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Space Engineers: Core Systems Live Now!


Hello, Engineers!

The Core Systems Update brings a wide range of quality of life improvements, gameplay refinements, and important bug fixes. This update focuses on polishing the foundation of Space Engineers - from new set value actions for multiple blocks, to joystick support, and streamlined interactions for planting and harvesting from your Farm Plots.

Alongside the free update, we’re also releasing the Core Systems Pack, adding new decorative blocks and block variants to expand your creative options.

https://store.steampowered.com/app/4116960/Space_Engineers__Core_Systems_Pack/

[previewyoutube][/previewyoutube]

We’re bringing you all the important gameplay changes for free in our Core Systems Update.

[h3]Streamlined Planting & Harvesting[/h3]
Our team has been thrilled to see so many of you dive into the Apex Survival update! Watching you explore, adapt, and enjoy the updated Survival experience has been an absolute pleasure. With the Core Systems update, we’re making farming smoother than ever. You can now plant faster by adding seed types directly to your toolbar – just select and go! Harvesting fully grown plants has also been simplified to a single click.

We’ve seen some incredible farms built by the community, and we hope these improvements make tending to your crops easier and more enjoyable than ever.

[previewyoutube][/previewyoutube]
[h3]Joystick Support[/h3]
We’ve added initial joystick Steam support to Space Engineers! This first implementation introduces generic hardware support, allowing you to connect and start flying right away.

At this stage, button configuration and customization are not yet included – those features will arrive in a future update. The new Generic Joystick scheme uses X, Y, Rz, Slider 1, and Slider 2 for movement, with Buttons 7 and 8 serving as modifiers.

We recommend using a joystick with at least 12 buttons for the best experience.

[h3]More Set Value Actions[/h3]
We’ve expanded Set Value actions across more blocks so you can dial in exact values from your toolbar - no more slider fiddling or extra timers. This makes cockpit setups cleaner and automation with Event Controller much easier.

These additions build on long-standing community feedback to “set values directly” from the toolbar, cutting down on action list clutter and streamlining grid management.
  • Antennas
    • Set Name
    • Set Broadcast Radius
  • Beacons
    • Set Name
    • Set Broadcast Radius
  • Jump Drive
    • Set Jump Distance
  • Sensors
    • Set Back Range
    • Set Bottom Range
    • Set Front Range
    • Set Left Range
    • Set Right Range
    • Set Top Range
  • Gravity Generator
    • Set Acceleration
  • Custom Turret Controller
    • Set Angle Deviation
  • Gyroscopes
    • Power
    • Override Yaw
    • Override Pitch
    • Override Roll
  • Wheel Suspensions
    • Set Speed Limit
[h3]Projector Improvements[/h3]
We’ve made the Projector easier to read while you build and repair.
  • Mark Missing Blocks can now be toggled at any time and will no longer reset while you are building the projection.
  • Mark Unfinished Blocks now also highlights damaged blocks, so you can spot repair targets at a glance.

[h3]Hinges, Rotors & Pistons[/h3]
We’ve increased the structural integrity of hinges, rotors, and pistons - generally buffing their component requirements, thus they can now take a few more hits before being destroyed.

[h3]Build Planner[/h3]
We’ve improved the Build Planner’s mass deposit system to make it more flexible and reliable. You can now use it smoothly even when carrying a mix of different item types - including food and consumables.

[h3]Proximity Respawn System[/h3]
We’ve improved the Proximity Respawn system to make it more consistent and reliable. Players who die while offline will now respawn at the correct location once they return to the game.
We’ve also added cause-of-death entries to server logs, making it easier for admins to review incidents and troubleshoot gameplay issues.


[h3]Inventory, Production & Conveyor System[/h3]
We’ve made several improvements to inventory and production management.
  • Conveyor Sorter blocks now include new item categories, making it easier to organize and route food items and consumables.
  • Inventory tooltips and icons have been refreshed and expanded, offering clearer visuals for specialized and filtered storage spaces.
  • O2/H2 Generators and Irrigation Systems now display production output directly on their control panels, giving you instant feedback on resource flow.


Over the past updates, we’ve reworked nearly every aspect of PvE: Prototech, Factorum global encounters and planetary encounters in Contact, Cargo Ships and Unknown Signals in Fieldwork, and most recently, Hazards and Space Encounters in Apex Survival.

The last major piece of that PvE puzzle is coming in the 209 update - Economy stations and missions. This next step will expand the universe with new opportunities for exploration, trade, and progression.

We’re more motivated than ever to keep pushing the boundaries of what Space Engineers can offer. The future of the game is bright, and we can’t wait to share it with you.









Simple Bed (1 block, L grid) - In Apex Survival, we added the ability for Bed and Cryo Chamber blocks to pause a character’s hunger, allowing players to safely logoff or go AFK without suffering adverse effects.

After watching how our players interacted with this system, and listening to community feedback, we decided to add a new free bed block, giving everyone access to this functionality earlier in their playthrough. So build yourself a cozy new room - and rest easy knowing you’ll return to your survival buffs intact!






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 Apex Survival Pack.

Those who already own Apex Survival Pack will get this content for free, as part of the update.



Additional Conduit Blocks (3 blocks, L grid) - More conduit variants for your greebling!






Similar to our previous major releases, we hope you will take this opportunity to support the continued development of Space Engineers. This DLC pack consists of cosmetic items that enrich your game visually. None of the features in this package provide any advantage to players who purchase this DLC.

