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 mak
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.
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.
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!
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.
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.
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.
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!
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.
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.
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.
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.
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.
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.
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.
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 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.
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.
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.
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.
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.
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.
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.
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!
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.
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.
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?
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, Sept
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!
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 envi
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!
Hotfix 1.210.014 has been released! ➡️ Changelog: 🛠️ Support Portal: 🛰️ Discord: 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
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.
Hotfix 1.210.013 has been released! ➡️ Changelog: 🛠️ Support Portal: 🛰️ Discord: 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 b
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 hav
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.
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.
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.
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.
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.
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.
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.
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.
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 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.
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.
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.
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. ☢️
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.
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.
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 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.
A salvage-first progression overhaul for Space Engineers survival.
Working Knowledge gives veteran Space Engineers players a new survival progression experience.
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.
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 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.
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.
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.
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!
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.
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?
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 plot
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
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.
Hotfix 1.210.012 has been released! ➡️ Changelog: 🛠️ Support Portal: 🛰️ Discord: 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 tra
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 P
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.
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.
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.
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.
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.
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.
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
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 2
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!
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 2
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!
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
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.
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.
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.
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!
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 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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 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 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.
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.
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.
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!
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?
Hello, Engineers! Space Engineers 2 - VS2.3: “Drive, Automate & Detonate” is here, bringing the Wheels & Hinges, wind physics, and core automation tools (Timer, Sensor, Event Controller) to the game! This update also expands exploration with new colonization stages and En
Hello, Engineers!
Space Engineers 2 - VS2.3: “Drive, Automate & Detonate” is here, bringing the Wheels & Hinges, wind physics, and core automation tools (Timer, Sensor, Event Controller) to the game!
This update also expands exploration with new colonization stages and Endless Encounters, while introducing foundational Reworks to Survival progression and Ore Distribution.
The Factorum is back! The upcoming Prosperity Update features a brand-new Factorum Encounter... but this one comes with a twist! Brute force alone won’t win this fight. Be careful, pay attention, and adapt - if you want the Prototech inside, you’ll need to think like an Engineer.
The Factorum is back! The upcoming Prosperity Update features a brand-new Factorum Encounter... but this one comes with a twist!
Brute force alone won’t win this fight. Be careful, pay attention, and adapt - if you want the Prototech inside, you’ll need to think like an Engineer.
1.210 also features many new blocks as well as a bunch of quality of life improvements and bug fixes. We can’t wait to see how you’ll use these new blocks to improve your existing builds, and how they may inspire you to build something new.
Space Engineers 1 is not slowing down! You can expect update 210: Prosperity to be released in July/August 2026 as a thematic companion to Economy 2 , focused on further improving the economy, contracts, and station service systems we introduced recently. But that’s not all… ther
Space Engineers 1 is not slowing down!
You can expect update 210: Prosperity to be released in July/August 2026 as a thematic companion to Economy 2, focused on further improving the economy, contracts, and station service systems we introduced recently. But that’s not all… there are a few surprises in there too.
After that, we are already planning Space Engineers major update 211: Warfare 3 for Q4 2026. I will share more details when we are ready, but I wanted to make one thing clear: Space Engineers 1 is still very much alive!
Image Credit: MSC-290 Sleipnir by Lemon Our favorite pastime is browsing through the workshop - we are in love with all the creations our players are constantly sharing. 💫 We can't wait every month to spotlight mods and blueprints that catch our eye and have the potential to mak
Our favorite pastime is browsing through the workshop - we are in love with all the creations our players are constantly sharing. 💫
We can't wait every month to spotlight mods and blueprints that catch our eye and have the potential to make your time in Space Engineers more interesting and unique.
Here is our spotlight for the month of May! 🤩
The Economy 2 update opened up custom textures for HUD modding, and these new community-made HUDs show just how much is possible now!
This is my first (and mostly complete) attempt at a new HUD design. I wanted to get it out there for critique and find any issues. This hasn't been changed at all for Controller, so it's only viable for Mouse/Keyboard right now.
