I am very new to Space Engineers and I can not work out how to solve the problem of transparent textures instead rendering as opaque black shapes (squares or octagons usually). This leaves me virtually blind, especially on planets.
I've had no luck with Google and thought I'd try asking the experts (that being you all).
Any help would be greatly appreciated.Read more >
Hi! My name is Bluerock, and I’m the Wiki Manager for the Space Engineers Wiki. I am here to help the community and serve as a liaison to Fandom staff. If you ever have a question or issue relating to the wiki, editing, etc., feel free to drop me a message!Read more >
Hey, so I did a prior blog about stuff I wish Space Engineers would get to make the game better, you don't have to read that to understand this. However, in that blog I did not mention water because I had accepted back then that getting water was probably not going to happen, yet something happened. Medieval Engineers has gotten a water mod, not flowing water like rivers, but oceans, surrounding by beach biomes, and even whales that spawn in the deep sea. Of course there are boats and sailing mechanics.
Since the two game, basically run on the same engine, and I have learned that mod Author has made his code open sourced and according to the rumor mill modders are trying to translate it to Space Engineers, I think it's long past time I make…Read more >
If you are looking for game support, you can visit the Keen Software Support page or send an email to Keen SupportRead more >
Yo, I'm rather new here, but I decided to put my thoughts down on the situation with Space Engineers. You may agree, disagree, point out your own thoughts in the comments, but hopefully something positive comes from this expulsion of my thoughts.
At the time of this posting the biggest problem Space Engineers has, in-game, is a lack of things to do. Everything feels...empty. This is similar to Minecraft, where it's open ended and the player can build and potentially do anything, but Minecraft has bosses, and a variety of mechanics besides, mine and build.
Space Engineers, is mainly, mine, build, and maybe shoot some drones with your gun and/or your ship's weapons. In short, it's biggest problem, in my opinion, is that there is no 'end game' …
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Have you recently installed Space Engineers, but are not sure where to start?
I highly recommend you watch the video tutorials provided by Splitsie. They should ease you into the game.Read more >
Lostfighter01 has recently made an introductory tutorial for Space Engineers, which I highly recommend.
LinkRead more >
I added the carrier ship page, since I already had it welded up. I have no idea what to call it. It was labeled as CarrierShipProjector so I'm just taking a wild guess as to what the name is supposed to be.
o7Read more >
I've recently tried to make an effort to get this wikia back up to date.
So far I have been updating icons to match the new icons found in the beta version of Space Engineers, but I am yet to figure out how to add an icon to those pages which are missing one.
Lilbigmouth (talk) 19:08, May 22, 2017 (UTC)Read more >
The Fighter and the Miner webpages have been updated. So they are no longer horrible inaccurate, just minorly inaccurate. I'll get to the thumbnail hyperlinks as soon as I can learn how to do them properly from another administrator. If anyone can help me figure out what the first Blue vessel you appear in the Campaign that would be very appreciated!
@_@ Don't Stop the R@V3!Read more >
For what that entails check out KeenSoftware House's forums.
Lots of Bug fixes and an image Overhaul. Now with 5 new missions!Read more >
EasyStation page has been updated. Please note that my decision to make one Easy Station page instead of three was deliberate, because the setups for EarthEasyStation, MarsEasyStation, and AlienEasyStation is all the same. While positions of pads, welder pits, and medical room position may very; their structure does not. For the most part all components are the same even the proximity of the Pirate ore processing facility.
Weld On Ladies and Gentlemen!Read more >
Added and updated the majority of the components in game. The only exception is the Superconductor Components page needs to be renamed by the website Administrator to Superconductor Conduits, because I don't have permission to do that. Additionally, I have added information, and updated the component ingot costs across all ingots except the Superconductor Conduits-to-be page.
Furthermore, I have added pictures with the size comparison of their fellwo components to each page.