The price of the Core Systems Pack **link is $4.99 USD or your regional equivalent. Show your continued support for Space Engineers and check out the Core Systems Pack.



Sci-Fi Hydrogen Thruster (2 blocks, L grid + 2 blocks, S grid) - This next generation Hydrogen Thruster is the perfect fit for an advanced exploration craft headed to distant worlds!




Jump Drive Type II (1 block, L grid) - An open frame Jump Drive with accessible service and maintenance walkways. The central core spins at high speeds during charging cycles.




Suspended Control Seat (2 blocks, L grid + 2 blocks, S grid) - Lightweight ceiling-mounted flight seats which offer a clear field of view for pilots. Choose between the standard Coinstrol Seat or the Control Station variant with an overhead transparent display screen.




Landing Gear Type II (1 block, L grid + 1 block, S grid) - Compact landing gear suited for use in diverse landscapes.




Sci-Fi Hydrogen Engine (1 block, L grid + 1 block, S grid) - Emergency power systems can be critical to surviving out in the frontier. This next generation Hydrogen Engine will keep your batteries charged and your lights on. Sliding panels allow for easy maintenance of internal components.




Round Edges (14 blocks, L grid + 12 blocks, S grid) - Lightweight structural blocks ideal for adding shape and visual detail to any build.




Troffer Light (3 blocks, L grid) - Whether you’re lining a corridor or lighting a command deck, Troffer Lights provide bright, uniform illumination to any interior space.


