Quick reupload - last video had a file issue on upload. Corrected it to ensure it would not happen this time, so enjoy a still image of the Inset Connector :D Thanks all!
Always a work of quality, and thank to comfort everyone's worries about the fact the Dev will not abandon the first game, even if it's the 'prototype' (i see it like that), is still an amazing game (with the mods).
Defenitely. That´s a big YESSSS. Please. It´s gotten really messy on my worlds... Planetary Coordinates, Jump Coordinate for Stations, Mining areas etc. etc........ that get´s crazy fast.
There's an unofficial plugin but we're more likely to see it in SE2 if enough people upvote the forum post requesting it. I doubt we'll get UI changes in SE1
To make the world feel less empty, the economy update could add a store block for player bases. Here's how it could work: 1⃣ Buy items through the store block (linked to an antenna on your base). 2⃣ Delivery system: After buying, goods are flown to your base for a delivery fee. 3⃣ Delivery options: Set a connector for the cargo ship to dock and unload. Or provide a GPS location for the ship to drop a container (you’d pay extra for the container). This would make bases feel more alive and connected to the economy, while also adding depth to gameplay.
A very good opinion! I’m surprised so many people argue about this. It is an 11 year old game and it is time for a sequel, you don’t have to play the sequel until it has the features back in that you want. It is not bad they are making it and nobody has any good argument to say that it shouldn’t happen, and you don’t have to buy it today and nobody should try to make you. Marek himself got on the front end of this himself and said all of this at launch announcement and yet here we are. I guess what I’m saying is the steam forums for 2 are very silly right now so seeing people be sane is refreshing. 😂
Same here. Only moving to 2 once there's a steam workshop, multiplayer, planets and generally more blocks than the barebones ones it has right now. Possibly might have to build a new NASA grade PC beforehand, too, lmao.
@@darthtempest4722 probably porting to the new engine version takes a lot more effort than one might assume. Remember that all parts have destruction stages and stuff. Also, a lot of things about survival is somewhat outdated and can be improved.
@@antwarior not really, the answer is fairly obvious. Any sequel needs to be built from the ground up, it's not as simple as moving every asset from one game to another. It's a VERY big process to move everything from one game to another, almost as big as just making a new game from scratch. People would also complain about outdated assets, saying that it's no different to the first game, so the developers need to make new ones the players find more interesting. You also have to take into account that they're working with a new engine, hence it's just simpler to start from scratch anyway.
I’m just still amazed that it’s already been over 10 years since space engineers ever came out. God I miss the old game, even with its bugs and quirks. Hi Jack! Continue making these awesome videos! And it’s just crazy that we have to specify now between space engineers 1 & 2. I LOVE IT!
Big/Small insert connector is such a good QoL I actually wrote it in my SE modding list text file (if I ever got into SE modding) Best of wishes to Sander!
Id really love if they'd make more decorative and functional corridors and make corridors clip through other objects, Like a four way corridor being able to attach something on the wall while still in the parameters of the corridor. And more corner decorations. And id absolutely love it if you could paint on one side of a block, so i can have red outside of the block and white on the inside.
At 08:03 you see the crossroads within the compound. The blocks around both the prototech refineries and prototech tanks (if that's what they are) are not known to me. None of the existing blocks have those patterns on an external facing. The blocks immediately around the crossroad on two and possibly all four sides appear to have a narrow hazard stripe on one end of the block. To my knowledge all existing blocks with hazard stripes (an interior wall block) have a visible indentation on the face with the hazard stripe. At 08:13 you see an overview shot of the oil field with several wells. I do not see how the splash effect at the well head is being created, the current exhaust block cannot do this. The effects are also synchronised across several wells. A closeup of a well is also at 07:48 Also in the scene where the freighter drops the cargo pod (at 05:27) the cargo pod is attached to its mothership through merge blocks, though this is likely to prevent grid issues.
The floor blocks might be a new paint system, or perhaps indeed road blocks of some sort. The actual structures around the prototech refinery are current in-game blocks, but for the ones on the tank side, unless they're ground-down corridors of some sort the blocks behind that new glass door part are also new. The oil derricks are using a spark effect for the splash-like appearance, I believe.
