d like to share?
Oh yeah, we always strive to add items to every update that have broader applications. While Warfare 3 is focused on delivering new combat mechanics, we're not neglecting players who aren't interested in combat, or who just want more tools to create with.

One of those items, amongst several very exciting new additions, is longer Conveyor Tubes! The standard Conveyor Tube, Reinforced Conveyor Tube, and Heavy Industry DLC Conveyor Pipes are all receiving additional variants that are 3 times longer. This allows builds to have significantly longer stretches of pipes at a fraction of the PCU cost.

This follows the same goals we had when adding Structural Platforms to the game. We know you all enjoy that set, and the response to those blocks helped push us towards adding more options like this in Warfare 3. Our whole team is excited to see what you create and how you incorporate these into your designs!


Colorful Icons
This is an exciting one for a lot of people. Colorful Icons have been at the top of the feedback tickets on our support site for a long time. It’s a big task - and one we couldn’t do without dedicating a fair amount of resources to it. Our game has over 1,700 items that use icons - from blocks and components to tools and consumables... It’s a lot to adjust, and we wanted to do it right.


Alongside what we wanted for the base game, one of our biggest goals was to give our modding community a tool they could use to match the lighting, composition, and overall style of our new icons. We wanted to give them the ability to update their mods quickly and with as little hassle as possible, helping their creations stay visually consistent with the vanilla game. This tool will be available inside our ModSDK when Warfare 3 launches. I’m very happy with what’s come out of this endeavor, and I can’t wait to see some of our favorite community additions updated in full color.


Overall, this change adds some much needed clarity to all our menus. Thank you all for being patient, commenting, and voting on the Support Site - your voice made this possible!

All of this and more is coming in the free game update, and you can wishlist the Warfare 3 Pack on Steam right now!




Warhead Type II (1x L, 1x S)
Clean, squared-off, and ready to detonate, this powerful explosive fits neatly into missiles, torpedoes, and compact weapon systems.




Decorative Intake Blocks (7x L, 7x S)
Add vents, grilles, and industrial detail to any surface with decorative intake blocks - ready for your greebling!




Can’t wait? Wishlist the Warfare 3 Pack on Steam now!

https://store.steampowered.com/app/5070970/Space_Engineers__Warfare_3_Pack/



🛠️ 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!

Since our Warfare 3 reveal, we’ve received a lot of questions, many along the same lines: How will all of this actually work?

You already know about guided missiles & torpedoes, and flare counter-meassures.


We sat down with Space Engineers Lead Designer Ryan Keel to pick his brain - this week, we’re talking Jump Detection!

How will Jump Detection work?
Jump Detection is an optional world setting that can reveal where large, heavy grids emerge after using a Jump Drive. The heavier the grid and the farther it travels, the stronger its jump signature becomes - allowing nearby players to pick up a temporary GPS marker at its destination.

This opens up new opportunities to hunt down and intercept other players. The feature can be disabled in the world settings, and its thresholds and values are easily accessible and customizable through modding.

We're excited about the gameplay opportunities and interactions this new feature can bring to multiplayer and PvP servers.



All of this and more is coming in the free game update, and you can wishlist the Warfare 3 Pack on Steam right now!




Fighter Cockpit Type II (1x S)

Take control of a next-generation fighter from this thick, sci-fi-inspired cockpit.





Can’t wait? Wishlist the Warfare 3 Pack on Steam now!

https://store.steampowered.com/app/5070970/Space_Engineers__Warfare_3_Pack/



🛠️ 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!

Since our Warfare 3 reveal, we’ve received a lot of questions, many along the same lines: How will all of this actually work?

We sat down with Space Engineers Lead Designer Ryan Keel to pick his brain - this week, we’re talking Missiles vs. Torpedoes, Ammo Switching, and Targeting Subsystems.


What is the difference between Missiles and Torpedoes?






Do Torpedoes require their own launcher block?
Yes, Torpedo Launchers.

Torpedo Launchers are available for both large and small grids. They’re bulky weapons that take up a fair amount of space, so fitting them into a ship usually takes some planning around the rest of the grid’s layout and infrastructure.

Small-grid launchers do not have conveyor access and must be loaded manually, while large-grid variants can be connected to the conveyor system.