Hope you Enjoy !Read more >
I added the Atmospheric, Hydrogen, and Ion thruster pages so people can briefly look up some basic info. I intend on adding component tables later, but it is Xmas season so don't expect it too soon.Read more >
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Can we it to transmit coordants remotely? If so this would allow use drones to make GPS point (after it has moved).Read more >
Which is better in your opinion, Light armor or Heavy armor? Why do like heavy armor better or light armor better? what's the advantages of the type you picked and why do they help you.Read more >
Ever though it would be nice to have device that could detach blocks form each other, maybe for scraping ships, maybe war or maybe just for some random reason. but i'm thinking a turret block that doesn't automatically target things but you can control it and a hand held one for your self.Read more >
So I was thinking that the collector block is a bit useless in the fact that the items has to be right next to it, so I was thinking "it would be nice if the range was increased, who is with me on this. And what's your opinion on it.Read more >
Have any ideas of what I should build in Space engineers. should it be like Speedy Fighters or massive ships or even my own Death star. Ideas are welcome and once I have it built I will upload a picture of it.Read more >
I was thinking that we should be able to put more and more into blocks to boost performance, and increase weight.
- Maybe for armor blocks more steal plates=more durability, without extra space taken, or camo of heavy blocks.
- Thruster components and steel plates for thrusters
- extra supplies for turrets to increases attack speed or something.
- Maybe more solar cells for solar panels to boost performance.
- Maybe more battery parts for quicker, and more power storage.
So. There is the space engineers wikia wiki. There is also the official wiki at spaceengineerswiki.com . Is there really any reason to have the division? A wiki lives or dies by the passion of its editors, and having a split community does not have a real advantage for a playerbase this small that I can see.
Would it be possible to see some effort to convert articles over from here to there? To help flesh out the official wiki (which usually shows first in google searches)? It seems to me that we could gain a lot by rallying under one banner. Who's with me?Read more >
So with how unoften I post these things, I'm going to call them "Creative Ideas" hoping that some other people will post similar ideas, with the title "Creative Ideas:(Inset Idea Here)"
After playing a survival in Space Engineers with a friend, I felt that constantly welding and grinding was boring, and somewhat a waste of time. So, I decided to propose an Idea: Helper Bots!
(What were you expecting here, some model picture or something? I'm not that talented by far!)
Basically, these would follow the player around, and do simple tasks that no player wants to do, such as grinding, welding, transporting objects from distances too far for tubes, but too close for ships, etc.Read more >
So after looking at the latest game update, there have been a few additions that I really noticed, such as the ability to add your own player ships to the cargo ships. I don't know if anyone remembers. . . http://spaceengineers.wikia.com/wiki/User_blog:Oscar5322/Submission_of_Player_Ships_for_Pre-Built_Models%3F that post was a while ago. Not to mention that spherical gravity is now possible, making this post http://spaceengineers.wikia.com/wiki/User_blog:Oscar5322/%22Weekly%22_Blog_Post:_Gravity_on_Small_Asteroids/Planets%3F somewhat more realistic. I want to thank all of you guys who have voted on these posts, and I hope you guys find this wiki as useful as I do.Read more >
Due to the high number of votes my last post received (around 40ish) I've decided to make another blog post, (a tad bit late I realize) this time regarding the gravity of the game. I think that things such as wheels would be more useful if there were certain large asteroids that had their own gravitational pull, and would be a prime spot for players to make bases due to the natural gravity.Read more >
Yeah! we got pistons! i was hoping for those! What will next weeks block be?Read more >
I like mods to games. they breath life into a game that I have played through and enjoyed, but now don't know where to go. SE has an extensive Modding Community already and the devs recently released a video on how to install mods.
So what Mods do you all use? Also, should we include a mods page here and what is our criteria for having them? how do we organize blocks from mods and keep them separate from the vanilla?
I am not much on strictly cosmetic blocks, but I totally appreciate the work into them and some are very impressive or make me laugh. anyway, here are a few mods i think are a bit on the necessary side:
- G-Menu expander, because there are more blocks than there is space in the menu)
- Control panel you can place anywhere without havi…
This is the umpteenth blog post, this time about instantaneous travel. Would you like to be able to teleport instantly to certain areas?
EXAMPLES: Teleporters help players jump between two placed teleporters, and warp drives teleport the player and their ship "x" amount of block forward.Read more >
Hey guys! Just wanted to check in to see how everythings going, and I thought I'd share some nice statistics with you guys!
These are official statistics for the wiki.