https://store.steampowered.com/app/4116960/Space_Engineers__Core_Systems_Pack/

  • Streamlined interactions for planting and harvesting from Farm Plots.
  • Added a variety of new set value actions for multiple blocks:
    • Antennas
      • Set Name
      • Set Broadcast Radius
    • Beacons
      • Set Name
      • Set Broadcast Radius
    • Jump Drive
      • Set Jump Distance
    • Sensors
      • Set Back Range
      • Set Bottom Range
      • Set Front Range
      • Set Left Range
      • Set Right Range
      • Set Top Range
    • Gravity Generator
      • Set Acceleration
    • Custom Turret Controller
      • Set Angle Deviation
    • Gyroscopes
      • Power
      • Override Yaw
      • Override Pitch
      • Override Roll
    • Wheel Suspensions
      • Set Speed Limit
  • Added Joystick Support.
    • This is only generic hardware support for the moment. Button configuration and customization will be added in a future update.
    • The new Generic Joystick scheme is using X, Y, Rz, Slider 1 and Slider 2 for the movement. Button 7 and 8 are modifiers. You can map them in any 3rd party application for more customization.
    • We recommend having a joystick with at least 12 buttons.
  • Charge indicators for Jump Drive are now displayed on cockpit toolbars, similar to charging and reloading weapons.
  • Improvements to Mark Missing Blocks feature in Projector blocks, allowing this option to be toggled on at any time and preventing it from resetting while Building the projection.
  • Improvements to Mark Unfinished Blocks feature in Projector blocks, allowing it to also show blocks which have been damaged.
  • Increased integrity for hinges, rotors, and pistons.
  • Improved Build Planner mass deposit, allowing for a smoother experience when holding a variety of items - including food items and consumables.
  • Added new item categories to Conveyor Sorter blocks, allowing for easier management of food items and consumables.
  • New and improved inventory tooltips and icons for specialized and filtered inventory spaces.
  • Added seed shuffling to empty survival worlds, changing the locations of asteroids and procedural spawns on new playthroughs.
  • Added production output readings to the control panel of O2/H2 Generators and Irrigation Systems.
  • Improvements to Proximity Respawn system, spawning characters who died while offline to the correct location. Causes of death have also been added to server logs so admins can troubleshoot easier.
  • Updated icons for various blocks and items.
  • New loading screens and background videos featuring content from the Fieldwork and Apex Survival updates.
Stability
  • Fixed a crash when blocks with animator components tried to update/stop updating during split/merge logic of the grid
  • Fixed a crash when a mod tried to draw a transparent sphere while a game does as well
  • Fixed a crash when a mod tried to increment the current buff levels beyond existing definitions
  • Fixed a crash when a projector tried to project a light emitting block which somehow failed loading its component
  • Fixed a crash when accessing the terminal of a specific grid which used AI Basic Increase/Decrease Follow distance as a toolbar action
  • Fixed a crash when attempting to place a blueprint containing modded plants from modded seeds in a farm plot into a vanilla world
  • Fixed a crash when interacting with a modded Custom Turret Controller
  • Fixed a crash when interacting with a Sound block which had invalid settings
  • Fixed possibly a set of crashes when blocks with use objects (interactive visual hatches/hinged doors) were added/removed to/from the resulting grid through split/merge logic
Functional
  • Fixed an issue with armor blocks not automerging to the same grid when using local alignment mode
  • Fixed an issue with blocks with Control feature not being controllable after server save/restart
  • Fixed an issue with Box collision shapes being slightly tighter fit than necessary
  • Fixed an issue with Bridge Helm and other open seated cockpits not protecting the player characters from Solar radiation properly
  • Fixed an issue with Broadcast Controller's bound toolbar actions tracking their linked blocks through localised names, losing functionality on language switch
  • Fixed an issue with camera being obstructed by smaller docked ships; Connected ships which could fit into the bounding box of the controlled ship in their current orientation, will not obstruct 3rd person camera
  • Fixed an issue with character stats maximizing on Character model change from wolf/sabiroid back to astronaut
  • Fixed an issue with Continue Button appearing in Main menu even if the last world session wasn't saved and moved out of the Content folder, allowing for overwriting game data through such continuation
  • Fixed an issue with CTC turret targeting after it was split off of a larger grid
  • Fixed an issue with Damage effects lingering on blocks which were ground to const. stages
  • Fixed an issue with Farm plot missing settable toolbar actions for the Light component
  • Fixed an issue with a Floating object attached/detached to/from a landing gear falling/not falling down on interaction. (Detached now falls down, attached stays up)
  • Fixed an issue with Food/consumable tooltip and Survival buff tooltip localisations containing hard-coded values
  • Fixed an issue with GPS creation through /gps command which allowed for longer than allowed GPS names
  • Fixed an issue with invalid Light settings not being sanitised and causing visual artifacts
  • Fixed an issue with IsShapePenetrating() when used with an ignore argument where it would ignore only the first entity of that type and incorrectly report the rest as collisions in case there were multiple
  • Fixed an issue with Jetpack movement being limited when placing blocks in Line and Plane mode
  • Fixed an issue with Left/Right versions of modifiers not being recognized as separate for keybind purposes; To bind a side agnostic keybind, hold both left and right versions at the same time
  • Fixed an issue with Meteor Showers happening more frequently than intended; Pre 208 world saves will be cleaned once from existing Meteor events upon resave onto 208 version
  • Fixed an issue with modified Asteroids being generated/synchronised and remaining visible to players at ~100 Km or more depending on its voxel map dimensions; Now generation and visibility of modified asteroids is at ~10km with slight variance depending on angle of approach.
  • Fixed an issue with Players being put to spectator on respawn if their character died while remotely controlling a block or grid
  • Fixed an issue with publishing of newly created Blueprints when the resulting included thumbnail was over the limit of 1MB in size due to higher display resolution or scene complexity; Old thumbnails oversized thumbnails need to be resaved to pass the check
  • Fixed an issue with Ship Drill not affecting voxel when controlled through a CTC
  • Fixed an issue with Ship Welders and Grinders not having Computers set as critical components
  • Fixed an issue with Stone_01 voxel material appearing blurry on Medium and Low Graphics settings
  • Fixed an issue with Turret idle movement on DS where they refused to move in survival away from 0,0,0 and without ammo
  • Fixed an issue with a typo in RespawnShips.sbc introductory commented example
  • Fixed an issue with Air Vent continuing to depressurise in Off status after save/reload due to continued Update
  • Fixed an issue with BackgroundCubeIndirect.dds not being used due to incorrect path resolution
  • Fixed an issue with BlockTags.sbc not containing LargeFreezer, SmallBlockFlushCockpit, LargeInsetPlanter, SmallBlockModularContainer
  • Fixed an issue with Build planner Deposit not being possible through blocks which lack internal inventory even though they are part of a valid conveyor system
  • Fixed an issue with Can Use All Terminals setting where an Admin was still disallowed to transfer items between inventories without being an owner
  • Fixed an issue with Character receiving low pressure or suffocation damage when approaching unpressurised grids in an otherwise pressurised room