Because torpedoes can seek out locked targets after launch, the launcher itself does not always need to be pointed directly at the enemy. This makes placement a little more flexible than other weapon types, and gives you more options when working them into larger ship designs.


How will ammo switching work, and what types of ammunition can we expect?
Weapons that support multiple ammunition types now let you choose exactly what you want loaded. You can select an ammo type from the weapon’s control panel, cycle through available options from the toolbar, or leave it set to Any and let the weapon pull from whatever compatible ammunition is available.

Changing the selected ammo type does not immediately replace ammunition that is already loaded. The weapon will continue using its current ammunition until it is fired or reloaded, but these new actions let you forcibly unload it and begin loading your newly selected type.
This makes it much easier to switch between specialized ammunition on the fly, especially for weapons like torpedo launchers where different ammo types may be better suited to different targets.

How will self-guided missiles & torpedoes work? Will it be possible to target specific ship subsystems?
These ammunition types require a target lock before they can be fired, and your current target is passed directly to the projectile’s guidance system.

Each launcher can also be set to target a specific subsystem. By default, guided weapons will seek any applicable subsystem, but you can narrow their focus to things like weapons, propulsion, or power.

All of this and more is coming in the free game update, and you can wishlist the Warfare 3 Pack on Steam right now!




Artillery Turret Type II (1x L)

Give your warship some serious presence with an artillery turret built for heavy engagements and distant targets.





Jump Seat (3xL, 1xS)

Fold it down and strap in. This compact passenger seat is perfect for dropships, tight interiors, and utility craft.





Can’t wait? Wishlist the Warfare 3 Pack on Steam now!

https://store.steampowered.com/app/5070970/Space_Engineers__Warfare_3_Pack/




🛠️ 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!

Warfare 3 is one of the most significant combat updates we have ever made for Space Engineers.
Guided missiles and heavy torpedoes. Countermeasure flares. EMP weaponry capable of knocking entire grids offline. Jump Detection that can turn an escape into a pursuit. Warfare 3 is not just adding more firepower - it is changing how battles are fought, defended, and engineered!

All of this and more is coming in the free game update, and you can wishlist the Warfare 3 Pack on Steam right now!


https://store.steampowered.com/app/5070970/Space_Engineers__Warfare_3_Pack/
Guided Missiles & Torpedoes
Guided missiles and heavy seeking torpedoes are joining the arsenal, bringing exciting new options for long-range combat. Fast moving missiles can pursue targets with precision, while larger torpedo systems sacrifice speed for raw destructive power. A variety of ammunition types, coupled with new weapon reloading mechanics, will allow you to swap tactics and munitions mid-fight.

These new weapons use predictive guidance and can be used to strike specific subsystems... but beware of enemy point-defense and countermeasure systems. Powerful as they are, guided weapons aren’t the only combat systems getting an upgrade in Warfare 3.

Countermeasure Flares
Countermeasure Flares will serve as an important strategic defense against seeking weaponry. Deploy them at the right moment to distract incoming missiles and torpedoes, disrupt their guidance, and give your ship a critical opportunity to evade an attack.


EMP Weaponry
The Factorum has a devastating new weapon at its disposal. The new Prototech Microwave Emitter can unleash a powerful burst of radiation, temporarily disabling grids within range. Catch an enemy off guard, create a critical opening in their defenses, shut down a fleeing ship moments before it can jump to safety, or expose hostile boarding crews to a deadly dose of radiation. Used at the right time, this devastating new weapon can completely change the course of an engagement.

Jump Detection
We’re adding a major new PvP system: Jump Detection. This system gives players a new way to find large or heavy ships when they perform long-distance jumps, revealing their exit destination to nearby players, and making them susceptible to interception or pursuit.

Warfare 3 Pack
Can’t wait? Wishlist the Warfare 3 Pack on Steam now!

https://store.steampowered.com/app/5070970/Space_Engineers__Warfare_3_Pack/



We are releasing block previews every week as part of our upcoming Warfare 3 celebration.

Stand by for transmission - the countdown continues!




Artillery Turret
Jump Seat & more!