Since Economy 2 Repair doesn't interact with projections, I made this mod to ensure you could place missing blocks that could then be repaired at the station.
The new vanilla advertisement screens only work on economy stations and effectively cannot be used by players. This mod adds a "Custom Advertisements" LCD App, which allows any player to make their own advertisement screen that yields a GPS when interacted with. This is done by reading the Custom Data of the billboard LCD blocks, where players can define the content and GPS point.
Travel between Services Terminals using a teleport overlay built directly into the vanilla Services Terminal system. Makes it easy meet up with friends or move your grids around.
This mod provides the default vanilla Space Engineers license setup: license items, store definitions, blueprints, and the Economy Only Licenses config used by the framework.
Fork of Scarce Resources, basically copying over the ore mapping for planets and asteroids and nothing else. Generated from new Economy 2 planet file to ensure compatibility with new stations.
This mod is designed for economy-focused survival worlds where respawning should have a cost instead of being completely free. When a player respawns near one of the included Economy Respawn Point blocks, the mod charges them credits.
Start in space, with no asteroids or planets. Use a Solar Ore Generator or scrap to survive!
Like Skyblock, this playthrough lets you create your world from "nothing".
This is a prepared start world for an Economy Only style Space Engineers playthrough.
Instead of using the normal survival loop where you quickly become fully self-sufficient, this world is built around making the economy system matter for the entire game.
CATZ is a PvE encounter mod for MODULAR ENCOUNTER SYSTEMS that adds dangerous hostile encounters to your game world. Inspired by high-tech military fleets and the atmosphere of The Expanse, CATZ introduces heavily armed feline raiders roaming the depths of space.
Spider Ecology changes creature spawning across planets to make wildlife feel more location-specific, dangerous, and atmospheric.
Instead of every world feeling the same, each planet now has its own creature profile. Some worlds are relatively safe, some are hunting grounds, and Alien becomes a true hive world.
The Life'Tech Solutions company just found out new ways to use aglae in a supporting manner!
With this mod you are able to find new algae types in Ice from different planets (Ice and alien planets ice). With those new algae new technologies get unlocks to farm oxygen and hydrogen. Additionally, now organics can be fermented to get biogas and use it to produce electricity.
A mod which adds a variety of blocks meant to expand on the Apex Survival update and DLC. This mod adds ways to produce synthetic meats, new consumables and food items, automatically grow crops, and also new kitchen and endgame blocks.
Warheads that allow you to destroy voxels without hurting the salvage. Advanced Settings also allow Restoring voxel.
They are intended for salvage playthroughs on planets. The small versions can be made with survival kit comps. Neither require explosives. So that you can jump in and make them in the field.
One of the main challenges faced by the Ontosh Shipyards - the main military yards for OPC - was the increased demand for reactor power. Existing reactors were simply unable to produce the necessary amount of energy. Ontosh Shipyards then turned to Galven Energy Corporation for help.
Dampening Shields adds distributed, charge-based shield generators for Space Engineers.
Instead of a single bubble generator, every shield generator stores its own charge. Incoming damage is dampened, partially absorbed by nearby charged generators, and partially leaked into the ship as direct damage and distributed system stress.
Pack was published with the intent to provide a Weapon Core option for Servers and players that want to use these turrets but play with Weapon Core Framework.
Want clean, green, renewable energy but find solar panels and wind turbines too boring.
Want some zing to your energy generation, then try Federal Industrial Lightning Rods today.
The mod contains a complete set of large grid letters, numbers and symbols (equivalent to the vanilla set) of emissive aurebesh characters in a style similar to neon lights.
This mod aims to create a more realistic spaceflight experience in SE by rebalancing almost every aspect of propulsion and energy production.
Would you like to build staged rockets because they are the best way to get to orbit? Are you bored of flying bricks and would like to build airplanes because that is the best way of being airborne? Do you want more challenge in building ships?
This mod adds 3D (kinda, 3D in the sense they're physically there and you can go into them, through them, etc) volumetric clouds to planets in Space Engineers.
Each planet has different colored volumetric clouds, which all interact with sunrise, sunset, day and night times. Additionally they interact with weather too.