I can't believe that it has been 10yrs also, time has really flown by. I will continue to play SE1 even after they stop supporting it. I am so looking forward to the vast improvements that are coming in SE2 and look forward to playing it along with SE1. It would be great if we are able to bring ships and bases from SE1 to SE2 and redo them with the improved grid system in SE2.
Ofcourse we all love it when new blocks come to game but keen has to give a little more focus on creating the need to create. That is why factorum encounters are a step in right direction. They created a need to make a ship which can engage in battle, travel long distances, carry tug ship and so on. You create a solution to a problem and get a payoff aka prototech blocks. Just because of this content they made I spend many hours perfecting my ship for those tasks and I loved every bit of those encounters. Adding new blocks to the game would give me an hour of experimentation and that is it. This is why I belive splitsie is popular in community with his mods. He is creating problems and restrictions. Those problems create a need to create where the game shines the mos unlike any other game. This is why I think we don´t need more blocks in game. We need goals with restrictions which give us players a payoff at the end. I hope I made my point clear enough.
One big thing I'd want with PvE is for there to be some giant base or station where these Cargo Ships drop cargo to and transfer around and actual military patrols guarding its sectors. Maybe like one on each planet or one for each faction... It'd be quite nice.
Captain Jack, I love your channel and your mates playing this awesome game. I will still play Space Engineers 1 until I get a newer Gaming Laptop with a higher-end graphics card. It's good to hear that KEEN will keep supporting Space Engineers 1. I'm really looking forward to the new updates and DLCs. I look forward to seeing more of your content and gameplay especially when Space Engineers 2 emerges. Thanks, mate.
I would like a hose block, something with as small or large connector that you can drag to a connector like the pump on a gas pumps, would be nice for when your trying to refuel a ship you can just hook it up and would make it easier rather then having to perfectly align a connector to your rover or ship when you’re just trying to charge your refuel it, of course you would still have to line it up in order for you to transfer materials over but fuel and power. You shouldn’t have to lend up perfectly.
All I really want is more planetary stuff. The planets feel empty even compared to space, and unless you're playing multiplayer there's no incentive to make or use any weapons - it'd be neat if they add some light atmospheric ships that can fly around if you have an antenna or something.
0:07 What are those 3 dark squares in the lower half of the lower white block at the rear of that big aircraft? I can't think of a large-grid block that looks like that. 0:11 As others have mentioned, there looks like sidewalks (with curves) have been added (look where the engineers are either running or standing). 0:15 A better view of the tanks you're talking about is in the foreground. You can see they have round caps on their conveyor ports. 0:20 That rover has no cockpit and no camera!!
wait, that rover did not have a cockpit, does this means we finally getting the AI rover blocks that i been asking for over 2 years in chat? 😍 i really hope this is the case 😍
@englishdragon4198 I believe there could be a huge benefit to making a rover specific AI block. The rovers drones in game tend to be made using a lot of jank, using blocks not as intended and buggy. I love building them because they are so cool, but I definitely agree that an ai rover block would be the best. Maybe one of the new cargo ships is a cargo truck? That could be a lot of fun to pirate. This is just speculation, and knowing my track record... wrong. But I can dream
Reduction in PCU usage would be nice if there are a way to combine several blocks into on 1 pcu. That way we can have more bases and PVE content in Space Engineers.
Ive been playing for just over 10 yrs as well, so I will be playing both. SE 2 is only in alpha atm anyways, so will be a few yrs before full release. I really hope xocliw will make patch day videos for SE2 the way he did for SE1. Ive kinda missed them since SE1 came out of alpha, they were the highlight of my week.
I will be move to se 2 when during the first verticle slice. It will make building better in both survival and creative. I already pre ordered the game to test it out.
So while the early access is certainly nice for folk who enjoy following development, or just want to show support for the project, it will be a while before folk stop playing SE1 for SE2. Especially when devs are still providing continued support/updates. The economy feature definitely has been needing some TLC, and would synergize nicely with all the new PvE content like factorum or upcoming cargo ship overhaul. Might be worth noting that someone found a seemingly bugged option for trading proto scrap at one of the npc stations on official, though it looked to not be set up fully, might be leftover from scaling down the contact update and splitting it up~
I'm glad they're are gonna continue giving SE1 updates ( I mean it sort of makes sense anyway ). Personally I will be staying on SE1 until SE2 has most of it's Core features for survival and so on. Later when mods and such arrive more and more ,to SE2, I'll probably switch over comepletely =) I'm looking forward to the future!
