Space Engineers - Engineer your way through space!

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This is the Lemmy community for the video game Space Engineers. It is a work-in progress, so expect changes!

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  1. Threads has to be about Space Engineers.
  2. Common sense, be kind.
  3. Moderators have last say.
  4. Follow the general Lemmy.world rules.

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founded 1 year ago
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Hello everyone, I recently looked up how to make autonomous courier drones and realizing how easy they are I decided it was well past time to try branching out into using remote control and drones more. So, I've engineered this little thing to serve as a drone outpost. The intent being that it'll host a mining drone and a courier so that the whole kit can be deployed to a location by a valuable resource.

Being my first drone vessel I wanted to see what other people thought of it while I'm still prototyping. I've got two custom turrets that hold a folding solar panel system, slapped some O2 generators on it just in case a manned vessel is running low and near one. I've got a gyro and RC on it along with forward and rearward facing cameras. It occurred to me that I'm using Hydrogen thrusters and as such have to have facilities for ice processing and storage but I tend to struggle to find platinum.

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Arkon Anarchy Survival - Weapons Free, Engage at Will

AAS is a Space Engineers Anarchy Survival server offering a unique experience inspired by the 2b2t Minecraft server. AAS has almost no rules, and you are free to engage anyone at will, no exceptions. Commit war crimes, form treaties, break treaties, do espionage, commit acts of treason, build communities, and otherwise violate the Geneva Convention in new and creative ways, as a hobby

Server Address: 104.243.44.48:7777

Discord Server: https://discord.gg/ku9Pah5BFV

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Hello everyone, Doing a bit more work on the big carrier I'm designing to use with a friend and I've sealed up the hangar-areas but now I've got a new problem: I've got a 23 block long door that could potentially vent a painful amount of oxygen into space. I don't want to scrap the door because I think it's cool (and very loosely taking inspiration from the Venator Class Star Destroyer from Star Wars), and I think it'll be reasonably 'practical' way of handling the positioning of the hangars. So I'm considering two fixes:

  1. Either keep this section depressurized always but allow the hangars to pressurize or
  2. Build a system such that the big area will decompress via vents before the door opens.

I think Option 2 would be better but I really don't know how to do much in the way of automation and the airlock videos I've seen seem to rely on timer blocks which would mean that I'd need to time the depressurization of a massive room... Is there any way I can just detect when the pressure is at 0% or some other workaround? Any guidance on this problem would be very helpful.

Also for context the room this door is to is a bit above 11,250 cubic meters in volume. Getting an accurate measurement is a little difficult do to an irregularly shaped device I've built in it. I'm having a hard time finding rates for things when I go looking so I'm not sure how many vents I'd need to depressurize this in a reasonable period of time.

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Hello everyone, My friend and I are moving on to trying to seal parts of the ship for spaceflight now that our production system works and have started hitting the problem of leaks we can't find. I recall being told there's a mod to make this much less difficult when I had this problem on my single-player world but never went for it... I figure it'd make things smoother on multiplayer but now I can't recall the mod's name.

Anyone know which mod that likely was?

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submitted 9 months ago* (last edited 9 months ago) by Halasham@dormi.zone to c/spaceengineers@lemmy.world
 
 

Hello everyone, A friend of mine finally got a computer & connection that can handle Space Engineers and we've been enjoying the game together... up until a few minutes before posting. We've hit an issue I can't quite figure out: In the process of building a flying base we've found our new Indi Assemblers won't draw Ingots from the connected cargo hold no matter what we do.

I've snapped a few pics to show our setup:

I've tried swapping which Assembler is CoOp, having neither be CoOp, turning each one off while leaving the other on, disassembling and reassembling them both... but nothing has worked so far. Ingots just won't move into the assemblers.

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was experimenting with gravity generators and artificial masses to make zero-contact rotating grids

haven't fully fleshed it out yet for a space station build

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Hello everyone, Is there a way to turn off weather on the planets? I'm working on an improved version of the Voxel Lance but persistent blizzards on my testworld bringing visibility to approaching zero is getting rather frustrating.

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The Voxel Lance (dormi.zone)
submitted 11 months ago* (last edited 11 months ago) by Halasham@dormi.zone to c/spaceengineers@lemmy.world
 
 

Hello everyone, It's more ore less complete so I figured it's time to share my large grid build: The Voxel Lance https://steamcommunity.com/sharedfiles/filedetails/?id=3108828736

The Lance is a bore-miner meant to land next to ore deposits and use the bore-drill affixed to the top of the ship to collect the ore. Warning: Don't operate the drill in flight. It dangerously rotates the entire ship. I'm not sure the build has sufficient thrust for the cargo to be filled entirely... can't seem to get sufficient lift while having a hull.

