Hello, Engineers! หseห Let's take a look at the workshop highlights from another month full of your creations, mods, stories, and visions. These are our favorites from the month of February - give them a try!
New progress system; Devices needed to research new technologies. Now survival mod can be really difficult. You can't build what you wont. Use what you have and improve your technologies.
Supercomputer produce new type of components - blueprints. Use blueprint for building blueprint desk what unlock access to new blocks. High grade blueprints require more time for research. But you can build computing cores for decrease time.
Add depth to your power generation with geothermal, light up your world with concentrated solar, and harness the true power of the atom with new types of nuclear reactor.
Standalone version of the steam power system developed for Industrial Overhaul, tweaked slightly for vanilla use.
The Azimuth Remastered Mod is a complete overhaul of the original Azimuth mod with new and updated models with LODs and proper construction models and straight up new additions - like the gatling turrets and new designs for large ship variants.
Ganymede Technologies introduces The Programmable Holo LCD!
These LCD's are programmable blocks but ALSO Transparent Holo LCD's. This 2 in 1 Block is excellent for placement in cramped builds where you do not want to build an LCD and a programmable block.
This mod turns Vanilla npcs Wolves and Spiders into Ai enabled npcs. This makes them perform better compared to vanilla npcs and their broken Ai and they're more optimized so you can have way more ingame.
There is also a threat system so the more armed you are the stronger the bigger waves become. Spiders will now spawn into various biomes of their homeworld making them a bit more camouflage. Wolves won't harm players but Cyberhounds will.
This mod adds modified lifted suspension to the game to significantly increase ground clearance.
With wheels as big as 15x15, rovers can now be built that dwarf the likes of rovers that use 5x5s. Build robust mobile bases that benefit from a significant yet balanced increase in propulsion power.
Did you know that in vanilla Space Engineers, the height and density of the atmospheres of Earth and Mars are exactly the same?
That's a little boring (and unrealistic), so I've changed all of the vanilla planets' atmospheres, to add more variety and realism to the game. This also comes with some visual changes to the atmospheres.
Hello there fellow engineers! I present to you: More Lighting Options!
With this pack you will get 10 small grid and 20 large grid Lighting and companion blocks. They have full build states, LODs, and are recolorable. Modular Street light parts, ceiling lights, Alert Condition blocks, Multispectral sensor that currently functions as a searchlight turret - and more!
This small mod adds homing capabilities to vanilla 200mm missiles and makes them follow the locked target.
The specific block that is targeted on the locked grid is a random systems block (no armor) for now, with an increased priority for thrusters. Specific subsystem selection will come at a later date.
The Alkurah System is intended as an alternative to the vanilla starsystem. It's not a full scenario with an actual story, but rather something flexible that can be whatever you want.
The main difference to the vanilla starsystem is of course that instead of the vanilla planets this world uses modded planets that I made over the past two years.
Commissioned by the Inari Empire to fill the holes left by the mainline Oshika Class Cruiser, the Kochi Class is a fast missile attack craft with capability for extended border patrol and reconnaissance operations.
Compared to its older and larger cruiser counterpart, however, it lacks the same level of crew comfort which displeased some pilots who had been transferred from Oshika Class vessels.
We want to thank you for your continued work and inspiration. We will be searching, every month, for more great community additions, mods, blocks, builds. scripts, and stories. หcozyspaceengineerscห
Have ideas on how to improve Space Engineers? Leave feedback or cast your vote on the most pressing Space Engineers topics! :desktop: https://support.keenswh.com/spaceengineers
We are continually inspired by our incredible community - your creations, machinations, mods, stories, and visions of the world of Space Engineers drive us to excel. We would like to share with you some of our favorites from the month of January!
Adds a new Algae-based technology to the Game. One kind of Algae is found on earths, and the other one on the Alien Planet's Ice, or they can be purchased on trading Stations for an immense amount of Space Credits.
You can then use them to build Hydrogen- and Oxygen farm, or in cooperation with the Plant and Cook mod Algae can be used to make Algaebased meat for food.