1:12 it depends, if it gets released on Xbox, even if it doesn't for a long while I'll still play 1, I'm not the best at the game but I still enjoy making ships and rovers. Also great video 👍
hi captain jack love ur videos especially the colony series id like it if u made a mod on empire at war based on the colony universe cause i would play with a mod like tht nonstop
Kinda wonder, why so many DLC blocks? With how often they are used, I feel like there will be a non-negligible difference in salvage between players with and without DLCs
I wonder if they change the trade ships to have at least a shop block on it so as to buy and sell on it. Just something i wished they had added that in the beginning also yeah it would be great if you can sell your ships as well there is more ships and rovers both civilian and military
The first block he talks about is actually a block that was created by a modder a couples years ago. It's called the Attachment Block. You build it on a large grid and then build small grid blocks on it. This is the same as Supergriding without the process. So I perfer the Attachment block rather than Supergriding. What I would like is a Motor or Engine in SE 1 or 2. Specifically for higher rpms and insane torque like rotors and hinges. My interpretation of rotors are from my mechanical background irl. Rotors, like the one's on your car are turn by and an engine and transmission. This is why I see rotors as wickedly underpowered bock in the game. Keen did make a generator engine that is fueled by hydrogen, however it provides no rotational force. Therefore, I see little effort to bridge that gap. Do you agree or disagree? Please let me know.
SE2 does not supergrid. It simply has a LOT of 25cm cubes, and the ability to make some large shapes. Imagine if all vessels were small grid, but the small grid included larger blocks as well. Large grid sized ones. Like that.
@antediluvianatheist5262 Yeah I know that. I'm mainly talking about SE1. I only mentioned SE2 as a comparison. So did you not read the whole post talking about the attachment block working similarly to the new block we're getting in 2 or 3 months.
Primarily, I enjoy designing and building ships, so I will be staying with SE and experimenting with SE2. I would like to see more inset blocks as they are so useful in ship construction; inset desks, shelves, lockers, computer stations, med bay are some that come to mind. More corner blocks would also be very useful. Off the top of my head, corner lockers would be first on my list. I always enjoy the SE releases but am inevitably disappointed that the range of new blocks is never complete - there's always a block missing.
i'm still hallucinating having to put a sub-grid on my ships, hinge or rotor, so that my shots don't go outside my AIM and my camera! The players know the trick and solve the problem with a block of the game , never seen before
I might get SE2 at close to the launch of early access because I want to support that little bit but I would mainly be playing SE1 untill survival is in.
I am absolutely getting space engineers 2 when it releases, but I am still going to play 1 for survival until it comes out for 2 at the earliest. Maybe longer if people don't mod up 2 immediately.
The idea of prototech weapons is a dangerous one. Consider prototech's purpose in the game's design - it serves as a reason to engage with the encounters out in the system, yes, but it also is intended to be a solution to some of the performance-intensive late-game builds. Large scale drilling craft, refinery walls, thrust packs, battery banks - things which eat into your PCU and block limits on applicable servers, and impact performance on ones where those limits are not as strict (they exist for a reason, after all). To that end, the sorts of blocks that make the most sense for prototech as of now would from my experience be an O2/H2 generator and some form of extremely large area welder. Perhaps a long and narrow drill for surface-scraping miners and some variants on hydrogen and oxygen tanks. Prototech weapons have the potential to introduce interesting progression to ship combat against the Factorum and other players, but it can also become an issue of one player or group monopolizing a server's combat capabilities and controlling all prototech if implemented badly. It needs to be new niches filled, I think, rather than straight upgrades to existing weapons. I picture two things would fit currently - a stable guided missile system, and a beam-type weapon like a laser. These serve two niches that, while not strictly necessary (and thus why they were left unfulfilled by the warfare updates), still have a distinct opening. First, the simple one - a sustained beam weapon could match the size requirements and energy draw of the railgun, but compliments it rather than clashing with its sustained damage to the railgun's spaced bursts of damage, and likely with being a wider component rather than the long dimensions of the railgun, encouraging different ship design depending on which is used. Secondly, the more complex one - while player-built missiles are a real possibility, they have some shortcomings. The unavoidable use of subgrids, the large amount of effort required to make even a basic one, and the space requirement for anything that can be reloaded via a magazine, a printer, or whatever. A relatively mid-sized (I picture perhaps 1x1x3 or 1x2x3) weapon which launches missiles at the locked target has these advantages over a custom system, but lacks in range and some versatility to still allow custom missiles to have a role in mid- and late-game combat. SE2, despite its promising start, is years off. Personally, I'm hoping this cargo ship update leads to an economy overhaul or rework next, with an equivalent to prototech (or prototech itself) accessible via trading or lucky piracy, to similarly entice players to interact with what it would be after a rather needed rebalance and UI update.