Jump Detection
Fighter Cockpit


Longer Conveyor Tubes
Warhead, Intake Blocks





EMP Weapons
Laser Antenna Type II


Separation Charge
Autocannon Turret Type II


Incoming Transmission
October 22





Incoming Transmission
October 29







https://steamcommunity.com/sharedfiles/filedetails/?id=2795394214 https://steamcommunity.com/sharedfiles/filedetails/?id=3583683221 https://steamcommunity.com/sharedfiles/filedetails/?id=2934417091 https://steamcommunity.com/sharedfiles/filedetails/?id=3605609753 https://steamcommunity.com/sharedfiles/filedetails/?id=3530769974 https://steamcommunity.com/sharedfiles/filedetails/?id=3674685755 https://steamcommunity.com/sharedfiles/filedetails/?id=3735918882 https://steamcommunity.com/sharedfiles/filedetails/?id=3755096262 https://steamcommunity.com/sharedfiles/filedetails/?id=3759154438 https://steamcommunity.com/sharedfiles/filedetails/?id=3645794148 https://steamcommunity.com/sharedfiles/filedetails/?id=3767825081 https://steamcommunity.com/sharedfiles/filedetails/?id=3262029956



🛠️ Feedback & Support: https://support.keenswh.com/
🛰️ Discord: https://discord.gg/keenswh
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➡️ Connect and find us on your platform of choice: https://www.keenswh.com/connect/
Image Credit: Deep Thought by Tridonian

Our favorite pastime is browsing through the workshop - we are in love with all the creations our players are constantly sharing. 💫

We can't wait every month to spotlight mods and blueprints that catch our eye and have the potential to make your time in Space Engineers more interesting and unique.

Here is our spotlight for the month of August! 🤩






Wrenchie by Inflex
Meet Wrenchie - a platform that helps non-programmers create SE1 in-game scripts! Built as a personal project by one of our Space Engineers programmers, Wrenchie also gives seasoned scripters a place to share their best practices with the community.








Terraforming Mod by Admiral Cheeseburger
This mod has an atmosphere, heat, weather, water mod and voxel system. Using several terraforming blocks, you can alter the atmosphere, sea level, and biomass of a planet!



Arthur's Procedural Cubemap Api
Planet modification API used by Terraforming Mod.

Thanks to Admiral Cheeseburger for *challenge* me into making this API.



Procedural Systems by hopelessassassin1993
Procedural Systems generates a complete solar system from your world seed, once, on first load. Planets, moons, belts and rings, laid out before you leave spawn.



Planet Shino by DestroyerSTAR
Shino is a fractured, geologically active alien world, covered by volcanoes, fumaroles, basalt pillars, and islands.



Sigma Draconis Expanse 2 by Sigma Draconis Games
The official creative building world for the Draconis Expanse 2 server.



Expanded Systems by Blacktrooper093
Expanded Systems adds three additional planetary systems and three new planets to the starting system; these are gradually revealed via SOS signals after every 10 hours of playtime.








Hopeless Encounters by hopelessassassin1993
75 encounter rules. Convoys, patrols, derelicts, colonies, pirate camps and warden fleet actions, placed against where you are and what you have found. Thirty-six of them are linked by story flags: clear a pirate relay and the reprisal turns up later.



Deep Wild Space Content by Marsianin
A dedicated pre-made world, "Deep Wild Space," has been created to ensure maximum immersion and a hardcore experience. New ore maps for all planets and moons, and much more!



Exploration Fortification by MAMPF(GER)
Honestly, Vanilla never really made me want to visit every planet, but now it’s a must — and it actually feels like real progression. Every planet has new ores, and you need all of them. They all come with their own dangers, which naturally creates different tech tiers and progression paths.



Plushie Heist - Escape Room by AeQuArTz
Welcome to the Plushie Heist Escape Room!
Your objective is simple: retrieve the Engineer Plushie and escape.
Getting it done? Not so simple.



The 'Computer' by Tridonian
This is the combination of several Timer Block projects. The result is a machine that can take number input from its Keypad, show the input in base 10 on the screen using projectors while simultaneously converting it to binary to be processed.



Water World Salvage by Druknar
Salvage playstyle with mostly aquatic wrecks.








