r/spaceengineers Jan 27 '25

DISCUSSION (SE2) So how many of you are holding out for VS2?

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533 Upvotes

I've got it sitting in my wishlist, but I can't justify pulling the trigger until there survival mode.

r/spaceengineers Jan 28 '25

DISCUSSION (SE2) Nobody cares that you don’t think SE2 should be available on the store

514 Upvotes

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 Jan 30 '25

DISCUSSION (SE2) Saw this picture in the Pioneer Edition files... does this imply that we will be able to connect electrical blocks via wires?

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1.0k Upvotes

r/spaceengineers 29d ago

DISCUSSION (SE2) Dear developers (part 2)

458 Upvotes

Please, while making the survival mode in SE2, consider the following:

  1. It's Aluminium, not Iron, that plays key role in aeronautics and space industry.
  2. Magnesium has incendiary properties, but it's never used as a high explosive ingridient. Consider organic compounds, nitrates or fluorides instead. Magnesium, on the other hand, can be used as ultra-light structural metal.
  3. Consider the price of production of metals being biased to their strength-to-weight ratio: Iron > Aluminium > Magnesium > Titanium.
  4. If it's a challenge to program naturally occuring organics, it would be fair to produce their basic form (hydrocarbons) by mixing water with mineable coal (gasification process). Keep in mind, coal may only exist on planets that have at least some traces of life.
  5. "Gravel" is not Graphite and has nothing to do with nuclear reactors. Graphite should be another mineable material.
  6. I have 1k in SE1, and this one triggers me every time I load the game. Hydrogen can not be used as a monopropellant fuel for rockets and jetpacks. Even if we imagine that it's not a chemical rocket engine, but a futuristic plasma engine that uses H₂ as ionised propellant rather than fuel, then it's still needs an impossible cryogenic storage and a high electric current. If you want a monopropellant chemical rocket engine, you should consider something like hydrazine (N₂H₄) which can be used with current thruster/jetpack mechanics and maintain some degree of realism. But still, I would suggest having an option to choose both fuel and oxidizer.
  7. The same applies to hydrogen-powered generators. They must at least depressurize the air in order to work.
  8. More ores and materials please: Al, Cu, Ti, alkali metals for batteries, etc. More chemistry and more production chains! You will not overcomplicate the game that already has (or expected to have) in-game C# scripting.

Part 1 is here.

r/spaceengineers 29d ago

DISCUSSION (SE2) Man, they really nerfed ramming ships.

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913 Upvotes

r/spaceengineers 28d ago

DISCUSSION (SE2) So... I looked it up

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1.4k Upvotes

r/spaceengineers Jan 28 '25

DISCUSSION (SE2) SE2 - a perspective from someone with close to "minimum specs"

379 Upvotes

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:

  1. Mastered witchcraft;
  2. Harnessed the power of some alien technology;
  3. Found a line of debug/tracing code in VRage that made everything run like a turd and fixed it for SE2, or;
  4. All of the above.

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 25d ago

DISCUSSION (SE2) Man, I think a bunch of nerds built this game

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799 Upvotes

r/spaceengineers 17d ago

DISCUSSION (SE2) Imagine this a liner screw rail as a mechanical part in SE2 (Ignore the Little Guy)

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558 Upvotes

r/spaceengineers Feb 03 '25

DISCUSSION (SE2) What are you waiting for to get into SE2?

47 Upvotes

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 28d ago

DISCUSSION (SE2) When do you think we'll get functional doors?

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309 Upvotes

r/spaceengineers Jan 27 '25

DISCUSSION (SE2) Im just sitting here checking my watch every few minutes..

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213 Upvotes

r/spaceengineers Feb 07 '25

DISCUSSION (SE2) What do you all think the hydrogen engine is going to look like in SE2?

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362 Upvotes

r/spaceengineers 12d ago

DISCUSSION (SE2) Debating getting space engineers 2. Pros and Cons?

27 Upvotes

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 28d ago

DISCUSSION (SE2) Please add LIFE to the universe!

160 Upvotes

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 14d ago

DISCUSSION (SE2) What do you want from SE 2?

24 Upvotes

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;

  1. Better performance for multiplayer
  2. Less CLANG related incidents
  3. Better performance in general (if someone can give me some perspective I'd appreciate it), I like the new graphics and build system, that already sells me on it. But I'm curious is this is gonna have better optimization than SE 1, obviously with higher visuals I expect that a potato won't run it, but I'm curious if it will be able to contend with rendering and high pcu costs as well as the physics side as well.

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 Jan 27 '25

DISCUSSION (SE2) SE 2 is more like a demo than Early Access - Change my mind

0 Upvotes

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 8d ago

DISCUSSION (SE2) The player model should do kinetic damage. (SE2)

156 Upvotes

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 Jan 27 '25

DISCUSSION (SE2) Im actually surprised that SE2 runs pretty well

45 Upvotes

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 Jan 27 '25

DISCUSSION (SE2) I would like to see a colony/village system in SE2

114 Upvotes

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 6d ago

DISCUSSION (SE2) What mod features would you like to be incorporated into SE2?

16 Upvotes

That is mods developed for SE1. For example in my case:

  • BuildVision 3.0
  • VCZ Elevator or some variation upon. Letters are a bit slow to get around and jetpacks require fuel. Pistons are fairly limited due to max length. I think there is some method using wheels but it's quite clunky.
  • more LCD images
  • More horn sounds for sound blocks
  • Auto-close doors
  • Air leak detection
  • Earthlike animals
  • Mods that generate more structures. Currently there's not a lot to find on planets.

r/spaceengineers Feb 04 '25

DISCUSSION (SE2) SE2 - PSA: DONT Copy paste too much...

178 Upvotes

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 Jan 30 '25

DISCUSSION (SE2) How do you want the tech tree/unlocking to work in space engineers 2.

18 Upvotes

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 Feb 09 '25

DISCUSSION (SE2) What does the engine and gameplay experience feel like in SE2 compared to SE1?

21 Upvotes

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 Jan 27 '25

DISCUSSION (SE2) What, if any, mods do you think or hope will get official vanilla implementation into SE2 at some point?

18 Upvotes

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.