  • Fixed an issue with clients being able to linger in the password input screen until Password protected sessions
  • Fixed an issue with CTC LCDs reverting back to "No content" for a reconnecting Client (other blocks with many Sync possibly also fixed)
  • Fixed an issue with CTC where the controlling Character model was offset forward when seated while in control of the CTC as well
  • Fixed an issue with CTC where the controlling Character was not able to access set and modify the grid toolbar when seated while in control of the CTC as well
  • Fixed an issue with depressurisation particle effect not being positioned correctly for Doors; Added, adjusted or removed the DepressurizationEffectOffset in definitions where appropriate
  • Fixed an issue with Economy Store prices overflowing into negative numbers
  • Fixed an issue with establishing a Magboots connection when descending towards a surface without a jetpack or too slowly
  • Fixed an issue with Forageables seemingly despawning upon the latest nearby grid becoming static/station
  • Fixed an issue with formatting in ResearchBlocks.sbc causing Centered Doors possible to build without progressing
  • Fixed an issue with IMyTextPanel.GetPublicTitle() returning an empty string on world reload
  • Fixed an issue with inconsistent max LCD render distances for several blocks; Lab Equipment, Medical Station (180 to 40), SG Corner LCDs (60 to 25); SG Inset LCD Panel (10 to 60);
  • Fixed an issue with Keep Original Ownership admin setting removing Built by/Authorship from a grid in the process of copying it to the clipboard
  • Fixed an issue with LCD images getting desynced for other players (color, rotation, interval, etc.)
  • Fixed an issue with MagBoots connection not persisting through save/reload because the Character's feet offset was not being saved and loaded
  • Fixed an issue with Mod.io query in Community Content producing errors in game log
  • Fixed an issue with Never Surrender; Renamed "Magnesium Generator" to "Hydrogen Engine" and removed the inventory component
  • Fixed an issue with NPC corpses not colliding properly and being pushed away
  • Fixed an issue with NPCs eventually breaking due to incorrect despawn and spawn logic on nearby player character disconnect and connect
  • Fixed an issue with other blocks being unable to pull from Ship Welders due to missing true; Existing welders will need to be ground down and replaced for the fix to take!
  • Fixed an issue with partially opened or closed doors in an OFF state would be considered as fully airtight
  • Fixed an issue with pasting a grid into voxel where it would not convert to static unless the grid was fully envelopped by voxel space
  • Fixed an issue with Pressurisation after docking and undocking to and from a large ship
  • Fixed an issue with pressurisation breaking around the interaction of room recalculation and docking
  • Fixed an issue with projections where the emissive colors of functional blocks were not consistent through save/reload
  • Fixed an issue with Projector settings not persisting through save and reload after finishing welding the projection
  • Fixed an issue with Radiation damage sound not being played for Clients in Lobby
  • Fixed an issue with Radiation still affecting characters and radiation warning sounds still happening in worlds where the feature has been previously disabled
  • Fixed an issue with Relative dampeners where attempting to engage them at larger than 200m distance resulted in a brief success
  • Fixed an issue with Searchlights not doing idle movement on Survival DS as they were checking the distance from 0,0,0 on DS where the DS camera is located; Distance check is skipped on DS now
  • Fixed an issue with several heavy armor blocks where their build progress inconsistently switched to functional before the welding of secondary plating was started
  • Fixed an issue with several inventories where their allowed contents were not aligned to their purpose so the slot background restriction icons were mismatched. Beds, Armory (Lockers), Weapon Racks, Algae Farms adjusted
  • Fixed an issue with Ship tools never disabling their particle effects when they finished being used on anything, which became visible when leaving and entering the sync distance
  • Fixed an issue with some small grid cockpits not being considered shelters from environmental hazards
  • Fixed an issue with Story scenarios having inconsistent autosave values (TFJ remains using the checkpoint save system, PvP scenarios allow saving, but disable autosave, rest have 5 min interval set)
  • Fixed an issue with Targeting Info LCD App showing target distance in relation to observing character instead of the position of the LCD running the App
  • Fixed an issue with the inability to rename an in-game script after disabling Cloud
  • Fixed an issue with the LargeContainer_Mk-10 Strong Unknown Signal prefab where some of the blocks were not matching the colors needed for auto-recolor to happen on spawn
  • Fixed an issue with the merge status of a freshly welded merge block which was saved and projected in an off state; Welding such a block will make it check if it should unmerge on completion
  • Fixed an issue with the orientation of a specific AI Defensive (Combat) block for P6_OreProcessingFacility making it lose airtightness
  • Fixed an issue with the stat recovery rate for Survival kit scaling with number of used input methods (LMB+F, etc...)
  • Fixed an issue with missing assembler blueprints for many Light/Heavy armor blocks, Corner lights and LCDs and other blocks from various categories
Performance
  • Fixed an issue with SpaceEngineers.cfg being resaved with every change of index in the New Game screen, causing slowdowns on consoles
Render
  • Fixed an issue with Drill heads being offset from their Ship drill blocks after unmerging and merging at a different angle
  • Fixed an issue with the visibility of boulders in the scene after save/reload where they appeared only on camera position change
  • Fixed an issue with color settings used by blocks with Lighting logic for their emissive materials not producing the same color as the same settings for block colors
  • Fixed an issue with sprite rendering where the sprite's rotation wasn't taken into consideration when deciding whether it is at least partially visible or not
UI
  • Fixed an issue with Admin menu fields not accepting negative values when supposed to
  • Fixed an issue with several instances where transition between input methods was not happening when it should
  • Fixed an issue with Vegetable Seeds and Mushroom Spores not being selectable for planting in the radial menu
  • Fixed an issue with "Did you know?" loading screen tip; Removed:Meteor impact craters can leave valuable resources. Added:Some planetary surfaces contain harvestable plants that can be used as a food source.
  • Fixed an issue with AI Basic not sorting its list of available GPS locations alphabetically
  • Fixed an issue with Air Vent Set up action toolbar not displaying custom labels for Set actions
  • Fixed an issue with an incorrect highlight of Safe Zone filter buttons
  • Fixed an issue with Artificial Horizon App insufficiently informing players about switching between Above Ground Level (AGL) and Mean Sea Level (MSL) reporting when above or below 500m altitude; To avoid confusion the MSL has been removed.
  • Fixed an issue with Assembler displaying required materials for the last completed order when clicking into empty slots of the queue
  • Fixed an issue with Blueprint screen's "Send to" feature offering "Good.bot" as an option on console compatible DS.
  • Fixed an issue with Broadcast controller's anti-spam cooldown Detail info desync between Host and Client
  • Fixed an issue with Collectors not being precise in their description
  • Fixed an issue with Cutscene Editor (F11x3) where the gameplay control inputs were not ignored while trying to edit a textbox
  • Fixed an issue with DSGUI Food Consumption Rate tooltip providing outdated (cut during development of Apex) information
  • Fixed an issue with gamepad's Toggle Signal Mode binding control hint still showing up in radial menu while in Creative where the same combination is used for Voxel hand instead
