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.
This script is designed for automatic and semi-automatic control of "Airplanes" - grids with wings (e.g. Plane Parts) and a single thrust vector (i.e. all thrusters facing the same direction).
Simply put, for airplanes in the usual sense of the term. BUT! It can work with regular ships too, they'll just act like airplanes.
Do you enjoy Rocket League? Are you also an avid Space Engineers enjoyer? Well come along to Engineer League, a functional 0 gravity version of RL within SE!
TIO engineers have been hard at work designing a variety of heavier weapons. Many TIO warships were simply lacking in the much needed firepower to counter growing threats in the system.
After many years of R&D, a number of battleship weapons were designed for the military.
This mod adds 9 unique blocks for both large grid and small grid, 25 new block models with animations, LODs and BS models, majority of them are thrusters.
The repulsorlift engine is an anti-gravity technology created from subnuclear "knots" of space-time made by enormous unmanned power refineries encompassing black holes.
Repulsorlift engines have great power but can only accelerate up to a speed of 25m/s.
Hi everyone! I present to you playable SE chess! Currently it's a design that uses a 10x20 small grid space, but for your convenience I also attached a large grid to it.
I hope this chess set will make a great addition to your ship/world/server.
It's an exciting moment as we introduce you to the latest evolution in the world of Space Engineers - the Warfare Evolution update. Our first update that is released simultaneously on 3 different platforms - Steam, Xbox and now also on PlayStation!
Among the highlights of this free update is the experimental PvP Scenario: Space Standoff, setting the stage for epic confrontations that will test your strategic prowess and combat skills. But that's not all - brace for sweeping Performance, AI and Combat Improvements and Quality of Life (QOL) tweaks that will enhance your overall gameplay experience.
This new PVP scenario will not only provide a new way to experience Space Engineers, but will change and evolve over time as a permanent addition to our Keen hosted, and Community run, Dedicated servers.
Apart of this free update we are also unveiling the Decorative Pack #3. We're thrilled to present 60+ new decorative blocks that will empower your creativity and allow you to bring unique aesthetics to your creations.
Fixed a crash when removing an offensive block and placing a different block mid combat
Fixed a crash when repeatedly trying to join a modded lobby without consenting to mod.io on Xbox
Fixed a crash when the Customize character UI got into invalid state where multiple skins were selected at the same time
Fixed an issue where "Always aim at sun" Custom Turret Controller setting would get ignored after server restart
Fixed an issue where 1st person camera would be forced when 3rd person camera was in position occluded by a block/grid space, but not actually occluded by a model
Fixed an issue where 5x5 wheel suspensions would detach upon grid update because of missing mountpoints on the sides
Fixed an issue where a drone would continue fleeing even after changing "Flee trigger" from Always to Never
Fixed an issue where a drone would miss the target with Target Prediction mode enabled
Fixed an issue where a drone would not "Follow home" if originally created within min/max distance of said home and repasted outside of that distance
Fixed an issue where a World could not be saved if the name of the save contained space at the end
Fixed an issue where Admin Screen Entity List section would always show your own character instead of the one selected
Fixed an issue where Advanced Controller Help screen section would show incorrect controls for adjusting Spectator Speed
Fixed an issue where AI Defensive (Combat) block's detailed info would not update on a DS
Fixed an issue where AI Defensive (Combat) block's flee behavior would get disrupted because it failed to load a list of saved GPSes
Fixed an issue where AI Defensive (Combat) block's Flee behavior would not dynamically react to Flee waypoint slider adjustment
Fixed an issue where AI Defensive (Combat) block's flee waypoint would not match the size set by the Flee waypoint slider
Fixed an issue where AI Move - Flight block stopped Autopilot when Offensive Block's Circle/Orbit behavior was disabled
Fixed an issue where AI Offensive (Combat) block would keep trying to fire it's assigned weapons even when AI Move block was disabled and grid could no longer aim
Fixed an issue where AI Offensive (Combat) block's Hit and Run nominal weapon selection would not be determined by same facing as active Flight block facing