SE2's system requirements are substantially more than SE1 and I'm worried it will have optimization or performance issues like SE1 did back in the good old days
I'm going to be moving over to SE2... when survival finally drops. In the mean time: I'll continue to support SE1... never figured my poor ass would end up a whale for something, but here we are.
Small grid Gravity Generator! Fill in the gaps! Make Armor Panels and Windows have the same shapes available! Where is the missing Bridge Window Half Corner Ceiling piece? Fix Sloped LCDs so the Horizon App works correctly when rotated! No more designer blocks until these issues are fixed KEEN.
The reason economy isn't massively used is because it's not massively useful. I don't really need the money unless there are things I need and can't collect or produce myself, like safe-zone ships, but then the easiest way to make money is still using the acquisition contracts, which essentially turns it into trading things I can get for things I can't. There are mods that expand on this, that could be made vanilla. They could also add resources that are only valuable for trade, but useless for engineering, that can only be acquired from certain factions and wanted by others. To get them, you'd need to trade with or raid ships/stations from those factions.
I will be sticking with Space engineers 1, until Space Engineers 2's content catches up to 1's. As for the video, did you notice the floor decoration, there are currently no blocks with the kind of pathing lines shown here.
I'll be still playing SE 1. BUT will be getting on SE2 At launch, i want get as proficient with the new unified grid system, and get on the ground level of the SE2 game.
I’ll be buying Spengies 2 in the first week assuming nothing blows up and I will HAPPILY play in the skybox since that is how I started playing Spengies in the first place. I played the asteroid crash scenario and made designs for the future in lieu of content for so long so I will be fine. However, I was a major thousands of hours multiplayer faction shipbuilder, I went on to play stormworks afterwards for many thousand hours more and uhh… I tried to get back into 1 since I am hyped for 2 but it is hard to go back to 2013. So me in the skybox without the 1jank and old controls starting to make my factions kit without any demand for it yet will be welcome if anything. Stress designing is rough. It’s way easier to retrofit on demand. 😂 So I’m a weird one in that I’m not playing 1 and am waiting to play 2 in its launch state. I’d be surprised if there are many others but that’s where I’m at.
Also rather than make a separate comment I’ll reply to my own and say I do hope Spengies 1 won’t be continued for *too* long and I hope that commitment does have an end date. I am minorly concerned by that “each game will offer unique experiences” line. I am hoping 2 is made as the full replacement to 1 from the skybox to survival skybox to planets and back to where we are in 1 and beyond. And so built on that hope, I hope there is a slow but eventual rolling in of Spengies that happens at the same speed as the roll out of Spengies 2 and eventually Spengies 1 hits official EoS and those truly clinging to it by that point can play with what they have but no more as the resources are all moved to the full feature parity and more upgraded version going forward. At whatever point that parity is achieved in the future. That seems like the obvious right thing to do some might say. So obvious it needn’t even be stated… but in 2025 game dev I have learned to cease expecting the obviously good behaviour and to state it explicitly on the front end of things, sadly. 😂
Hey Jack, random question- do you know if Keen sell Space Engineer helmets, or of a third party that sells them? Can’t find any besides ones that are either made out of cotton or ridiculously costly
There better be something to play that goes somewhere. Can't believe i played for nearly 10yrs trying to create something worth playing just to realise it's going nowhere. They add so much quality of life that's no use for engineer, anyone can see by now the engineer is just a build camera than a player character.