Total edits since wiki was set up: 5,156
Uploaded files: 296
Content pages: 367
The wiki was founded on: 26 October 2013 at 10:13
I personally think its awesome that the community here achieved these statistics in only a couple months! Keep up the good work guys :).Read more >
We all know of the random pre-built ships that fly by if you enable the "Cargo Ships" option. Yet, after a good few hours, one player can add every pre-built ship there is to their fleet if they are careful. So, what if players could submit their creations for a chance to have it used in-game? This would allow for many more ships to be added, making the game have a wider variety of ships available for hijacking.Read more >
Here is another blog post about possible additions you guys might want to see in the future, so here it is:
The addition of AI/NPC's in the game, and the addition of multiple types of firearms (shotguns, carbines, etc.) Obviously the game needs to progress quite awhile before anything remotely close to this happens.
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(Comment below, the last one was lacking!)
Here is yet another weekly blog post, with an idea based off of the cargo ships: Cargo Bases. Bases used by the mining corporations, the military convoys, and the buisness elites. As well as possible abanonded bases that are one of the three above that have decayed to a state of disrepair.Read more >
Hello random engineers of space! I've decided to make a weekly blog, that asks questions that maybe you've thought about, or never even occurred to you! (Or some random bit about how my life is and what I did today, if you guys really want that).
Enjoy!Read more >
I've noticed that there are certain blocks that have no real purpose other than they "look nice". One example is the Interior Pillar. It has no real function, other than looking pretty. Now, things like Armour Blocks would not go in this section, due to how vital they are to basic construction. Let me know what you think.Read more >
We have some disambiguation pages set up for very similar objects. The Cockpits and Wheels, for example. Would it be beneficial to put information common to all those pages on the Disambig and make it available on the specific articles? I can think of two methods:
Possibility #1 — The general information will be viewable on the disambig pages and we post a link on the other articles something like this:
- For general information regarding Cockpits, click here.
Possibility #2 — We place general information between tags on the disambig and transclude onto the articles, so that the general information displays on all of them but remains synced. Useful for more intuitive placement and they won't start to disagree with future updates.
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So I was browsing the wiki, looking at a couple of edits to make sure that there were no trolls lurking around, when I noticed an abnormally large number of category links at the bottom of the page. Here are a few examples of categories we really don't need in my opinion.
I mean, come on. Only one link in that category? Not really needed, more of a waste of space in my opinon.
And look at the bottom of this page and look at all the categories it has!
For a simple door! All it does is open at the push of a button!
Now, I may be overracting, so if you disagree, please tell me why in the comments below. I personally feel we don't nee…Read more >
Engineers revel in a challenge. When there are no problems, they create one, simply so they have something to overcome. At least, that's what the in-game loading screens lead me to believe.
Regardless, adding a few "house rules" to a game can spice things up a bit.
I've decided to try starting the "Crashed Red Ship" scenario with all settings to "Realistic" and a "Cataclysmic" level of environment hostility. The additional rules that I set for myself are:
- No jetpacking off into space. Only in or around nearby ships/stations/asteroids. All long-distance travel must be done with a ship.
- "Cargo Ships" can be enabled, but they must be subdued before boarding them. Which is to say, all the ship's weapons must be destroyed using another ship — eithe…
So I realize many people will not care just how this site is built, but for those of use who are going to be active, I would like to ask how people want a few things to be done.
1. Structure: should we have a pyramid or flat linking system?
- right now it is shaping up to be pyramid. the more common variant. This means that there are several top pages that will describe how a concept works, then clearly link to all page within the subject matter. i.e. Blocks gives a description of what blocks are and how to use them, build them, and how they are destroyed. then there are links to all the blocks. there is no description of Components or links to their pages. the blocks page is also linked to on the main page. placing it as a top level page, but…
Here are some things I am hoping to see int he future. I know this is not a place that the devs look for suggestions. I am just letting my imagination out. Maybe some of this is in the works. maybe some will never come to be. I'm just hoping. if I were a game dev, this is what I would add... eventually. more to come i am sure. I am not including weapons or wiring in this cause that will lead to hundreds of ideas. but this is a good beginning. what are you all looking forward to in the game? is there anything you hope NOT to see?
- pistons / hydraulics -- we got rotors to give a circular motion, and with work can give a back and forth motion, but that is a LOT of work. nothing remotely practical for survival mode. I am thinking of a single com…
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as you all can see. there is a "featured" article on the main page. what makes a page "great" or otherwise noteworthy enough to make it a featured page? leave a comment below and any page you think should be included on the feature page list.Read more >
All the things this wiki identifies as Components are instead called "blocks" in-game. Accessing the Assembler's production, you'll see that the tabs where they are found are labeled "Large blocks" and "Small blocks". Furthermore, there is a tab for "Components" - which contains a sub-grouping of Items whose purpose is to act as the pieces for assembling blocks. As a result, we have ourselves with a bit of an organizational crisis, as the wiki is (in its current state) disagreeing with the game itself.