Fixed an issue where AI Offensive (Combat) would show errors for weapons on sub-grids not facing in forward direction
Fixed an issue where AI Task - Basic block's detailed info would not update when Follow Me behavior stopped due to character death
Fixed an issue where an Emotion Controller in a damaged status would still continue displaying emotes
Fixed an issue where an Event Controller emissivity would not be updated properly when the block turned itself off
Fixed an issue where Atmospheric thruster blades would reset and stop spinning upon recolor/reskin
Fixed an issue where block description could not be scrolled inside Radial menu with a controller
Fixed an issue where braking (space) would not be possible when driving a rover through the Custom Turret Controller
Fixed an issue where Circle/Orbit behavior would lose track of its target
Fixed an issue where Cockpit control hints would not change with method of input (KB+M, controller)
Fixed an issue where controller toolbar UI would still show values for previously visible pages
Fixed an issue where corners of Laser Antenna block would react to sunlight by darkening
Fixed an issue where Custom Turret Controller's terminal options would not (dis)appear reliably based on other settings
Fixed an issue where distant voxel textures were not defined for some materials, causing empty spots at a distance (Pertam, Triton, asteroids)
Fixed an issue where Emotion Controller would not display Online text on it's LCD when powered
Fixed an issue where Emotion Controller would not register as Online if built in survival on a grid with a Battery as sole available power source
Fixed an issue where Emotion Controller's Selected textures would duplicate when attempting to multi-select Available LCDs
Fixed an issue where Enable idle movement terminal toggle would be be missing on DS
Fixed an issue where Event Controller's Available Blocks list scroll bar would not adjust when using Search, hiding the results if previously scrolled down
Fixed an issue where Event Controller's detailed info would not update when tracked block was removed from the list
Fixed an issue where Freight boxes were not paintable once placed because of their interactive part covering the whole block, now only the lid is interactive
Fixed an issue where incorrect voxel materials would be present on a pasted planet on Xbox
Fixed an issue where Industrial Cockpit LCDs would appear black from the outside on lower graphics settings
Fixed an issue where Landing gears and Hangar doors would show flickering textures (Z-fighting)
Fixed an issue where Loop timer setting for a Sound block would get ignored on DS when the block was triggered by another block
Fixed an issue where Missile flame animation would have a square shape
Fixed an issue where movement input would stuck while controlling a turret on a vehicle
Fixed an issue where Natural Gravity Changed event would report Event Controller detail info Input: value as zero whenever the Condition or slider were adjusted
Fixed an issue where other blocks could be attached to Centered Panel blocks without actually touching them physically
Fixed an issue where player was kicked from server for trying to paste a blueprint with a script which was running previously and already contained null values in the BP
Fixed an issue where power usage would get misreported on DS when Autopilot is controlling the grid
Fixed an issue where Replay tool would cause save file bloat in other subsequently loaded and resaved worlds (remove entire EntityReplayData element from your savefile if affected)
Fixed an issue where setting piston maximum distance to 0 would show up in Event Controller detailed info as NaN
Fixed an issue where sides of Warfare Battery block would contained stretched triangles
Fixed an issue where Speedometer would not update when controlling grid through Custom Turret Controller
Fixed an issue where terminal actions and controls would not generate when using a mod
Fixed an issue where the caret in multiline texts would get more imprecise the longer the message
Fixed an issue where the Ship drill block's drill head would reset its position upon recolor/reskin
Fixed an issue where two dialogs would be present, overlapping each other when joining a server and downloading mods (now only one is present at a time)
Fixed an issue where UV textures were stretched on the Large Gate block
Fixed an issue where Voice chat of Player A would be transmitted over enemy Player B's antenna. Enemy antennas now cannot be used for Voice transmission
Fixed an issue where Voice chat of Player A would not be transmitted over Neutral antenna. Neutral antennas are now usable by all for Voice transmission
Fixed an issue where Voice chat of Player A would not be transmitted over Player A's antenna to enemy Player B. Friendly antennas can now be used to broadcast your Voice transmission to all in range