Inspired by the Space Engineers 2 safe speed behavior.
This mod prevents low-speed collision damage to blocks when the relative impact speed is under the configured limit. The default safe speed is 20 m/s.
SE-DOS turns every LCD on your ship or station into a real-time information panel.
Add a single line to the LCD's Custom Data and SE-DOS automatically detects, configures and updates the screen for you.
Stop running back to storage. WFS watches your tagged containers and automatically pulls exactly the components you need the moment your welder stalls - so you never break your flow.
Allows you to weld, grind, drill, and place blocks using the inventory of your grid within 1-500 (200 meters default) meters of a Modded focal block called "RSW Focal Block For Hand Welder". This block can be found under Loitrem in the G menu.
Overhauls jetpack flight with realistic physics, tiered equipment progression, heat management, capacitor power, and consumable armor plates. Carry the right gear or you're grounded.
Lightweight night vision. When toggled on, it adds two client-side only lights with shadows and glare disabled.
Those lights are added on the player's camera, so they will be visible even while using remote vehicles.
Since the last venture into the agricultural equipment market in 2077, The Order corporation's R&D team has focused its efforts on developing a new operating system for starships, tailored for Data Displaying and Eye Tracking capabilities.
The new age of artificial horizons, radars, and connector alignment is here!
A lot of scripts nowadays serve one purpose, and one only, and mixing scripts together is a little tricker than it should be. Also, A lot of them don't have the features you'd need for a HUD-less survival gameplay, with no survival kit and no jetpack. I also decided that docking should involve fewer religious experiences.
Approach the backpack or a temporary container, look at it so you get it highlighted, press middle mouse button and all the items from your backpack get transferred into yours immediately, if you have enough space in your inventory.
Provides discounts for safe zones within the earth gravity. This is a great way to encourage players to keep their shops near each other.
Fully configurable though, so you can choose your planets or make the discounts global.
NEXUS Jump Assist is an onboard Jump Drive assistant for Space Engineers with an interactive cockpit menu.
The script sets jump distance, manages a list of GPS points, aligns the ship toward a target, starts an optional autopilot and scans the space ahead with cameras.
ONA SmartStorageDrain adds two small but very useful storage management features to Space Engineers:
Force Discharge for batteries
Force Empty for gas tanks
This mod marks grids on your HUD since you are flying in a futuristic spaceship and it probably does not rely on the pilots vision to identity targets. It is inspired by this mod WC Radar for weaponcore. I just really wanted this kind of functionality in the vanilla game.
Blueprint Analyser adds a Projector-based block that prints a build report for the loaded blueprint onto a selected LCD or text surface, and can queue blueprint component production in a selected assembler.
A fully customizable industrial automation and FX controller for Space Engineers.
This script automatically monitors refineries and assemblers and triggers timer blocks based on their production state.
CAMP is a powerful area-based construction system that automatically welds, grinds, and manages materials within a configurable work zone. Think of it as your personal nanite drone swarm - but better optimized for multiplayer!
Upgrade your starting tools to elite-level performance without changing gameplay balance too much.
This lightweight mod improves all default basic hand tools by giving them elite-style stats.
This is complete rewrite of a SE sound systems for ground vehicles
API adds realistic engine sounds for cars, rovers and tanks.
System if fully configurable per grid (each grid can have its own unique sound).
Hydroman, Full Steam Ahead, Inventory Full, and more!!
Do you want to see more amazing Space Engineers ships, fighters, tanks, mechs, planets, rovers, bases, scripts, mods, encounters, scenarios, minigames, videos, and other creations?
We hope you’re enjoying the 1.209 Economy II update! It’s been a thrill watching you jump into new survival worlds and engage with the new contracts and services… and to everyone who picked up the companion DLC – a heartfelt thank you from the whole team! Your support helps us ke
We hope you’re enjoying the 1.209 Economy II update! It’s been a thrill watching you jump into new survival worlds and engage with the new contracts and services… and to everyone who picked up the companion DLC – a heartfelt thank you from the whole team!