This mod changes the skybox to one ideally suited for creative building. It features a dark grey background with grid lines and axis labels in their corresponding colors, giving the appearance of a modelling application such as Blender.
It features a grid as a background, with axis denoted by label and color.
With this mod, you will be able to hit grids, asteroids, and planets at tremendous velocities and enjoy the resulting devastation.
Not only will it prevent many of the more awkward physical non-interactions so common at high speeds, but also opens up a range of kinetic options for weaponry. หseห
Investigate far away asteroids using radio spectrometry to get an idea about their composition before you actually travel to it.
Point your ore detector directly at a distant asteroid to get a readout. Access the readouts by loading the Radio Spectrometry Reader script in any block with an LCD. There needs to be a spike in the graph at each of the 3 points of an ore for that ore to be present in the asteroid.
You now stand between the Darkness and The Light.. The Year is ๐๐๐๐ - The name of the place... ๐๐ฉ๐๐๐ ๐๐ง๐ ๐ข๐ง๐๐๐ซ๐ฌ -๐ป๐๐ ๐บ๐๐๐ ๐๐๐ ๐น๐๐๐๐๐!
Wheels will take gradual damage while driving. Damage is a function of angular velocity and linear acceleration - with acceleration being the larger factor; your wheels will wear slightly faster at higher speeds, and hard acceleration, braking, and cornering will cause rapid wear.
Wear will not occur at low speeds (<20 m/s) and it affects all suspension wheels, including modded!
Rotors and hinges, separated out of AWG's Convenient Weapons Pack (since who wants to download 650MB of armour, explosives, scripts and other faff when you want juicy subgridding equipment?!)
PS: Read rotor descriptions, and be careful of the flat rotors and their inverted offsets!
We want to thank you for your continued work and inspiration. We will be searching, every month, for more great community additions, mods, blocks, builds. scripts, and stories. หcozyspaceengineerscห
Have ideas on how to improve Space Engineers? Leave feedback or cast your vote on the most pressing Space Engineers topics! :desktop: https://support.keenswh.com/spaceengineers
The time has come! The team has been working hard on this update and today, we delivered new blocks, enhanced gameplay mechanics, and a reimagining of warfare in Space Engineers!
Warfare 2: Broadside expands and improves vehicle combat in Space Engineers. We are continually inspired by our incredible community and so we have created this vision of war based on community feedback. Your creations, machinations, mods, stories and visions of the world of Space Engineers helped guide our efforts and deliver one of our biggest updates ever!
The goal of Warfare 2: Broadside is to bring you more fun and engagement with Space Engineers, both on planets and in space. Defending against pirates, boarding a freighter, having a tank battle on a moon, or a breakneck dogfight through the canyons of Pertram, we believe this update will change the way you play.
While war is the theme, we mustnโt forget that this is Space Engineers, and thus โbuilding and creativityโ remains the center of the Space Engineers universe. With this update, we are introducing a series of quality of life improvements as well as entirely new mechanics.
Custom Turret Controller block for subgrid turrets
Projectile Drop; Gravity impacts projectiles, railgun sabots and shells trajectory. Gravity Generators do not have any effect
Large caliber shell physics; shells and Railgun sabots are capable of penetrating several layers of armor
Weapon Damage and Armor rebalanced
Ammunition and Tank Detonations;
Any block that contains ammunition of any type will explode when destroyed by taking damage. The explosion is based on the amount and type of munitions that were inside the inventory
Hydrogen and Oxygen Tanks explode and deal damage based on the amount of fuel left inside of them during the time of their destruction
Hydrogen and Oxygen Tanks no longer lose all fuel upon being damaged below the red line, instead they slowly leak fuel. The fire particle is replaced by smoke when fuel hits 0%
Improved particle effects for bullets, explosions and hit effects
Mod API Improvements
New Custom Start map: Asteroid Armory
New block: Offset Passenger Seat
Increased Beacon range to 200 km, Jump Drives are now able to set Beacons as a jump-target
Community Collaboration We would like to thank you, our community, for your continued support, collaboration and inspiration. You feed our โNeed to Createโ. A very special thank you to:
Darkstar
JTurp
Jakaria
AWG
NinjaPirate
Mexpex
Okim
Klime
Math0424
Whiplash141
Dondelium
Meridius_IX
Gwindalmir
...and so many others that have, and continue to, inspire us with their creativity, ingenuity, and passion.