Fixed an issue where voxel materials would not unload properly when changing between Quality settings, causing incorrect materials to appear
Fixed an issue where voxel quality would get stuck on low when loading a planet world after a space world
Fixed an issue where Warfare Ion Thruster would not mirror correctly when using mirror mode placement
Fixed an issue where waypoint actions would trigger even when the waypoint was skipped (for example when unreachable)
Support Site Fixes
Fixed a crash when AI Recorder executes Jump drive Jump action at waypoint without character present. Jump action is now not available to AI
Fixed an issue where a drone would crash into other grids even with Collision Avoidance enabled
Fixed an issue where a drone would hesitate to fire at a static grid
Fixed an issue where a Turret on a subgrid would not aim in the same direction after being rewelded from construction stage
Fixed an issue where a world would get corrupted when Emotion Controller displayed Emotes onto not yet initialized LCDs at time of save
Fixed an issue where a world would get corrupted when saving after destroying a pirate base antenna/beacon
Fixed an issue where Access Panels were not colorable
Fixed an issue where achievements tied to the Never Surrender scenario waves were awarded at slightly incorrect wave numbers
Fixed an issue where AI blocks would not target non-player characters (Saberoids and Wolves)
Fixed an issue where AI Recorder waypoints would get renamed when Reverse Order action happened
Fixed an issue where Air Vent Fan would stop spinning after being rewelded
Fixed an issue where Audio emitter pool would not get cleaned up properly, resulting in incorrect sounds being played at times
Fixed an issue where Autocanons on a subgrid would appear to be shooting only from one spot after recoloring
Fixed an issue where Custom Turret Controller Always aim at sun would not appear when reference Camera is selected earlier than rotor/hinge
Fixed an issue where Custom Turret Controller turrets would not fire until regular Turret was present on the grid
Fixed an issue where Dead Drop Arena would not start and all ships would explode due to missing ownership setting
Fixed an issue where Event Controller Connector is ready to lock event would not trigger when false
Fixed an issue where Heat Vent power dependency would freeze the game
Fixed an issue where icons for blocks without the desired grid size of a variant would show up. Now it shows up as N/A when not available in that size
Fixed an issue where it would not be possible to directly control turrets while also controlling the grid remotely
Fixed an issue where it would not be possible to walk through a Willis Duct Ramp block with mag boots
Fixed an issue where Left and Right small grid 3x3 Offroad wheels had inconsistent dimensions of bounding boxes between each other
Fixed an issue where MyDataReceiver.UpdateBroadcastersInRange was allocating excess memory
Fixed an issue where MyDefinitionId.ToString was not as optimized as it could be
Fixed an issue where MyLargeTurretTargettingSystem was allocating excess memory
Fixed an issue where O2/H2 Generator would fill/not fill bottles if they were not in specific order in the inventory
Fixed an issue where Ore Detector block range slider would reset on a DS after leaving and coming back into sync range
Fixed an issue where Pipeworks blocks and Sci-fi Interior walls would not mirror correctly when using mirror mode placement
Fixed an issue where Saberoid inventory would not have a set limit
Fixed an issue where searching for Thrusters by direction in a terminal would fail
Fixed an issue where Searchlight would not track the target smoothly in multiplayer
Fixed an issue where Sensor block would inaccurately detect characters sitting in cockpits (same grid/other grid, ship/station)
Fixed an issue where Sensors would not be able to accurately detect planet voxels
Fixed an issue where Sensors would not detect a character in a cockpit specifically on planets
Fixed an issue where Spotlight radius value was not correctly synchronized to others through the server
Fixed an issue where subgrids would begin to float away when adding/removing blocks to a grid with a lot of subgrids
Fixed an issue where the first item from an inventory could not be thrown out when using a controller
Fixed an issue where thruster sound would not stop playing when converting a ship to a station
Fixed an issue where turrets would not focus target grids which were connected mechanically to other grids
Fixed an issue where voxel collisions would disappear at certain spots of a planet after save and reload
Fixed an issue where worlds could not be saved when there were changes to boulders with long names as path name would be too long
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.