Your support helps us keep pushing Space Engineers forward.
We’re already hard at work on our next update, 1.210, focused on bug fixes and quality of life improvements – alongside a host of exciting new blocks. One of them is a powerful new Prototech block.
Any guess what the Factorum is building now? Share your theories in the comments!
Thank you again for your continued support! We’ll see you soon, Engineers!
Want to get our teasers early and enjoy exclusive content? Subscribe to our newsletter at https://www.keenswh.com/newsletter and be the first to get the latest updates, sneak peeks, and more!
Hotfix 1.209.024 has been released! ➡️ Changelog: 🛠️ Support Portal: 🛰️ Discord: Stability Fixed a crash in Player created Courier contracts as it was searching for old definition "Deliver" instead of the new "Deliver_LowRisk" Fixed a crash in NPC pathfinding, NPCs will now rat
Fixed a crash in Player created Courier contracts as it was searching for old definition "Deliver" instead of the new "Deliver_LowRisk"
Fixed a crash in NPC pathfinding, NPCs will now rather stop navigating instead of crashing the game
Fixed a crash in Device initialisation seemingly stemming from specific driver issues
Fixed a crash in blueprint processing when it contained modded components from a missing mod
Fixed a crash where the Voice chat over the Antenna system was not thread-safe
Functional
Fixed an issue where a collaboratively built grid which wasn't over the limit for each individual contributor was allowed to be stored and later prevented from being restored for a singular owner/author due to hitting the limits. Such grids cannot be stored now until their combined blocks fit.
Fixed an issue where the QuickStart options were using the pre-209 versions of Economy stations
UI
Fixed an issue where the Toolbar Config Screen (G-screen) was using the wrong (Core Systems Pack) mini icons for the Economy 2 Pack DLC blocks
Fixed an issue where the banners were not downloading in the Main and Pause Menu
Art
Fixed an issue where the LG Half Bed Open block was not interactable due to a missing highlight dummy
Fixed an issue where the SG Angled Door A block had the old style of highlight due to misnamed dummy
Removed
Removed player-made and Eco station dispensers as possible targets from Economy Overview > Item Search
Image Credit: The Sovereignty's Workhorses by R3LOAD Our favorite pastime is browsing through the workshop - we are in love with all the creations our players are constantly sharing. 💫 We can't wait every month to spotlight mods and blueprints that catch our eye and have the pot
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.
The Strategic Weaponized Operational Response Division is a navy that is hostile to the human empire. Their home world is Kepler-452b, and they are the deep space navy of the Maggnoryion Empire. Be wary of their firepower, as they will kill you if you get to close.
This arcade contains 7 games to play, in a game... This can be fully controlled with keyboard input. If you are on a server, there is a slow mode toggle to make things more bearable.
This script contains 7 games to play, in a game... This script can be fully controlled with keyboard input, the listed arguments are completely optional. This script will also automatically scale to any LCD.
50 x 30 pixels. 3 brush sizes. Almost 5000 timer Blocks.
This project was mostly to help me learn how to deal with X/Y coordinates for future things I’d like to work on.
Store entire ships into portable Vault Crystals and restore them on demand. Built around the Vault Projector, a console block with inventory, holographic ship preview, and. Manage up to to five fleets of ships.
A fully gameplay-focused Stargate mod for Space Engineers, built around real dialing, real wormhole connections, and real transport rather than decorative props.
This mod is cut from SENTIS PROJECT V5 modpack. Sentis was RU-EN PVP-focused SE server.
I was one of admins and lead mod developer.
Here you can get total of 37 new blocks for combat.
Welder that welds much further in front. Makes it much easier to reach blocks inside your ship.
Unique welding animation makes it easier (and fun) to target your blocks from a far.
Adds Ore Compactor and Ore Expander blocks for Large and Small grid.
Compactor will automatically shrink ore down 100:1. Expander will automatically expand it to normal ores.
This mod adds 17 new blocks that expand the overall building experience of the game. My custom blocks provide unique solutions for mounting solar panels, wind turbines, antennas, and many other structures.