  • Fixed an issue with inconsistent button navigation when using arrows or D-pad in the Mod.io consent screen
  • Fixed an issue with incorrect compression on Button Panel toolbar icons which was preventing transparency
  • Fixed an issue with incorrect icon on 1x1 Short Wheel Suspension blocks; Removed inconsistent icon behavior on Offroad Wheel Suspension blocks.
  • Fixed an issue with inventory tooltip for empty slots not being displayed until an item was added to the same inventory
  • Fixed an issue with Keyboard 2 binding for the Help screen not being displayed in the Help screen itself
  • Fixed an issue with multiple action selection context menus being able to appear at once in grid Toolbar config (G-screen)
  • Fixed an issue with the Open/Close Visor control hint in the Character Customization screen overlapping other more important hints. Removed the control hint for Open/Close Visor
  • Fixed an issue with P2P trading failure windows not being localised
  • Fixed an issue with Progression graph screen where the current block was not deselected upon clicking into empty space and instead was dragged around
  • Fixed an issue with radial toolbar having incorrect font color for the numbers in case a weapon was available
  • Fixed an issue with Radiation and Solar radiation settings being accessible for Scenarios or Community Scenarios
  • Fixed an issue with Safe Zone filter being populated by NPCs
  • Fixed an issue with Server browser's Advanced search section allowing and providing filtering by Meteor Activity only after also setting Enable Advanced in the next tab
  • Fixed an issue with some consumables claiming to be able to heal more than max stat (Anti-Radiation Medkit, Meal pack Steak Dinner, Meal Pack Seared Sabioroid)
  • Fixed an issue with Survival Buff notification mentioning keybinds instead of radial menu info when a controller is the input method
  • Fixed an issue with the current focus position not moving onto the next line along with the moved item when rearranging inventory items using a controller
  • Fixed an issue with the layering of UI panes in the G-screen (toolbar config) where toolbar actions list was beneath the info pane on the right
  • Fixed an issue with the order of checks and lack of error message when planting a seed which isnt whitelisted but matches the quantity of SeedsRequired
  • Fixed an issue with the readability of a displayed value for the Blink Interval slider due to recalculation while actively holding the UI element with a mouse
  • Fixed an issue with tooltip positions being offset by the hidden items in the list
  • Fixed an issue with Turret toolbar being shown to a Client in control of the Turret on DS
  • Fixed an issue with two Grid to model Export dialogs being active at once
  • Fixed an issue with where both terminal and Voxel hand setting menu were opened after pressing K while using Voxel hand
  • Fixed an issue with World Size limited worlds where the distance from the edge of the world was not updated properly so Survival characters had imprecise info where the death zone is
  • Fixed an issue with World Size settings allowing to choose values which would prevent the player from spawning on world start; World Sizes incompatible with the world's MinimumWorldSize are removed from combobox; Custom world size is no longer treated as if unlimited was chosen
Art
  • Fixed an issue with Corridor Round Door (Inv.) where decals with text were flipped and UVs were slightly incorrect
  • Fixed an issue with Food Processor's conveyor access opening Terminal on primary action instead of the Inventory
  • Fixed an issue with Irrigation System collisions being too big for the block space
  • Fixed an issue with LCD aspect ratio of the Survival Kits
  • Fixed an issue with mismatched collision shapes between functional and construction stage models for Ore Detector Type 2
  • Fixed an issue with missing highlight for Large Industrial Cargo Container in LoD1
  • Fixed an issue with Ore Detector Type II LoDs missing and having incorrect materials
  • Fixed an issue with some Food Processor decals being colorable
  • Fixed a set of graphical issues on Conduit blocks (UVs, light dummy orientation, LoDs, stages)
  • Fixed a set of graphical issues with Drill Type II (UVs, textures, geometry, decals, LoDs, stages, Z-fighting)
  • Fixed a set of graphical issues with Grinder Type II Const. Stages (UVs, geometry, stages)
  • Fixed a set of graphical issues with Survival Kit Type II (UVs, textures, geometry, decals, LoDs, shading, stages)
  • Fixed an issue with Corridor Round X Const. Stage missing the railing supports on 3 sides
  • Fixed an issue with decals for Large Industrial Cargo Container
  • Fixed an issue with inconsistent LoD distances for the Bridge set models
  • Fixed an issue with inconsistent Piston Const. stage LoDs (geometry)
  • Fixed an issue with Industrial Refinery (hidden geometry, incorrect colorable materials, decals); Some geometry is now exposed and covered with glass instead of opaque panels
  • Fixed an issue with Industrial Refinery not lining up with catwalks and corridors
  • Fixed an issue with Inset Terrarium Forest Const. 3 stage decal
  • Fixed an issue with Lab Equipment 3 Const. Stage UVs and normals
  • Fixed an issue with Lab Experiment C (missing geometry)
  • Fixed an issue with Lab Vat Const. Stage 3 shading on all LoDs
  • Fixed an issue with Lab Vat Functional model
  • Fixed an issue with Round Corridor blocks not allowing comfortable transition to/from Grated stairs
  • Fixed an issue with Seed pack textures (typo in Atlas text)
  • Fixed an issue with smaller than necessary collision shapes for the top of the Algae Farm
  • Fixed an issue with Survival Kit LoD switching distances being too abrupt, losing colorable materials too soon
  • Fixed an issue with UVs on Inset Planter
  • Fixed an issue with UVs on Welder Type II Const 1 stage
  • Fixed an issue with Warning Sign Const. stages clipping with armor edge (WarningSign(1|2|4|5|7)Construction_1.mwm affected and fixed)
Audio
  • Fixed an issue with radiation immunity warning repeating every 5 minutes while below threshold instead of only once per crossing it
  • Fixed an issue with the quality of voice comm transmissions being lower than necessary in certain situations
  • Fixed an issue with Weather Damage sounds not playing on DS
  • Fixed an issue with Choking sound persisting through death
  • Fixed an issue with missing Realistic versions (as opposed to Arcade) of multiple sounds (block, HUD, impact, player movement, grinding, landing gear lock, welding, weapon handling)
  • Fixed an issue with Rad Immunity, Radiation, Hunger sounds missing on Realistic sound setting
  • Fixed an issue with the song "The City Lies" by Exelan from the music competition having the incorrect length and playback speed
Modding
  • Fixed an issue with IMyFaction.AcceptHumans not being settable
  • Fixed an issue with IsConveyorConnected() failing to recognize ECS based conveyor blocks as valid end points
  • Fixed an issue with LCD apps not updating when more than 32 meters away from reference point (grid center), now the reference is client camera position
  • Fixed an issue with CalculateStoredExplosiveDamage throwing an exception for a missing ID of a modded ammo definition
  • Fixed an issue with localisation in modded content reverting to the localisation strings through save/reload
  • Fixed an issue with loss of pressurisation on a smaller pressurised grid after merging it to a larger one
  • Fixed an issue with missing cloud layer texture errors when using modded planet generators
  • Fixed an issue with modded farm plot crop models showing up as black boxes on DS
  • Fixed an issue with MyComponentFactory.CreateInstanceByType where the type had to be exactly MyComponentBase instead of just inheriting from it
  • Fixed an issue with O2/H2 generators being able to generate maximum amount of gas out of minimum amount of ice if the timing was right
  • Fixed an issue with OnRemovedFromScene() not being called properly when a block uses 2 or more MyGameLogicComponents
  • Fixed an issue with pressurisation of a script operated airlock where the airlock would get stuck in endless active pressurisation