After years of study and R&D the monolith mystery has been discovered to allow one to transport instantly across vast distances and now we are able to recreate the material of the monolith and create gateways.
In the distant star systems, humans formed colonies and factions independent from Earth. The United Colonies of Agaris, once a beacon of liberty in the Ares System, fell into darkness.
Seizing the opportunity, the Gold Corporation rose to supremacy. Its fleets, armed by the Result Oriented Sciences, scattered foes before them...
Have you always wanted to race through a voxel world with a hover speeder? The time has come!
Drive through different biomes like desert, forest, craters, underground caves and mountains. Compete with up to 11 other players or chase your own best time.
If you want to modify, please pay attention to the thruster thrust difference shown in the preview, and modify the leg rotor/overclocker/thruster, which will affect the action of the mech.
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.
This mod helps you with building and maintaining your grids by highlighting blocks directly in the game world, which deviate from the projected blueprint.
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.
This mod gives players and admins the power to add, remove, and modify ores present on each planet. It supports vanilla and modded planets and ores.
It uses a tunable algorithm to determine how much or little of an ore spawns on a planet, as well as the depth at which it spawns and the size of the deposits.
Welcome to the future of Power this mod designed with the animation engine to bring you new powerful power supplies that are also animated to give your builds some more life.
“Welcome aboard the Soraia, your last stop before the big leagues!”
You have spent the last half year of your combat pilot training aboard the patrol carrier AICN Soraia and are just about done with your tour when things go south.
Deadline for submissions: Sunday, August 20th, 2023
Create and submit Space Engineers inspired music tracks for your chance to have them implemented into the game via the sound block and jukebox! Winners will also receive additional prizes in the form of steam/merch gift cards, game/DLC keys and engineer skin sets.
The top 10 entries will be chosen by the KeenSWH team.
The winners will be announced on the 10 Year Anniversary celebration livestream with Marek and Karel Antonin (music composer of Space Engineers) on Saturday, September 9th, 2023
Hello Engineers!
We are excited to announce another Sounds of Space Engineers Competition, this time as part of the game’s 10 Year Anniversary celebrations!
Have you got some musical skill and a passion for the stars? This competition gives you the chance to have a music track inspired by Space Engineers that you create featured in the game itself. The winning entries will be implemented via the sound block and jukebox. On top of this, winners will also receive steam/merch gift cards, game/DLC keys, and engineer skin sets.
Your entry could evoke classic vibes of the game, or be a truly original take on it! It could be slower or faster, dramatic or relaxed, as we know gameplay in Space Engineers can vary greatly.
We can’t wait to see the musical masterpieces that you create. Good luck!
HOW TO SUBMIT
Please submit your entries to community@keenswh.com with the subject line: Sounds of Space Engineers - Competition Entry
Entries must be submitted in MP3 or WAV format. You can submit your music via Google drive links.
Each contestant can submit as many entries as they like, but each contestant can only win once.
Minimum score length is 60 seconds and the maximum length is 5 minutes.
Submissions that contain “sampled ” or be derivative work must include references to the original work.
Do not use any copyrighted material in your music. If you do use copyrighted material in your music track, make sure you have permission to use it or you're the owner of the copyrighted material.
Make sure that you read the rules carefully, so you know all of the contest guidelines before creating your musical score!
EVALUATION & RESULTS
There will be a 12 week period for submissions, beginning Thursday, May 18th, 2023 and concluding Sunday, August 20th, 2023.
During the 4 weeks following this period, we will review all submissions to ensure quality and that the rules have been adhered to. From the eligible entries, we will choose 10 winners.
The winners will be announced on Saturday, September 9th, 2023.
PRIZES
The winning tracks will be permanently uploaded to our YouTube Channel as individual videos or as a compilation.
Winners will receive a $100 Steam or merch gift card (for use on Zazzle), a copy of Space Engineers Ultimate Edition, and 10 skin sets.
The winning music tracks will be available in-game via the sound block and jukebox. *Please note: this is subject to the artistic vision of Keen Software House. Additionally, the authors of the tracks consent to having their submission added to the game when entering this competition.