Corridor Extension Blocks - Extend Signal Corridors to 2+ wide. Blocks With/Without Windows and New Angled Block.
Functional Blocks with Refill, Multiple Conveyor Options for blocks with Conveyors.
I really love playing with Industrial Overhaul and I thought Armor Panels Expanded need a little tweak just to fit better into a Industrial Overhaul world and new components added by this mod, so I tweaked components needed to build armor panel blocks.
Well, this was surely an educational adventure. I've spent years on this on and off and just recently decided it was time to finish it.
I would like to present... Brobot! your faithful Ai companion baby robot.
This mod adds a new character tool to the game - the Tool/Weapon Access wheel.
Equip it to a hotbar slot, press and hold the slot to bring up the wheel, and use your mouse to select a tool. Let go of the hotbar slot key to equip the tool. This allows for lightning-quick switching between tools and weapons.
This mod adds the ability to craft Basic Anti-Radiation Medkits in an Assembler. These kits offer 30% radiation reduction, and radiation immunity for 6 minutes.
Normal Anti-Radiation Medkits remain unchanged with 100% reduction and 10 minute immunity.
IK Crane OS is a high-performance Inverse Kinematics solution for multi-segment cranes. Instead of managing individual rotors, you control the end-point of the crane using standard movement keys, while the script calculates all joint angles automatically. Smooth, reliable, and designed for precision engineering.
PAR replaces Space Engineers' built-in atmospheric flight model with a proper aerodynamic simulation. Wings generate lift from their shape and angle of attack. Fuselages produce drag from their cross-section. Control surfaces work through camber change. No scripts, no terminal configuration, no programmable blocks - just build and fly.
A live planet map rendered directly on any standard LCD panel — no custom blocks, no Programmable Block required for display. Mount it on a wall, a cockpit, a rover dashboard, anywhere.
Your position is tracked in real time with a configurable chevron icon that rotates to match your heading.
MPX Brain is the central command system for the MPX Defense Network. It monitors your base turrets, detects threats, raises alerts, broadcasts launch/return orders to your drones, and displays live defense data across multiple LCDs.
This script is made for players who want a cleaner and more cinematic base-defense system with automated drone support.
MPX Guard Drone Brain is the drone-side script for the MPX Defense Network. It allows defense drones to launch automatically, engage threats, return safely, dock back to base, recharge, and report their status to the MPX Brain command system.
This script is designed for automated base-defense drones using Space Engineers AI blocks and recorder paths.
MPX Missile Core is the main base-side control script for the MPX Missile Defense System.
It watches for enemy targets using any detector block you place inside the MPX DETECTION group, then automatically activates base alerts, tracks the enemy on a radar LCD, broadcasts live target GPS, and launches connected interceptor missiles from your missile bays.
This is my attempt at bringing a feature like weaponcores turrets to vanilla. Under the turrets console near the bottom you will find a button named focus fire and if you select it all turrets will focus on the center of the screen - and you can click to fire the gun.
Bring your Space Engineers universe to life like never before! SpaceGPT transforms the cold, empty void into a vibrant, living galaxy populated by intelligent, LLM-driven NPCs.
Powered by the Player2 app, this mod replaces generic encounters with characters who have real personalities, unique backgrounds, and contextual awareness.
Automated asteroid survey script for use with the Radio Detection and Ranging (Radar) mod.
Scans your radar output, groups nearby asteroids into clusters, autopilots to each one, waits for you to tag the ores, and logs GPS waypoints you can paste straight into your GPS tab. Tracks everywhere you've been so you never re-survey the same rocks.
Space Engineer Chaos Goblin in the best possible way!!
Do you want to see more amazing Space Engineers ships, fighters, tanks, mechs, planets, rovers, bases, scripts, mods, encounters, scenarios, minigames, videos, and other creations?
Hotfix 1.209.022 has been released! ➡️ Changelog: 🛠️ Support Portal: 🛰️ Discord: Stability Fixed a crash when failing to download the DLC banners (Steam platform only fix) Fixed a crash when trying to display DLC badges after skipping the main menu through launch option argumen