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Community Spotlight 🧐 November 2025

Image Credit: Resurgence by Cmdr Swizzle

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 November! 🤩






[h3]Easy Farming by Arthur[/h3]
Allows for full Handsfree (and frankly boring) automation of Farm Plots, by automatically pulling seeds from selected inventory, crafting seeds on demand and harvesting automatically.


[h3]Planting Automation 2 by Arthur[/h3]
Allows for automation of planting Farm Plots, by automatically Planting any seeds that are loosely dropped on top of an inactive Farm Plot, such as by a Connector set to 'Throw Out', or this mod's new "Drop [single] Item" action. Combined with vanilla Collectors, this allows for fully automated farming.


[h3]DLC Food Block Expansion by captainbladej52[/h3]
Adds functionality to the various DLC food prep blocks turning them into functional food processors. Retroactively applies to existing food prep blocks in world and BPs so you don't have to rip half your build apart.


[h3]Apex Survival Additions by DarkArkAngel[/h3]
A mod which adds new ways to farm synthetic meats, as well as new food and utility items. Apex Survival Additions will eventually expand to become a large modpack, aimed at enhancing the vanilla survival experience without becoming too overpowered. All blocks have full LODs and are stock-alike in design.


[h3]JSUnRad & JSRadiation Blocks by JejeServeur[/h3]
Here are two types of blocks, one creates radiation, the other removes it.


[h3]Tutorial: Building a Farm by Splitsie[/h3]
For those who would like to take a closer look or to follow along with my tutorial series, this is the world save from the end of the 'How to Build a Farm' video.






[h3]Sköll Sector by Echthros[/h3]
Welcome to the Sköll Sector, a dangerous trinary system that was once the site of a calamitous interstellar battle between unknown factions.

From the artificial black hole at the core of the system to the ship debris and damaged worlds still in unstable orbit, the entire region bears scars from the ancient conflict.


[h3]Knights of the Old Republic II Planets by Tiberious1[/h3]
These are planets from the game Knights of the Old Republic II.

Texture for the sky was taken from the game and made planets as much like the game as possible with SE.





[previewyoutube][/previewyoutube]

[h3]Battleship by Riebeck[/h3]
Battleship! Why? No clue! But yes, fully functional, automatic battleship in vanilla Space Engineers.

Paste in two boards (within 50km of each other), build your boards, and play!

[previewyoutube][/previewyoutube]

[h3]Iron Harvest + (RTS Scenario) AI Autoplay Expansion by DragoF1sh[/h3]
This WW1 themed Space Engineers Scenario expands on the Iron Harvest + RTS Scenario.

Spawn in all your favorite factions as NPC factions that play on their own!


[h3]Making Planetfall - a building scenario by Sarekh[/h3]
This is an open-ended building scenario that aims to bring lore-driven tasks to your Space Engineers experience.

The goal of this scenario is to layout the foundations of a colony on a newly claimed planet.


[h3]Crashed Ship Starts by Splitsie[/h3]
This is a collection of starting conditions that allow you to experience the fun of a 'Suit only start' without having to wait around for an encounter to spawn.

Or to look at it another way, this is what the Crashed Red Ship start could be if it were given a little bit of challenge.


[h3]Space Station Babel (Escape Room) by Conte.Pasticcio[/h3]
This version of the build contains a whole escape room with multiple buildings and secrets to discover.


[h3]Scrap, Shoot, Survive: Pertam Wasteland by Athunc[/h3]
This wasteland world has no ores (except Uranium & Magnesium), thus you will have to grind down the plentiful wrecks and ruins for scrap. You can use the survival module or refineries to turn that scrap into ingots!


[h3]Operation Stay Aloft by NovaCharlie[/h3]
The rules are simple: Stay afloat, build a fully functional ship with a jump drive, leave the planets gravity field and complete a maximum range jump.






[h3]50mm Heavy Autocannons by Harbinger Ace[/h3]
A pair of hard-hitting autocannons, one fixed and one turret, for those who know "enough dakka" is heresy. With rates of fire of 15 and 60 per second, respectively, these guns will put any stubborn foe right in their place; the grave.


[h3]Railway Builder [v1.1] by Marland T. "Ren" Höek[/h3]
This mod is a fork of Randa's Train Parts. It contains separated crossties and rails for building a huge and awesome railroad. But you still need the wheels from that.