SPACE ENGINEERS MUSIC COMPETITION TERMS AND CONDITIONS
NO PURCHASE IS NECESSARY TO ENTER OR WIN. A PURCHASE DOES NOT INCREASE THE CHANCES OF WINNING.
RULES & LEGAL
Eligibility: This Campaign is open only to those who are 13 years of age or older as of the date of entry. The Campaign is open to legal residents of any country or state, and is void where prohibited by law. The Campaign is subject to all applicable federal, state, and local laws and regulations. Void where prohibited.
Agreement to Rules: By participating, the Contestant (“You”) agree to be fully unconditionally bound by these Rules, and You represent and warrant that You meet the eligibility requirements. In addition, You agree to accept the decisions of Keen Software House as final and binding as it relates to the content of this Campaign.
Campaign Period: Entries will be accepted online starting on 18/05/2023, 15:00 UTC +1 and ending 20/08/2023, 23:59 UTC +1. All online entries must be received by 20/08/2023, 23:59 UTC+1. The winners will be announced on 09/09/2023, 18:00 UTC +1.
How to Enter: The Campaign must be entered by submitting an entry to the email address community@keenswh.com. The entry must fulfill all Campaign requirements, as specified, to be eligible. Entries that are incomplete or do not adhere to the rules or specifications may be disqualified at the sole discretion of Keen Software House.
General guidelines: Entries must be submitted in MP3 or WAV format, and contain a title. Each contestant can submit as many entries as they like, but each contestant can only win once. Minimum length for an entry is 60 seconds and the maximum length for an entry is five minutes. Entries must reflect the theme of the contest: Space Engineers. Keen Software House will automatically be granted the right to use and modify any and all entries for any and all purposes, whether or not the entrant is declared a winner.
Prizes: The Winner(s) of the Campaign (the “Winner”) will have their music track(s) added to the Space Engineers YouTube Channel, and in-game via the sound block and jukebox. The specifics of the prize shall be solely determined by Keen Software House. The prize is non transferable. Any and all prize-related expenses, including without limitation any and all federal, state, and/or local taxes, shall be the sole responsibility of the Winner. No substitution of prize or transfer/assignment of prize to others or request for the cash equivalent by Winner is permitted. Acceptance of prize constitutes permission for Keen Software House to use and or/modify Winner’s name, likeness, and entry for purposes of advertising and trade, on the Keen Software House website and social media accounts, and in Keen Software House games, without further compensation.
Marek Rosa (CEO, Creative Director, Founder of Keen Software House), Vladislav Polgar, Karel Antonin, Joel Wilcox, and Erin Truitt will officially carry out the duties of Winner Selection and Notification: Winners will be selected by Marek Rosa, Vladislav Polgar, Karel Antonin, Joel Wilcox, and Erin Truitt. Three winners will be notified via email at the end date of the contest. Keen Software House shall have no liability for any Entrant’s or Winner’s failure to receive notices due to spam, junk e-mail or other security settings or for Winner’s provision of incorrect or otherwise non-functioning contact information. If Winner cannot be contacted, is ineligible, fails to acknowledge the prize, or fails to timely return a completed and executed declaration and release as required, the prize may be forfeited and an alternate Winner selected, or Keen Software House will automatically be granted the right to use and modify the entry for all purposes. Receipt by Winner of the prize offered in this Campaign is conditioned upon compliance with any and all federal, state, and local laws and regulations. ANY VIOLATION OF THESE OFFICIAL RULES BY WINNER (AT KEEN SOFTWARE HOUSE’S SOLE DISCRETION) WILL RESULT IN WINNER’S DISQUALIFICATION AS WINNER OF THE CAMPAIGN, AND ALL PRIVILEGES AS WINNER WILL BE IMMEDIATELY TERMINATED.