Special thanks to @ApologiesSE - https://www.youtube.com/@ApologiesSE
https://steamcommunity.com/sharedfiles/filedetails/?id=3608435872
https://steamcommunity.com/sharedfiles/filedetails/?id=3358385714 https://steamcommunity.com/sharedfiles/filedetails/?id=3527407332 https://steamcommunity.com/sharedfiles/filedetails/?id=3037226221 https://steamcommunity.com/sharedfiles/filedetails/?id=3561019156 https://steamcommunity.com/sharedfiles/filedetails/?id=2754622449 https://steamcommunity.com/sharedfiles/filedetails/?id=2754609826 https://steamcommunity.com/sharedfiles/filedetails/?id=2754609486 https://steamcommunity.com/sharedfiles/filedetails/?id=2754592007 https://steamcommunity.com/sharedfiles/filedetails/?id=2754576392 https://steamcommunity.com/sharedfiles/filedetails/?id=2754603266

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Space Engineers: Core Systems Launching November 24


[h3]Join us Monday, November 24th for the Space Engineers: Core Systems Update release![/h3]

[h3]📅 Monday, November 24th, 6 PM UTC[/h3]

Release Livestream:
🛰️ Twitch: https://twitch.tv/keencommunitynetwork
🛰️ YouTube: https://youtube.com/user/SpaceEngineersGame

[previewyoutube][/previewyoutube]



We’re kicking off something special.

Starting today, our amazing community creators will be releasing Space Engineers: Core Systems preview videos every day as part of our upcoming update celebration. Think of it like a video advent calendar – each box reveals a new exclusive community showcase!

➡️ https://www.spaceengineersgame.com/space-engineers-core-systems-update-community-previews/

We’ll be updating this post regularly so you can jump straight to the latest drops.

Stand by for transmission – the countdown continues!


[previewyoutube][/previewyoutube]Commander Exorcist: Block Preview - Simple Bed

[previewyoutube][/previewyoutube]Engineered Coffee: Quick Planting & Harvesting
[previewyoutube][/previewyoutube]Pandemic Playground
Jump Drive Type II
[previewyoutube][/previewyoutube]Lunar Kolony
Centered Doors Preview

[previewyoutube][/previewyoutube]KiltedBastard
New Set Values

[previewyoutube][/previewyoutube]Nerdorbit
QoL Improvements (GER)

[previewyoutube][/previewyoutube]Aegir Builds & Beats
QoL Improvements

[previewyoutube][/previewyoutube]Iker IR4
Set Value Actions (SPA)

[previewyoutube][/previewyoutube]Quantum Chief
Troffer Lights

[previewyoutube][/previewyoutube]Kanajashi
Landing Gear Type 2

[previewyoutube][/previewyoutube]Dread Mechanic
Core Systems Mech

[previewyoutube][/previewyoutube]Update Release
ETA November 24


[h2]Space Engineers 2: VS2 - Planets & Survival Foundations[/h2]
And while you’re waiting for the next Space Engineers 1 transmission, don’t miss the Space Engineers 2: Planets & Survival Foundations previews – releasing daily until launch!

➡️ https://2.spaceengineersgame.com/space-engineers-2-planets-survival-foundations-community-previews/

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[previewyoutube][/previewyoutube]BenDoesThings
First look at Planets!