[h3]Alkaline Sabot Weapons by Acidosis[/h3]
This pack adds a single new ammo type, Sabots, and ten different turrets. These all fill slightly different niches, but are designed to counter high-speed threats that are too tough for gatlings to defend against. These are balanced with respect to vanilla weapons.


[h3]O-yoroi Effort (Shield Mod) by TheRebornAce[/h3]
Ō-yoroi, Japanese for “Great Armor,” is a shield mod that greatly increases the survivability and protection of your grids. Mod includes multiple shield generator block size options with the addition of optional upgrade modules to tweak the shield’s capabilities to your desired needs.


[h3]More Corridor Blocks by TheSlaveOne[/h3]
More Corridor Blocks with Refill, Air Vent, Conveyor, LCD, Dual LCD, Medical Station,
Sound Block, Jukebox, Sci-Fi like Button Panel, Single Button Small Grid Style, Sensor and Windows


[h3]SURP Hand Weapon Extension by Yuri[/h3]
Binoculars with IR filter, SMG-35, SMG-70-R, SMG-20-E.


[h3]TM-57 by Hickel[/h3]
Anti-Tank Mine.


[h3]2048 - Arcade Machine by Arthur[/h3]
Arcade Machine.






[h3]SpaceHook v1.3 by Captain Crook [McDonald Land][/h3]
Traverse space like never before!

SpaceHook transforms your Space Engineers experience with lightning-fast grappling hook traversal across asteroids, ships, and planetary surfaces.


[h3]Pathfinder – Bi-directional Octree A* for Space Engineers by Chebz[/h3]
Bi-directional Octree A* pathfinding solver API. Use with programmable block to find optimal paths through 3D space, avoiding obstacles and terrain while respecting altitude constraints. Supports advanced collision avoidance with sphere-based path scanning and sub-OBB collision detection for real-time obstacle avoidance.


[h3]Partial Copy Paste by IotaSphere[/h3]
This mod aims to add partial copy/paste actions similar to those available in Space Engineers 2.
Players can select a region of their ship or station and save the selected region as a blueprint.
That blueprint can be later pasted into the world as normal.


[h3]GOAT Sorter - Inventory Manager by Khodrin[/h3]
A Modern Inventory Manager, for a Modern Space Engineer!


[h3]Expansive: Speed Based Gravity Generators by vector_cmdr[/h3]
Drive Signatures System: Speed Based Gravity Generators.


[h3]Shuurai Deep Space LiDAR To RADAR System by Zanzikahn[/h3]
Contact detection and threat assessment system with WeaponCore integration.


[h3]O2Link by The Screw-Up Team[/h3]
A Space Engineers mod that enables hydrogen engines and thrusters to consume oxygen from oxygen tanks, vents, farms, or other connected sources — creating a more realistic and interconnected gas system.


[h3]More LCD Apps (No Pb) - Advanced Cockpit Displays by rnm[/h3]
A collection of LCD display scripts for monitoring your vehicles and ships in Space Engineers. Display real-time information about performance, cargo capacity, power efficiency, and navigation directly on cockpit screens or LCD panels.


[h3]Gas Station Script by ΔŦØΜ[/h3]
Transform your grid into a fully automated hydrogen fueling station with a beautiful modern UI!


[h3]Atmospheric and Fluid Ballistics by BisonBiter[/h3]
This mod simulates the effect of air and fluids (if you're using Water Mod by Jakaria) on projectile and missile damage.

It creates a multiplier based on air and (if applicable) fluid resistance that will affect the final damage of your projectiles or missiles.


[h3]MyCrew by firestorm[/h3]
Add a crew to your grid! This mod brings some life in your space engineers world!

It is based on AI enabled, so please load this mod before! It is also compatible with some character mods.


[h3]Central Logistics Core (Item Sorter) by LeCouz[/h3]
Central Logistics Core (Item Sorter).

I have implemented an Intelligent Assembly Complex (IAC) for fully automated, Just-In-Time (JIT) management of construction resources.


[h3]Configurable Starting Items by PepperJack[/h3]
Take full control of what items players receive when they spawn!

This mod replaces the vanilla starting items (welder, grinder, drill) with a fully customizable item list that you configure.