Rights Granted by You: By entering this content (e.g., photo, video, audio, text, etc.), You understand and agree that Keen Software House, acting on behalf of Keen Software House and Keen Software House’s licensees, successors, and assigns, shall have the right, where permitted by law, to print, publish, broadcast, distribute, and use in any media now known or hereafter developed, in perpetuity and throughout the World, without limitation, your entry, name, portrait, picture, voice, likeness, image, statements about the Campaign, and biographical information for news, publicity, information, trade, advertising, public relations, and promotional purposes without any further compensation, notice, review, or consent. By entering this content, You represent and warrant that your entry is an original work of authorship, and does not violate any third party’s proprietary or intellectual property rights. If your entry infringes upon the intellectual property right of another, You will be disqualified at the sole discretion of Keen Software House. If the content of your entry is claimed to constitute infringement of any proprietary or intellectual proprietary rights of any third party, You shall, at your sole expense, defend or settle against such claims. You shall indemnify, defend, and hold harmless Keen Software House from and against any suit, proceeding, claims, liability, loss, damage, costs or expense, which Keen Software House may incur, suffer, or be required to pay arising out of such infringement or suspected infringement of any third party’s right.
Terms & Conditions: Keen Software House reserves the right, in its sole discretion, to cancel, terminate, modify or suspend the Campaign should virus, bug, non-authorized human intervention, fraud, or other cause beyond Keen Software House’s control corrupt or affect the administration, security, fairness, or proper conduct of the Campaign. In such a case, Keen Software House may select the Winner from all eligible entries received prior to and/or after (if appropriate) the action taken by Keen Software House. Keen Software House reserves the right, in its sole discretion, to disqualify any individual who tampers or attempts to tamper with the entry process or the operation of the Campaign or website or violates these Terms & Conditions. Keen Software House has the right, in its sole discretion, to maintain the integrity of the Campaign, to void votes for any reason, including, but not limited to: multiple entries from the same user from different IP addresses; multiple entries from the same computer in excess of that allowed by Campaign rules; or the use of bots, macros, scripts, or other technical means for entering. Any attempt by an entrant to deliberately damage any website or undermine the legitimate operation of the Campaign may be a violation of criminal and civil laws. Should such an attempt be made Keen Software House reserves the right to seek damages to the fullest extent permitted by law.
Limitation of Liability: By entering, You agree to release and hold harmless Keen Software House and its subsidiaries, affiliates, advertising and promotion agencies, partners, representatives, agents, successors, assigns, employees, officers, and directors from any liability, illness, injury, death, loss, litigation, claim, or damage that may occur, directly or indirectly, whether caused by negligence or not, from: (i) such entrant’s participation in the Campaign and/or his/her acceptance, possession, use, or misuse of any prize or any portion thereof; (ii) technical failures of any kind, including but not limited to the malfunction of any computer, cable, network, hardware, or software, or other mechanical equipment; (iii) the unavailability or inaccessibility of any transmissions, telephone, or Internet service; (iv) unauthorized human intervention in any part of the entry process or the Promotion; (v) electronic or human error in the administration of the Promotion or the processing of entries.
Disputes: THIS Campaign IS GOVERNED BY THE LAWS OF THE CZECH REPUBLIC, WITHOUT RESPECT TO CONFLICT OF LAW DOCTRINES. As a condition of participating in this Campaign, the participant agrees that any and all disputes that cannot be resolved between the parties, and causes of action arising out of or connected with this Campaign, shall be resolved individually, without resort to any form of class action, exclusively before a court located in the Czech Republic having jurisdiction. Further, in any such dispute, under no circumstances shall participant be permitted to obtain awards for, and hereby waives all rights to, punitive, incidental, or consequential damages, including reasonable attorney’s fees, other than participant’s actual out-of-pocket expenses (i.e. costs associated with entering this Campaign). Participant further waives all rights to have damages multiplied or increased.
Sponsor: The Sponsor of the Campaign is Keen Software House, located in Prague, Czech Republic.
The Campaign hosted by Keen Software House is in no way sponsored, endorsed, administered by, or associated with Facebook.
By submitting an entry, You, the Contestant, have affirmatively reviewed, accepted, and agreed to all of the Official Rules.
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.
Trade Operators Coalition adds several Economy-Driven Neutral NPC Grid Encounters to your game. This includes Space and Planetary Cargo Ships, and Planetary Installations.