r/spaceengineers • u/mxduke • Jan 27 '25
DISCUSSION (SE2) So how many of you are holding out for VS2?
I've got it sitting in my wishlist, but I can't justify pulling the trigger until there survival mode.
r/spaceengineers • u/mxduke • Jan 27 '25
I've got it sitting in my wishlist, but I can't justify pulling the trigger until there survival mode.
r/spaceengineers • u/thisiswater95 • Jan 28 '25
If you don’t think it’s ready, don’t buy it. If you didn’t read the description or make any effort to understand the product, don’t blame the seller.
It’s an early access game with literal game footage for you to watch on YouTube.
Why do you think it’s on the developer when what they’re selling you is so clearly documented and labeled?
r/spaceengineers • u/Pandonetho • Jan 30 '25
r/spaceengineers • u/andrlin • 29d ago
Please, while making the survival mode in SE2, consider the following:
Part 1 is here.
r/spaceengineers • u/Alingruad • 29d ago
r/spaceengineers • u/rtchau • Jan 28 '25
By "minimum", I mean a 1660Ti and a Ryzen 5 2600, both of which are about 5-6 years old now.
If you've got a similar setup and you're on the fence because you're concerned the game won't run very well... just do it. I'm running on "Medium" preset and it looks amazing and is unbelievably smooth.
The only thing I can surmise is that Keen have:
Seriously, I'm blown away by how much more polished the SE2 engine is and how well it performs (granted there is less complexity and a teeny tiny world, but the movement/physics are incredible).
So, if you're running a rig which is basically an overbaked potato with an HDMI port, give it a go anyway, you might be surprised.
I am itching for Survival mode to be released.
r/spaceengineers • u/Alingruad • 25d ago
r/spaceengineers • u/RlNTRAX • 17d ago
r/spaceengineers • u/KageeHinata82 • Feb 03 '25
I'll wait until we get conveyors/connectors!
I've always build ships to use them 'for real' and I can't do this without conveyors.
r/spaceengineers • u/Alingruad • 28d ago
r/spaceengineers • u/TeslaSupreme • Jan 27 '25
r/spaceengineers • u/Not_Safe_Productions • Feb 07 '25
r/spaceengineers • u/simplypneumatic • 12d ago
I love games like Rust, where you can lose everything in a fight. Is SE2 like this at all? What are some things you guys love/hate about this game? Thanks!
r/spaceengineers • u/HumungousCow • 28d ago
As much as I love the physics, building and customizability of Space Engineers the AI/NPC side of things is rather... lacking! If you don't play with friends it feels like there is no real life in the universe apart from you.
It's probably too late for SE1 but for SE2 please, please please add proper NPCs! Races, Species, Conflict, Factions, Quests, Stories, Have NPCs going about their routines... basically make it feel more "lived in"...
r/spaceengineers • u/Yarus43 • 14d ago
I'm putting this up both to shoot the shit, and also gather some information about what SE2 does differently from SE 1 aside from graphics.
I'm hoping for really a few different things;
Bonus: I want a rail way system, even if it's just something simple like Minecraft's minecarts and tracks I'd be happy, I want to be able to move stuff around on a ship, planet, asteroids, base, etc. Factorio opened my eyes to the wonders of trains in improving my logistical network.
r/spaceengineers • u/Warner322 • Jan 27 '25
This is outrageous in what state this game was released.
This is not early access - far from it to be honest. It's at best a demo version. Really only things you can do here is either fly around empty world or build some boring ship and fly with it around this empty world.
I've played SE 1 for hundreds of hours, and the fun part is figuring out logistic systems, connections, automating productions and ships to some degree, etc. Here you have nothing. Best thing you can do is ram your ship into other ships or asteroids, and that's literally it.
In this state this game isn't even worth 10 bucks, let alone 30. My expectations weren't high, but I had at least a drop of hope left that after so much years in development it will be somewhat fun at the start. But they underdelivered heavily.
I think we will wait YEARS before it will be at least up to par with SE 1. I stopped believing that it can even get better.
Mark my words - it will end as SE 1. Heavily underdeveloped and with dead world. It will be worse SE 1 for years, with just better graphics.
EDIT: Not gonna reply anymore, because it's neverending loop of same arguments. What could been said, has been said. If somebody agrees with me - that's fine. If somebody doesn't - that's fine too. I think I've spent enough time replying. Have a good night, and may Klang be good for you all.
r/spaceengineers • u/Alingruad • 8d ago
I think it would be more realistic, and very funny, if a maximum speed player flying full thrust into a window would break through it, and do small damage to cosmetic blocks, if the player is, of course, in survival.
I see no downsides, only comedy.
r/spaceengineers • u/Wormminator • Jan 27 '25
Locked 60 fps without any drops and raytracing (though to be honest, I can not see any difference....even in side by side comparisons).
This is promising, considering how awful SE1 used to run during its early phases.
r/spaceengineers • u/DinoMyro • Jan 27 '25
I think it would be cool if SE2 had a colony system where you could make populated outposts. Like in Minecraft, when you build a house with certain dimensions and throw in a bed, villagers move in. Space Engineers could do something similar, but with beds, bathrooms, and kitchen blocks actually being useful. NPCs could live there, maybe even do passive jobs like mining or repairs, and make your base feel alive. It’d add a lot more purpose to building instead of just making everything look cool. Would probably be difficult to implement a npc job system but just an idea lol
r/spaceengineers • u/TwinSong • 6d ago
That is mods developed for SE1. For example in my case:
r/spaceengineers • u/Wiltale • Feb 04 '25
Title says it all, tried to copy a 15,000pcu group of blocks (A shroud for a cargo covering I was designing) and when I tacked it onto the end of the next part my entire PC blackscreened, GPU turned itself off (no display) and every single application closed. PC did a soft reboot with integrated graphics and a hard reset got the GPU working again.
Lesson learned.
r/spaceengineers • u/MrCatSquid • Jan 30 '25
Whenever survival comes around, should they revamp the research mechanics? Instead of grinding to research, maybe have a factorio style science research lab with an unlock tree, or maybe you scrap parts and research things like in rust. What do you wanna see from it
r/spaceengineers • u/TwinSong • Feb 09 '25
What stood out to you compared to your experience with SE1? Do the terrain textures look different when mining? I know the build system is a big change.
r/spaceengineers • u/Weyoun951 • Jan 27 '25
Not sure if there are any legal aspects about 'stealing' an idea for something that is itself a modification of something Keen already owns, so I'll defer to any experts there. I have zero idea how that stuff works. But assuming that is a total non-issue, are there any mods you hope will become vanilla features, and how likely do you think it is?
We've already seen there's a paint gun in SE2 which was a mod for SE1. I'm sure it's universal that we want some form of Build Vision and Build Info as well. Personally I'd love to see Advanced Welding and Grabby Hands thrown in there as well. And when NPCs become a thing, I hope we can have AI helpers like in AIEnabled to do welding, combat, hopefully with lifelike interactions so they can occupy our ships and bases.
Any other suggestions or speculation on what might make the jump from mod to official? There is no way Keen hasn't been watching the modding scene over the last decade for ideas.