[h3]Safe Speed by lowgogo2[/h3]
Safespeed mod so when below a set speed it will not cause damage when you crash into a object like Space Engineers 2 Safe Speed


[h3]High Pressure Bottles by Splitsie[/h3]
This mod simply makes Hydrogen and Oxygen bottles smaller in your inventory. So instead of taking up 120L of volume, they now take up only 40L each, allowing you to carry 3 times as many which makes the bottle indicator on your HUD kinda useful.


[h3]T-Frame (customizable mech frame) by Metallic4[/h3]
Just as the title advertised, its a customizable mech frame.

DO you like making cool mech quickly while you find makin the inner frame tedious? Then this is the ideal frame for you. Come with a Clang-Drive and ai AMBS.


[h3]SEENG Engine sounds 1.0 by Bomb[/h3]
SEENG is a full rewrite of SE sound system.
Introduces new immersive, fully customizable 3D sounds to a ships.
Sound addons can be set for individual ships at any moment via UI


[h3]Spore Drive Jump Effect by Blues Hailfire[/h3]
Spore Drive From Discovery. Credit goes to Specter for letting me use the sound effects, thanks!




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



[h3]Creator Spotlight: Viper[/h3]
CRN Hypathia Class Super Carrier, SDC Bunker Hill Class Assault Ship, CRN Hellheim Class Cruiser, 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

by Amai Dolce




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https://steamcommunity.com/games/244850/announcements/detail/527612739964634132 https://steamcommunity.com/games/244850/announcements/detail/527612739964633415 https://steamcommunity.com/games/244850/announcements/detail/590661232047948089

Space Engineers: Hotfix 1.208.015


[h2]Hotfix 1.208.015 has been released![/h2]


Stability
  • Fixed a crash in Join Game screen when a server query came back without Settings
  • Fixed a crash when a modded consumable affected fewer stats than the localisation string formatting expected
Functional
  • Fixed an issue where it was possible to copy&paste a small grid into voxel, making it static
  • Fixed an issue where Deposit All button affected the legacy 5.56x45 NATO magazine item
  • Reverted previous fix for welding projected merge blocks in an off state, as it caused valid cases in Survival (merge block ON) to split unexpectedly.
Modding
  • Fixed an issue where inventory filters for LargeMissileTurret and LargeGatlingTurret (TypeIDs with null SubtypeID) incorrectly applied to all derived vanilla and modded subtypes, causing modded weapon inventories to reject compatible modded ammo.
Thank you for helping us make the game better!

Image Credits: LIM Bayonne-Class by LadyLime




Please join us for Space Engineers 2 Music Competition Livestream!




🛠️ 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/527612739964633415 https://steamcommunity.com/games/244850/announcements/detail/590661232047948089 https://steamcommunity.com/games/244850/announcements/detail/583907108616931410

Space Engineers 2: Planets & Survival Foundations Live Now!


Hello, Engineers!

You’ve left the training grounds of Concordia Research Facility behind you - now it’s time to take your first real steps into the Almagest system. A new frontier stretches before you, vast and unexplored, waiting for the first Engineers to shape it.

You are the pioneers of this era, carrying the spark of humanity to untouched worlds. Your mission is simple, yet monumental: to build, expand, and bring life to the silent worlds of Almagest. Every structure you place, every sector you claim, will shape the foundation of humanity’s future among the stars. The age of exploration begins again - and it begins with you!

[previewyoutube][/previewyoutube]
This is the most important update since SE2 launched. With planets, survival foundations, building tools, and the start of the storyline, SE2 is now a full playable slice. If you join now, you’re supporting development directly and helping us deliver future updates faster.

VS2 is where SE2 turns into a real survival game - planets, progression, story foundations, and the first version of core systems all working together.

Full news: https://2.spaceengineersgame.com/space-engineers-2-vs2-planets-survival-foundations-live-now/

https://store.steampowered.com/app/1133870/Space_Engineers_2/




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➡️ Connect and find us on your platform of choice: https://www.keenswh.com/connect/




https://steamcommunity.com/games/244850/announcements/detail/590661232047948089 https://steamcommunity.com/games/244850/announcements/detail/583907108616931410 https://steamcommunity.com/games/244850/announcements/detail/590661232047948083

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 Control 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
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