Mod API Improvements
IMyLargeTurretBase.GetTargetedEntity(): Now returns target grid bounding box center as Position, grid bounding box as the BoundingBox, and the targeted block position as HitPosition
Fixed IMyShipController's MoveIndicator, RollIndicator, and RotationIndicator so that they sync properly. There is no longer a difference in behavior between clients and hosts in multiplayer. This opens up a ton of scripting possibilities!
MyTransparentGeometry IMyBillboard interface
GameLogic additions and the ability to read files from mod folder
Added action for when characters use a consumable item
IMyVoxelMaps Additions
IMyShipDrill is now an IMyShipToolBase
Added Missing Terminal and Controller ModAPI methods
MySync Implementation in ModAPI
Block Weapon Group UI compatibility
Decals ModAPI Changes
GetFatBlocks for ModAPI
Grid Groups
IMYCubeGrid interface to Physics.ApplyDeformation
Fixed IMyLargeTurretBase - Azimuth and Elevation issue
IMyTurretControlBlock | Expose ShootDirection and m_directionBlock to the script API
Interface to CubeGrid.GridSystems.ConveyorSystem PullItem() and PushGenerateItem()
Interface to Grid.GridSystems.ResourceDistributor
Interface to GridSystems.GridPowerStateChanged event for ModAPI
Interface to GridSystems.IsTrash() property
Interface to GridSystems.mterminalSystem* group events
Interface to MyProjectile.GetSurfaceAndMaterial
Missiles detector for ModAPI
MyMissiles and MyMissile ModAPI
MyProjectile and MyProjectiles ModAPI
MyTextureChange whitelist
Projectile detector interface
Animal NPC API Expansions
Interface to GridSystems.m_terminalSystem_* group events
Added INotifyPropertyChanging and INotifyPropertyChanged to whitelist
Mod API Documentation updated
Fixes & Improvements
Fixed crash when toggling Ejector Override power transfer
Fixed infinite joining when attempting connection to an EOS DS
Fixed ability of DLC non-owner to weld up a projection with skins already applied (now it welds without armor skins if not owned)
Fixed animation incorrectly keeping welding pose for male emotes if welder equipped
Fixed Beacons being able to transmit ore locations (they are not supposed to)
Fixed black screen appearing when choosing NO in dialog after attempting to load a save from a newer version
Fixed block name field keeping its cursor position when switching from block with longer name to block with shorter name
Fixed bullets going through voxel and hitting grids inside it
Fixed chat command '/gps share' creating two GPSes (one activated, the other deactivated)
Fixed Corner armor panels being harder to aim at and weld
Fixed desync of predicted ship moving it forward and backward when trying to rotate with Q and E or changing status of dampeners
Fixed displacement of a true full-screen window after alt-tabbing
Fixed DSGUI being unable to create Scenarios directly through Save button
Fixed Experimental check being skipped when joining server through Server Details screen
Fixed F9 (formerly F7, spectator where the position is fixed and character controls are active) behavior when encountering highlightable objects
Fixed factions turning to undiscovered when managing them as an admin with Creative tools enabled
Fixed game stripping off DLC blocks incorrectly when paste merging grid onto existing grid on DS or in Lobby MP
Fixed gamepad aim assist not working
Fixed hit indicator not appearing around the cross-hair in 3rd person view
Fixed inability to regain focus/selection with gamepad after refresh in faction selection part of respawn screen
Fixed inconsistency of gamepad radial menus behavior allowing selection (but not placement) of unowned DLC blocks
Fixed Jump drive being able to jump through an obstacle
Fixed LCD image change interval not working correctly for values close to the update rate (Update10)
Fixed Linux proton mono incompatibility (Linux still not officially supported as a platform, but hopefully fix allows for easier set up now)
Fixed mod.io search not working at times (wildcard search is now available for <=3 characters, otherwise full-text only)
Fixed ModAPI IMyCubeGrid.GasSystem crashing the game when accessed too early
Fixed Oxygen farm incorrectly switching to full production before it updates after reload
Fixed personal rocket launcher firing off into different direction than wanted when crouching
Fixed Safe Zone being disabled on grid being split
Fixed Safe Zone names not being updated for clients after rename and reconnect