[previewyoutube][/previewyoutube]Zer0’s Legion
Planets – First Reaction

[previewyoutube][/previewyoutube]Commander Exorcist
Forests & Mountains



[previewyoutube][/previewyoutube]Iker IR4
First Impressions (SPA)

[previewyoutube][/previewyoutube]ImFoolz
First Reaction

[previewyoutube][/previewyoutube]Zona ProGamers
Planet Verdure



[previewyoutube][/previewyoutube]Kanajashi
Exploring Caves

[previewyoutube][/previewyoutube]BenDoesThings
New Blocks

[previewyoutube][/previewyoutube]AndrewmanGaming
First Reaction to Planets



[previewyoutube][/previewyoutube]Aegir Builds & Beats
Survival FIRST LOOK

[previewyoutube][/previewyoutube]Engineered Coffee
Kemik is Pretty Neat!




[previewyoutube][/previewyoutube]KiltedBastard
Canyon Flythrough

[previewyoutube][/previewyoutube]Nerdorbit
Atmosphere Miner (GER)

[previewyoutube][/previewyoutube]Pandemic Playground
My Very First Base



Stand by for Transmission
ETA November 26

Stand by for Transmission
ETA November 26

Stand by for Transmission
ETA November 26



Stand by for Transmission
ETA November 26

Stand by for Transmission
ETA November 27

Stand by for Transmission
ETA November 27



Stand by for Transmission
ETA November 27

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ETA November 27

Stand by for Transmission
ETA November 28



Stand by for Transmission
ETA November 28

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ETA November 28

Stand by for Transmission
ETA November 29



Stand by for Transmission
ETA November 29

Stand by for Transmission
ETA November 29

Stand by for Transmission
ETA November 30






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📫 Newsletter: https://www.keenswh.com/newsletter
🚀 Community Hub: https://www.spaceengineersgame.com/community-hub/
➡️ Connect and find us on your platform of choice: https://www.keenswh.com/connect/




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Space Engineers: Core Systems - Arriving This November!


Hello, Engineers!

We’re excited to announce the upcoming Core Systems Update for Space Engineers, arriving this November!

This update brings basic joystick support, faster planting and harvesting, and a host of quality of life improvements. Stay tuned for more details as we get closer to release!




🛠️ Feedback & Support - https://support.keenswh.com/
🛰️ Discord: https://discord.gg/keenswh
📫 Newsletter: https://www.keenswh.com/newsletter
🚀 Community Hub: https://www.spaceengineersgame.com/community-hub/
➡️ Connect and find us on your platform of choice: https://www.keenswh.com/connect/




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Community Spotlight 🧐 October 2025

Image Credit: Time to venture in by Blacky Watchy

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 October! 🤩


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[h3]Mother OS by Agentluke[/h3]
Mother is a general purpose operating system for Space Engineers grids, available as an in-game script. It exposes an intuitive command line interface (CLI), flexible flight control & planning, and an intergrid communication system to massively expand what you can do with your grid(s).






[h3]Stand Ready by Palpatine[/h3]
Stand ready for my arrival, Engineer.

This mod reworks the survival buff system into a true test of endurance. Based on how Viltrumites age in Invincible, your character’s strength grows slowly at first, but survival itself becomes the key to power. The longer you live, the stronger you become.


[h3]Space Ace's Extreme Hardcore Survival Modpack[/h3]
This pack adds a multitude of mods to make the game longer and more in-depth, re-balancing nearly every block & system in the game. I've used my 5,000+ hours of SE experience to curate a balanced hardcore realism beatable modpack for single or multiplayer survival.


[h3]Continuous Flat/Cube Farm Plot by aczel2[/h3]
This mod adds a flat and a large block of farmland, once placed it becomes a continuous farmland.
Good for creating large wheat fields and regular beds on the surface of planets


[h3]Potato VI-X by ÆGIR[/h3]
Listen up, space-farers. You're out there building the future, fighting the good fight, and what are you eating? Bland nutrient goo. No longer!
Volsung Industries is proud to introduce the Potato VI-X line of consumables - a five-item food and drink overhaul that brings the humble spud into the 23rd century.


[h3]The Apple Mod by PepperJack[/h3]
Add apples to Space Engineers along with related foods and farming resources. Includes apples, apple juice, apple pie, worms (raw and cooked), and farm compost for immersion and survival balance.


[h3]Decontamination Protocol: Shower[/h3]
Tired of waiting for your radiation to go down normally? Hop in the shower and get clean quickly! DLC is required to place the shower block, but not to use it.






[h3]Cauldron System by Major Jon[/h3]
A Gas giant with three very different moons offering a complete survival experience.


[h3]Planet Acribus by DestroyerSTAR[/h3]
Acribus is a desert planet featuring canyons, salt lakes, salt covered mountains, global scale dunes and a shield volcano on the north pole. The atmosphere is thin enough to let sun radiation through.


[h3]Planet Relicta by DestroyerSTAR[/h3]
Relicta is a harsh but resource rich planet. Surface features spiky terrain, lava pits, craters and canyons.


[h3]Moon Sulfate by DestroyerSTAR[/h3]
Sulfate is a sulphuric moon featuring treacherous terrain, low hanging gas clouds and thick atmosphere.






[h3]Trouble In Space by lowgogo2[/h3]
A fast-paced social deception gamemode for Space Engineers. Mutineers sabotage. Crew survive. Captains investigate.
Can you trust your crewmates… or are they planning your “accident”?


[h3]Cauterized - a hardcore survival scenario by Sarekh[/h3]
You were only in transit through the Velotrin system when disaster hit: A cosmic gamma ray burst fried the system, destroying or damaging most of the ships and stations. You were in the sickbay when your ship was hit, and it seems only you survived.