Laser Weapons Pack by Harbinger Ace
As technology advances, so does combat. Laser Weapons Pack introduces directed-energy warfare to every battlefield!
Laser Weapons Pack currently featuring five turrets and one static weapon, more weapons will join the roster soon.



Mech Legs by MAMPF(GER)
Plug and Play, not Multiblocks, no Scripts, Only Legs with energy!



NeonSpark - Autonomous Fabrication Network by Faceless
Build, repair, supply, and complete projected ships through a configurable three-tier fabrication network.



Railroad Engineers: Train Builder by Marland T. "Ren" Höek
This is the ultimate tool for creating a huge and functional trains.



Railroad Engineers: Railroad Builder by Marland T. "Ren" Höek
This is the ultimate tool for creating a huge and functional railroad.



Ground Truth - Environmental Instrumentation by UnSayableStorm
Sensor blocks that tell you what is actually happening around you. Radiation, weather,
atmosphere, life.
No tech tree, no research, no unlocks. Build them, read them, wire them to whatever you
want to happen next.



TTC Tactical Holographic Projector by Hatt
The THP-01 projects a live tactical hologram of your own ship or station directly onto the bridge.
Track hostile contacts around the vessel. Watch their distance and relative movement. Monitor compartment integrity, identify damaged weapons and thrusters, display your current velocity vector and receive directional proximity warnings - all through a single holographic interface.



Missile Guidance Block by Burnt Eggs
This is a fixed and updated version of Alysius's Missile Guidance Block. The Automation Update broke it, so I used Dorimanx's fix and added some new stuff while I was at it.








Survival Symmetry by Oxnard
Mirror block placement, painting, welding, and grinding while still paying normal Survival costs. Drag-build lines and planes, save symmetry planes to grids, and use the same features in Single Player or multiplayer.



Mech Control Script by Command_Storm
Our Mech Control Script (MCS) makes mech building in Space Engineers easy and fun, no matter what your level of experience is!



SEpedia by kiskufiskur
SEpedia is an in-game encyclopedia for Space Engineers. It automatically catalogs content from the current world – including enabled mods – and makes it easy to search, browse, and explore.



Celestial Cartographer by Raguel
Celestial Cartographer turns planetary travel into an exploration and surveying loop instead of revealing every useful fact the moment a world exists in the save.
An unfamiliar planet begins as a destination. Approach it and learn the extent of its gravity well. Enter its atmosphere and begin recording density, oxygen, weather, and environmental conditions. Search the surface, identify wildlife and vegetation, survey geology and mineral deposits, and leave expedition notes for whoever comes next.



System Manager by fl4shb4ck
Build, explore, organize, and maintain a planetary system from inside Space Engineers.
System Manager works in existing worlds. It recognizes loaded vanilla, scenario, modded, and supported Real Solar Systems bodies. Every player receives an interactive system map, while authorized administrators gain protected construction and maintenance tools.



Grid Info - App Suite by Loitrem
A suite of apps that display information about your grid.



iQueue - Smart Production & Inventory by fl4shb4ck
iQueue is a lightweight production and inventory automation mod built around vanilla Space Engineers blocks and terminal controls. No Programmable Blocks. No external client. No plugin dependency. Set stock targets. Sort cargo automatically. Control exactly what your refineries are allowed to process.



Logic Breadboard by Bot 1
Inspired by the breadboard system in From the Depths, it brings a visual, block-based logic layer to your grids: combine the boolean and floating-point values your blocks expose, then drive the variables of other blocks on the same construct - no C# required.



Splitstream Framework by MAMPF(GER)
Jump as a fleet. One ship carries the jump drive, the others come along: in formation, on the same vector, without a drive of their own.
The name says what happens: the fleet splits the carrier's jump and rides its stream.



Projector+ API by Master-Control-Program
A lightweight script extender that gives Programmable Blocks direct access to Projector and Console Block functions.



Quick Booster mod by ERR0R
Adds a small-grid thrusters that inspired by the QB of Armored Core series.
These thrusters deliver a powerful short burst when you give direct movement input, followed by a brief cooldown.



QuickBoost Double-Tap Controller by yuking2315
This script provides directional Double-Tap Quick-Boost control for custom MOD thrusters containing "Pulse Quick Thruster" in their block name in Space Engineers. It detects directional double-taps (W, A, S, D, Space, C) from the active cockpit.