Fixed server saving on restart with "Save before restarting" being disabled because auto-save interval >0 was influencing it (moved outside of auto-restart and independent of interval)
Fixed ship tools being able to be engaged twice by combining methods of input
Fixed subgrids or landing gear locked grids taking over control of the grid
Fixed the ability to jump into a natural gravity environment with a jump drive (now jump is prevented)
Fixed thruster flames not being synchronized to others in case grid is a station
Fixed visual duplication of inventory contents caused by incorrect splitting of network messages (new deterministic system introduced)
Fixed wind turbines not checking area around pivot point for atmosphere
Improved ModAPI ability to place voxel maps with rotation and material (procedural and predefined asteroids, newly planets)
Optimized performance of placement check when casting a preview of a massive grid over existing massive grid
Optimized performance when trying to open and handle large amount of inventories
Fixed armor skin getting deleted from blocks in preview by using a line to delete existing ones
Fixed artificial horizon indicator not being present when controlling through remote control
Fixed character ragdoll bones not updating, not syncing and deforming after death
Fixed cloud blueprints not having thumbnails
Fixed collisions for Barred Windows being too thin
Fixed cryo-chamber emissivity when built in atmosphere (used to indicate yellow, not knowing about atmospheric oxygen)
Fixed descriptions for LS and RS actions in gamepad controller schemes
Fixed emissive status of lights not being persistent through save/reload
Fixed faction UI showing info about an already disbanded faction
Fixed female arm clipping through body when aiming down with a rocket launcher
Fixed female arm when holding a rifle
Fixed female rifle stance not being aligned with the cross-hair
Fixed female twisted wrist when holding a launcher whilst crouching
Fixed gamepad hints overlapping with other text under Mods
Fixed gamepad rotation hint axes staying in the world
Fixed grids not rotating smoothly when rotation speed was too low
Fixed idle male + female weapon idle animation (used to move the weapon in random directions, clipping into camera)
Fixed male idle animations with hand tools while flying
Fixed male idle pose with grinder equipped
Fixed male pistol animation when aiming down
Fixed minor art discrepancies on Passages
Fixed mirrored danger stickers on Assembler
Fixed non-block items in Toolbar config drawing description boxes over other parts of UI
Fixed O2/H2 generator not updating processing sounds when work is done
Fixed parachute not being synced to others on DS
Fixed passage block shading
Fixed ragdoll deformation on pushed disconnected clients because of weapon/tool position not updating
Fixed Safe Zone block collision being only a cylinder
Fixed Show all players admin option pointing out NPCs as well (now shows only players in sync distance for clients on DS and MP, MP host sees much further)
Fixed Small Light Armor Corner having an invisible edge in construction stages
Fixed static hints for entering/exiting symmetry setup
Fixed Target dummy missing control panel highlight on Low and Medium graphics
Fixed tooltip for button "Open in workshop" under Mods
Fixed tooltip for Custom data button
Fixed tooltip for Refresh button in Entity list
Fixed tooltip typo for Show antenna range under Terminal>Info
Fixed Turret control HUD not appearing after reconnecting/reloading while controlling a turret
Fixed weather temperature info not being consistent with HUD temperature readings
Fixed Z-fighting on kitchen block
Fixed Z-fighting on the sci-fi bar counter
Fixed visible line break in message when Jump drive jump has been truncated
Fixed Advanced Gamepad control Help for Camera zoom
Fixed capitalization for several items in Toolbar config
Fixed Decoy description text to also inform about lightning
Fixed Direct connect textbox tooltip to also include mention of hostname
Fixed DLC Icons overlapping loading screen tips and quotes texts
Fixed DSGUI save tooltip not updating after list refresh
Fixed Emotes being available in Cryo chamber
Fixed horizontal rotation movement of character not being precise/smooth enough for aiming
Fixed non-descript tooltip for the optional Scripter role on DS
Fixed shortened faction information in Online Players screen by adding a tooltip
Fixed symbol 1 block in Sparks of the Future shuttle being upside down