Edit: If anyone tries out the Lance please let me know what you think of it or any ideas for making it better. I mostly engineer things from scratch and only take a little from videos (eg the drill-head for the Lance is from a short I've seen you YT)

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submitted 11 months ago* (last edited 11 months ago) by Halasham@dormi.zone to c/spaceengineers@lemmy.world
 
 

Really wish there was a 'guess best fit' option somewhere when building a hull. I've got a spot where I'm trying to blend a slope and it feels like I've tried every armor piece in every configuration and none of them fit.

I have an OK mental image of what I want the hull to look like and it's actually helping with the choice-paralysis from my prior post however I can't hold a few dozen different mental images in my head at once to fit the puzzle pieces together in a timely manner. What fits in the game shown?

To zoom out a bit: the idea I had for the Hull was to have a cockpit on a protrusion and have it enlarge in a segment or two before more-or-less flattening out on a wider body. I'm trying to make the slope for one of the first columns of it widening and need this mystery block.

Edit: Adjusted the overall shape of the build to avoid needing this part... I think it looks better now too. Making good progress and came up with a name for it. I may post a download link to the Voxel Lance v1 sometime soon.

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Hello everyone, Figured I'd ask here 'cause I'm getting the problem that got me to quit my previous world again: When I've got a sufficiently large build I want to make I can't clearly envision how I want to assemble it. To take the current example: I've just finished building my Miner Mk2 after redesigning it (lost my BPs when I upgraded my PC) and I can already see that while leagues better than the Mk1 it will be insufficient for the big projects I want to do... so I've begun work designing it's replacement. Thing is the replacement is a Large Grid mining vessel with a special mining bore-arm that I'd designed separately and special connector-arm to be able to transfer material to my ground-base. I've got those two elements but I can see several ways to set up the internals and I'm not sure which one to go with... or how I'd want to stylize the Hull since I couldn't exactly fly a LG brick.

Anyone else get this problem? Should I design the hull first and then fit the functional bits inside it?

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Hello everyone, I'm working on building myself a better mining ship and it's occurred to me that I predominantly use only two mining methods: Fixed drills or "simple" drilling arms that use only pistons and rotors to extend forward and make a bar of drills drill the area of a field via rotation.

I'm know people make large-grid mining ships and I've seen a few that are amazing... and suffered a good bit trying to replicate a design I can't find anymore. But, I don't know much about how to effectively go about mining with large drills...

When I was trying to make a large-grid drill wheel I was told that builds usually focus on making a small number of drills do more drilling and my design was horribly inefficient (and it was, in addition to being a PITA to assemble). So, are there any good resources on how to make a drilling-arm that'll cover a broad area using a small number of drills?

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I just finished building a functional ground-base and realized I've build myself a little metal square with machines on it. A bit uninspired but functional as I have easy access to everything I need... altogether an OK step up from the starting 'row of machines' but still not quite a good base.

Figured I'd ask; What do you do to make your ground bases or space stations look nice?

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DSM Planetary HQ (lemmy.world)
submitted 1 year ago* (last edited 1 year ago) by Literati@lemmy.world to c/spaceengineers@lemmy.world
 
 

One more for today. Planetary HQ for the DSM faction. This is my third run through setting it up as the last two servers went kaput, so the buildings are all blueprinted and pretty easy to throw down and build with nano build & repair.

I'm a slut for infrastructure.

Imgur: https://imgur.com/a/fv0sjeg

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submitted 1 year ago* (last edited 1 year ago) by Literati@lemmy.world to c/spaceengineers@lemmy.world
 
 

The most heavily armed and outfitted variant of DSMs most populous ship, the Jackknife Destroyer. This version has a spinally mounted rail gun as well as a frame shift drive for long distance travel. Unpressurized and configured for a crew of up to 3.

Imgur: https://imgur.com/a/wTfY0x4

Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=2994013172

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submitted 1 year ago* (last edited 1 year ago) by Literati@lemmy.world to c/spaceengineers@lemmy.world
 
 

Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2993560099

No idea if the image embed is working. Finally uploading a lot of my faction's ships and RTS-esque buildings to the workshop after a "no pen testing" agreement with the other faction on our server. Probably will try to post them through over the next couple of days.

edit: Redid the image, imgur link: https://imgur.com/a/mFPurxk

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After much finessing and hardship, I finally got oxygen and gravity setup. I had to go trough every corner of my hall to make sure that every block had another block either adjacent to it or diagonally to it. And after a bunch of head-banging against the wall -- tada!

another view For me this did not show up as the post image, so here it is (maybe for a 2nd time)

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This is my 3rd playtrough, and i am really starting to love theese in-game scripts. They add so much flair. I think I used about two hours just to setup all of my signs troughout my facility! The scripts you see there are Automatic LCDs 2 on the sides and Fancy Status Displays in the middle. I especially like FSD because of the nice images.

What are your favourite in-game scripts?