I suggest that we move the content of the Component article to a new Block article. Then do a sweep of the wiki and replace all uses of the old concept of components with the term block, so as to remain consistent with in-game naming.Read more >
I've noticed alot more people have joined this wiki, as well as having more pages popping up. This is great, but if more people continue to join, then we might have some Trolls/Spammers that want to mess up the wiki.
I'm hoping that the community will agree with me that some of the important pages, such as the main page, should be locked to registered users only.Read more >
Thinking this term "docking" may become ambiguous with the planned addition of material transfer connector. should this page be labeled as such and contain links to the appropriate pages instead of reiterating what it already on the landing gear page?Read more >
So I recently created a new page, Rescue Ship, and wanted to make sure the community likes/dislikes this page, as well as info on whether or not these shouldn't be created.Read more >
Like the title suggests, I made a program for all of you guys to use whenever you need to calculate how long a batch of materials would take to refine!
I hope you guys find it useful!
Download (EXE): https://dl.dropboxusercontent.com/u/22680910/SE_RefineryTimeCalculator.exe
Download (Source): https://dl.dropboxusercontent.com/u/22680910/SE_RefineryTimeCalculator_SRC.rar
(I made the program in Microsoft Visual C# 2010 Express. I don't know if the source works well in any other software)Read more >
Hello! I'm Khan95.
Today and a few days ago (before I signed up) I edited the Refinery page to include two new categories.
- "Conversion"; which goes into how much we actually GET from refining our ores.
- "Production/Consumption Rates"; in which I present the results I gained from timing the ore consumption and ingot production in the Refinery. With these numbers you can (to a certain degree of accuracy) calculate the time it will take for your Refinery (assuming you have no energy issues) to completely refine your current batch of ore! Check it out if you're interested here!
(ALSO: These values were gathered at 2014/03/20 - Might not be legit at a later time!)
I hope you all find that information useful and I hope to figure out something else to…Read more >
I am Juper0 (that is a zero). I would like to say hi to all current and future contributors. I have been on wikia for about a year at the time of this post. I have done a lot of work with Warframe and Terraria, as well as a personal site for a P&P RPG. I love adventure and builder games more than any other kind. Sci-Fi is a great bonus. I do not currently own the game Space Engineers, but as soon as I do I will contribute more content. for now I am working on styling, grammar, general layout and what ever else the admins want me to work. Please feel free to drop me a line for this wikia or any other. I love having a little project.
Don't be shy to start contributing. mistakes happen and we can quickly fix them. just let us know if yo…Read more >
Tests done in x,y,z, with the use of keyboard ONLY.
Gyroscopes seem to move a craft toward a maximum rotational speed, upon hitting that speed they no longer accelerate.
Mass Thrusters Gyros Time for 10 rev. Time for 1 rev.
8885 kg 6 1 23 sec 3.7 sec
8875 kg 6 2 22 sec 2.9 sec
8864 kg 6 3 22 sec 2.6 sec
Note how the time for all three ships to complete 10 revolutions is about the same. It is quite possible there is a game limit on rotational speed between 2.3 seconds per revolution and 140 rpm. The next test is if radius of the ship has any effect whatsoever on the the craft's ability to rotate. In order to test this a single "T" shaped ship was used and the dimentions of the ship were recorded.
Mass Thusters Gyros Span Time for 1 rev.
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Note: This blog post is taken from the similar forum post, here. It'll be kept up-to-date as the forum post progresses. Feel free to comment in either location.
Since landing gear have come out, I've seen a lot of discussion about how they work, why they're buggy, how to use them, etc. I'd like to take a minute to address the issues I've seen and try to shed a little light on the subject.
The biggest issue with landing gear is their tendency to be destroyed while travelling. For example, say you build a carrier and dock a bunch of fighters to it. You take off for your space dock with no problems. As you arrive, you turn off thrusters so you can slow to a stop and suddenly your fighters tear free of the deck and mass into the front wall…
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