Fixed the ability to bind several actions to single key in controls (now one binding per key)
Fixed the ability to have negative number Trash removal values
Fixed tooltip on Continue button after last playing Uranium Heist
Fixed tooltip on Enable area interaction
Fixed wording on message when client lost connection to the server, but server was still running
Support Site Fixes
Fixed a crash in Cutscene editor
Fixed a crash when setting Piston velocity to NaN
Fixed a freeze in physics when using hinges at the border of a Safe Zone
Fixed ability to remove online seated players by deleting grids which resulted in a crash
Fixed game freezing on world unload when playing in offline mode
Fixed game freezing when using a build planner to withdraw many components from a very complex system
Fixed ability to bomb grids by accelerating unfinished blocks
Fixed access to unowned blocks on otherwise shared grid for Faction members (same faction members can now access)
Fixed an error when publishing and re-publishing blueprints
Fixed armor deformation causing damage to surrounding blocks
Fixed assembler queue continuing production visually when block turned off
Fixed atmospheric thruster override slider being focused, selected and moved when using D-pad to change focus between panes
Fixed AvailableEffects not restricting the list of effects when modding Exhaust Pipe blocks
Fixed beacon signal disappearing after grid split even when still powered and enabled
Fixed behavior when joining a server after connecting to the internet from Steam offline
Fixed bottle fill levels not being synced to clients after auto-refill in hydrogen tanks
Fixed build planner shortcuts not working with Freight blocks
Fixed changes to block groups not propagating to the server properly
Fixed character stats not updating on modded suit change
Fixed Collision avoidance function of auto-pilot reacting to projections
Fixed Convert to Station disable for worlds on DS not having any effect
Fixed conveyor system not updating properly when using subgrids to convey resources on the same grid and breaking connection
Fixed cylindrical conveyors being airtight
Fixed dampeners on hydrogen thrusters not compensating for additional mass attached by a landing gear
Fixed delay in start of Hydrogen engine functionality (filling up and producing)
Fixed DS performance when drilling from cockpit using drills as active tools as opposed to direct on/off
Fixed explosive behavior when combining drills and hinges on a wheeled vehicle
Fixed Export model feature causing freeze when Ctrl was rebound to ship movement (like thruster down)
Fixed Gate block doors having collisions outside of bounding block, preventing closing when block embeded in blocks
Fixed Gatling Gun drawing power when turned off
Fixed hidden and hard-coded Jump drive charge power efficiency (80%) by exposing it to SBC and to detail info
Fixed Hydrogen tanks causing too high of a network load (made them update only when change is significant)
Fixed IMyShipMergeBlock.IsConnected returning whether the connecting is happening (now returns connected status)
Fixed inability to create a new scenario using a saved world in VST
Fixed inability to select modded characters in Medbay Character customization screen on DS
Fixed incorrect max required input readout for Hydrogen thruster
Fixed inverted controls setting for gamepad not being persistent
Fixed items in a block group not being interactive beyond first row in Toolbar config right-most tab
Fixed jetpack consumption rate not updating after changing environment from planetary to space
Fixed jump drive visual countdown (particles, sounds, etc...) not getting stopped when jump manually stopped
Fixed Jump drives not ignoring its own grid's sub-grids
Fixed LCD image change interval not working on DS with heavy usage (like Keen EU)
Fixed Light offset going in the wrong direction
Fixed lightning striking underground
Fixed lights flickering when near the limit of available light sources (new graphics setting of max lights in a radius around you)
Fixed misinformative tooltip for Enable respawn ships Advanced world setting
Fixed ModAPI not having access to RaiseBeforeDamageApplied/RaiseAfterDamageApplied
Fixed ModAPI not having read access to DLC status of blocks
Fixed ModAPI ScreenArea no longer being whitelisted
Fixed overflow in maximum grid mass by capping it
Fixed overriden Hydrogen thrusters consuming fuel even when turned off
Fixed oxygen not extending all the way down into canyons on planets