You need to get off the ship. And you need to find a way to hide from the radiation still sweeping through the system…






[h3]XENUS Production by Frermut[/h3]
This mod provides a balanced version of comprehensive production systems including assemblers, refineries, oxygen generators, and upgrade modules for industrial optimization.


[h3]Alkaline Thruster Variety Pack by Acidosis[/h3]
This mod adds a total of 14 categories of thrusters in an attempt to spice up how you build your ships. Atmospheric Propellers, Low-orbit Atmospheric, Grav-boosted Hydrogen, Hydro-Oxygen, Discount Ion, Ion Panels, small and large grid x4 thrusters, and two decorative multi-type thrusters are here to add some spice to your builds.


[h3]RTGs Revived by GK111[/h3]
Reactor alternatives that doesn't need constant supply of uranium pellets to work.


[h3]PowerShare Large Receiver by Sherbert[/h3]
Due to a constant influx of comments like "Why dont you make a large grid version of the reciever" , "I dont want to use subgrids" and "Why does your Easy armory mod provide so much utility but remains almost completely undiscovered by the greater community" I finally caved and made this mod.


[h3]SETB Handweapons by Gifted Lion[/h3]
Infantry weapons for the Space Engineers Tank Battles Server. Includes some of AWG's Handweapons, uploaded with permission from her.


[h3]Intergity Field Generators by howardxu23[/h3]
Integrity field generators based from the video game Avorion's own integrity field generators work, using Nerd's shield framework.






[h3]Hud Colors by Totoch[/h3]
Helper tool that lists the defined voxels for each mod to help keep track of how many new voxels are being defined.


[h3]MrX's ADV Miner OS by Upscale135[/h3]
MrX's ADV Miner OS is a full-featured automation script for Space Engineers designed to maximize the efficiency, safety, and convenience of your mining ships.


[h3]Protocraft by Der Kalle[/h3]
You like Prototech but don't want to hunt Factorum first? Or do you want to build with the blocks, completely without PvE? Also, is there always way too much gravel? Now here comes the solution!


[h3]Adjustable Thruster Multipliers - Toolbar Edition by rnm[/h3]
Adjust your thruster power from 0x to 4x with in-game controls! Now with toolbar actions for automation and improved mod compatibility.


[h3]Logistic Locks by Frosty[/h3]
Make detachable ore pods and freight containers meaningful. Logistics Locks enforces a timed interlock whenever two container grids connect, preventing instant undocking and encouraging realistic cargo handoffs without changing how items move inside a grid.


[h3]SprayPainter by RenzoARG[/h3]
Tired of tediously painting blocks one by one? Turn your standard Welder into a high-speed, adjustable *Spray Painter*!


[h3]Assembler+ by lowgogo2[/h3]
Welcome to Assembler+! This mod makes ordering components as easy as the push of a button.
With Assembler+, you can connect Event Controllers, Timer Blocks, or even your cockpit hotbar to automatically order components whenever you trigger an action.


[h3]AppsInventory by [ZIG] helfima[/h3]
The mod replace LCDInventory to see all sprites in MP game.
In the Custom Data of Block you can change the limit and color item or the settings search
To reset default settings of Block delete all content.


[h3]Refined - Offline Refining by Catopia Rex[/h3]
A secretive group has released a new piece of tech, the Refined block. For a small fee, they offer the service of ore refining while you are not there. Ideally, they want power, a percentage of the power used by the refineries. They will also accept Space Credits. All you have to do is connect this block to your Refineries, Containers and Reactors; they will do the rest.


[h3]Useful Unknown Signals by Wellington6012[/h3]
This mod replaces the vanilla Unknown Signals with 34 and counting, new variants, containing a wider range of components and resources. Instead of general components, Useful Unknown Signals contain either Ores, Ingots, Components or other resources and items.


[h3]Vanilla Research Tree - Reworked by martin.andreev92[/h3]
Hello, fellow Engineers! After the Fields Update, our beloved Vanilla Tech Tree Mod went up in flames faster than a hydrogen tank in a thunderstorm. But fear not! After many long hours (and several arguments over missing screws), our brave lab scientists gathered in a dimly lit hangar and decided to rebuild the entire tech tree from scratch.




We also have a Creator Spotlight series of articles on our Community Hub!



[h3]Creator Spotlight: Mitthrawn[/h3]
HK-CP-1414 Corvo TAT-FA Commercial Freighter, ANS Concordia Type A- Class Destroyer, K.A.A.N Sazakan Heavy Lifter ILV, and more!!


[h3]Creator Spotlight: Lord Vassious[/h3]
Teaching a Mech in Space Engineers, Mechnology, AI Robots, 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 spotlight them every day!

➡️ Find us on your platform of choice: https://www.keenswh.com/connect

[previewyoutube][/previewyoutube]



🛠️ Feedback & Support - https://support.keenswh.com/
🛰️ Discord: https://discord.gg/keenswh
📫 Newsletter: https://www.keenswh.com/newsletter
🚀 Community Hub: https://www.spaceengineersgame.com/community-hub/
➡️ Connect and find us on your platform of choice: https://www.keenswh.com/connect/




https://steamcommunity.com/games/244850/announcements/detail/549001115675396047 https://steamcommunity.com/games/244850/announcements/detail/549001115675396208 https://steamcommunity.com/games/244850/announcements/detail/499456994710651569