ZERO's Ownership Console
ZERO's Ownership Console adds an Ownership Console block for capturing large ships and bases.



Bio Security Pad by Melmakflitzer
This specialized datapad acts as a biometric data vault for your DNA. When you die, the pad saves your current biological stats with split-second precision. As soon as you loot your death backpack and retrieve the pad, your DNA is fully restored!



LODESTAR - The All-In-One Mining, Cargo & Flight Autopilot by MurrayMucker
A lode is an ore vein. A lodestar is the star you navigate by. This script is both.



Haka's Automated Rovers by hakanaikioku
This lets you automate your rovers, setting up paths similar to the recorder AI block.



JSBotSpawner by JejeServeur
Spawn configurable NPC bots from a single block : 7 factions, from simple room-walking NPCs to a full autonomous Weld/Grind Assistant.



Work From Home - Remote Bodies by fl4shb4ck
Work From Home - Remote Bodies turns vanilla cryo chambers into a network of remote bodies.
Secure your real inventory inside a Control Pod, select any registered Avatar Pod, and project yourself across your world as an empty-handed Avatar. Explore distant bases, answer emergencies, or walk into dangerous territory without carrying your host loadout with you.



AQD - LCD Color Profiles by enenra
This mod adds an interface to all blocks with LCD panels, allowing you to save and load color profiles for your LCD's Text and Background Colors (in Image & Text mode), and Foreground and Background Colors (in App mode). You can also select multiple such blocks and apply color profiles to all of them.



1-Tick Binary Adder by Victor Creator
8-Bit Binary Adder built using only Timer Blocks that finishes calculations in only 1 Tick.





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




Creator Spotlight: Kev
Skyblock Scenario, VTS Voxel Teleport System, Power Cell Discharger, and more!!



Creator Spotlight: CHKNFRYRMN
CCWC 2.0 - Ultimate rover performance script, Monza Race Track, Cyberpunk City, 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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🚀 Community Hub: https://www.spaceengineersgame.com/community-hub/
➡️ Connect and find us on your platform of choice: https://www.keenswh.com/connect/

Please join us Friday, September 4th, for the “Masters of Motion” – Mechanical Engineering Video Competition Livestream!

Celebrate the creativity of the Space Engineers 1 & 2 communities with us and watch the best mechanical engineering videos from both games!

📅 Friday, September 4th, 5 PM UTC

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




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Greetings, Engineers!

This month, we’re taking a look at some of the work happening behind the scenes to make the world of Space Engineers feel more alive.

NPCs are an important part of that goal, and our team has been hard at work improving their ability to navigate complex environments while maintaining stability. In this month’s preview video, you’ll see NPCs pathfinding across grids that are actively moving and rotating in space, showcasing their ability to operate smoothly and correctly as conditions change around them. This is an exciting step toward bringing more dynamic encounters to your worlds.

Each day, as progress across various systems moves forward, we’re growing more and more excited about what our upcoming Warfare 3 update will bring to Space Engineers. We can’t wait to show you more as development continues!



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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Hotfix 1.210.014 has been released!

Wheel Propulsion Override
Following player feedback, we found that the recent Wheel Propulsion Override change affected some existing mech builds.

We have reverted the change for now while we work on a more robust solution that improves the behavior without disrupting existing constructs.

Thank you for your feedback!




Functional
  • Fixed the "Fuel low!" Jetpack voice message triggering before bottles could refuel by allowing bottles to refuel sooner.
  • Fixed stations with subgrids becoming offset when attached or after world reload.
    • They no longer move further, but affected bases need to be restored from a 209 backup or repositioned using Scenario Edit tools in singleplayer (2xF11 and move the bases through translation).
    • Turn off damage in Alt+F10>Global permissions before attempting to move the base using the Scenario edit tools
  • Fixed Flat Collector side-conveyors not working due to incorrect dummy names.
  • Reverted the Wheel Propulsion Override change to restore consistent behavior for existing constructs with or without a control block.


Thank you for helping us make the game better!

Image Credits: Ogun-01 Mobile Refinery by Hans




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





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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




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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!





🛠️ 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/

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
📫 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/

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
📫 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/
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!

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