Fixed performance in safety detach checks for mechanical blocks
Fixed persistency of modded faction logos
Fixed projector drawing power even when turned off or unfinished
Fixed projector not getting reselected in terminal after loading in a projection blueprint
Fixed scrolling when scrollable list is focused
Fixed see-through middle barrel for Large grid rocket launcher block
Fixed Sensors not detecting characters when seated
Fixed Share inertia tensor option visibility being overridden incorrectly, making it disappear for certain mod and vanilla situations
Fixed Show connected/interacted inventories not being persistent
Fixed Solar panels working even if planet obscured vision of the sun
Fixed sounds played by Host through sound block in MP Lobby not being synchronized to Clients
Fixed tool skins changed in main menu not persisting into worlds
Fixed turned off and misaligned merge blocks causing a split even when not being part of a successful merge connection
Fixed turret settings not being synchronized to the server
Fixed turrets not targeting characters hidden behind embrasures
Fixed turrets still shooting at long detonated missiles
Fixed Whiplash's turret based radar script not working properly on DS
Fixed Xbox players not receiving achievement for finishing Frostbite
Fixed a hole in Small Sci-Fi atmospheric thruster on distant LoD
Fixed a typo in hinge block description
Fixed a visual hole in the top of an extended Small piston base
Fixed admin screen being accessible for Character screen
Fixed bathroom LoDs changing inconsistently
Fixed constant large grid ship sounds from occurring when all connected grids add up to over 500tons of mass
Fixed default block names not being translated to chosen localization for the observer (renamed blocks are not localized this way)
Fixed Enable autorespawn typo in advanced world settings
Fixed exhaust particles appearing larger at a distance
Fixed faction changes moving the faction screen for others
Fixed flickering on base of Antenna model
Fixed Gatling Turrets shooting lower than where the crosshair is (without planetary gravity affecting it)
Fixed heart sticker on the interior of a small industrial cockpit
Fixed Heavy armor sloped corner block not applying SciFi armor skin
Fixed missing chrome material on Large Hydrogen Thruster, Conveyor Junction and Conveyor Sorter
Fixed missing H key on keyboard texture
Fixed missing LoD0 for 1x2 Inv Window
Fixed missing workshop thumbnails for in-game Scripts
Fixed projection of a Gatling Turret splitting in two
Fixed red highlight in component window when welding with not enough components also appearing for the next block
Fixed Sci-Fi One Button Terminal button not turning yellow when action is assigned
Fixed script editor character count and "Too long" warning overlapping
Fixed small air vent not having any emissive indicators
Fixed small grid blast door edge not accepting armor skins
Fixed top mountpoint being available for small industrial cockpit
Fixed UI of welding/grinding info breaking upon cycling the visibility of the UI
Fixed veteran suit being emissive (not emissive now)
Fixed visual issues on 5x5 Offroad wheel
Fixed visual issues on Beam block
Fixed visual issues on Conveyor Pipes
Fixed visual issues on Industrial Hydrogen Tank
Fixed visual issues on Large Solar Panel
Fixed visual issues on Small Solar Panel
Fixed visual issues on Window Wall Left
Fixed visual issues on Window Wall Right
Fixed visual issues on Window Wall Center
Fixed Z-fighting on Dispenser
Fixed Z-fighting on Small Ship welders
Fixed zombie helmet being emissive (not emissive now)
Fixed a typo in loading screen tip about faction chat
Fixed access being possible from cryo-chamber
Fixed blast door block description
Fixed component imbalance of small and large conveyor junctions
Fixed First colonist faction being hostile to economy factions by default
Fixed formatting of hydrogen tank max capacity detail info
Fixed inconsistencies in integrity of specific Heavy and Light armor blocks
Fixed inconsistency in the initial charge of a small grid small battery
Fixed inventories in terminal not being sorted alphanumerically
Fixed missing Font category on the workshop
Fixed missing front mount points on Vertical windows
Fixed missing mount points on Corner firewall
Fixed modded radial menu pages not being numbered correctly
Fixed Rotation light not having any units of measurement for the rotation speed (now in RPM in detail info)