I feel like we should at least get something for buying the DLC in SE1. While it is a different game, it still feels like a waste when we're likely to completely move onto SE2. Even just some special decorative blocks/block skins/engineer skins for having contributed to the old game would be nice. It also sounded like old DLC blocks may not make a return. It would be a shame if can't recreate some of our old ships :/
There's a good chance I can't play SE2 entirely because of performance reasons, we have no real way of knowing how it performs on our PCs until its out, so I will likely avoid playing it till its a bit more mature.. Going to enjoy the content being made for it tho. EDIT: They really need to do some bug fixing though, still can't enable idle movement for the custom turret controller and its been ages since that was mentioned on the Keen bug forum
Personally, I'm hopeful that Keen will add NPC players to the game. NPC ships are nice, but the game feels kinda empty without playing online. Because I'm working 40-50 hrs out of the week, I don't have time to get on SE until my days off. Please Keen, add some NPC players into the game soon. I'd be beyond grateful🤞😉👍
There's a separate team working on SE update 1.206, so why would the release be postponed? They should make the update happen at least a week before the 27th. Have everyone engaged and then drop SE2. They need the DLC money and I'm willing to pay...
My question is , they say DLC wont transfer....but didnt they also say that they will have a tool to import SE1 Blueprints into SE2? Well if thats true , how you gonna import SE1 BPs if they used dlc blocks?
@CaptainJack oh hey! Thanks for reply Yeah its weird , most BPs have DLC blocks ......so most BPS gonna have holes? Seems very bad idea Unless they gonna make equivalent blocks the auto replaced Im sure you seen that block list photo they posted for SE2 , Im sure you seen the similarities between those blocks and DLC , like warfare reactors for example
@ Well the import/grid coconversionill already cause some issues - as the grid system is different for SE 2. So I imagine some ships will break. I am likely going to remake my ships from scratch.
Quick reupload - last video had a file issue on upload. Corrected it to ensure it would not happen this time, so enjoy a still image of the Inset Connector :D
Thanks all!
Awww but I liked the moving artifacts!
Always a work of quality, and thank to comfort everyone's worries about the fact the Dev will not abandon the first game, even if it's the 'prototype' (i see it like that), is still an amazing game (with the mods).
All I want is 1 simple thing and that’s
GPS folders/grouping
That feature is really needed to be honest.
Pretty sure there is a plugin for it
Defenitely. That´s a big YESSSS. Please. It´s gotten really messy on my worlds... Planetary Coordinates, Jump Coordinate for Stations, Mining areas etc. etc........ that get´s crazy fast.
@@joesheridan95 U can use datapad as substitute/
There's an unofficial plugin but we're more likely to see it in SE2 if enough people upvote the forum post requesting it. I doubt we'll get UI changes in SE1
Pretty sure the green ship is an updated Military Escort
@@Kim-bh8qp The in-game name is CargoShip_military1
I'll definitely stay on SE 1 for a while. Since I can play multiplayer. Though I'll definitely check SE 2 out.
To make the world feel less empty, the economy update could add a store block for player bases. Here's how it could work:
1⃣ Buy items through the store block (linked to an antenna on your base).
2⃣ Delivery system: After buying, goods are flown to your base for a delivery fee.
3⃣ Delivery options:
Set a connector for the cargo ship to dock and unload.
Or provide a GPS location for the ship to drop a container (you’d pay extra for the container).
This would make bases feel more alive and connected to the economy, while also adding depth to gameplay.
I'm staying with one until planets get reintroduced.
A very good opinion! I’m surprised so many people argue about this. It is an 11 year old game and it is time for a sequel, you don’t have to play the sequel until it has the features back in that you want. It is not bad they are making it and nobody has any good argument to say that it shouldn’t happen, and you don’t have to buy it today and nobody should try to make you. Marek himself got on the front end of this himself and said all of this at launch announcement and yet here we are.
I guess what I’m saying is the steam forums for 2 are very silly right now so seeing people be sane is refreshing. 😂
I'm staying on one until it is released on console
Multiplayer and survival for me
Same here. Only moving to 2 once there's a steam workshop, multiplayer, planets and generally more blocks than the barebones ones it has right now. Possibly might have to build a new NASA grade PC beforehand, too, lmao.
@richardnick2216 🤣🤣🤣
I love how we now have to say space engineers 1 and 2 to clarify, makes me happy.
8:05 you can easily see what look like sidewalks and path blocks, going around some sorts of road blocks
Oh damn you're right. It's probably a block skin, but definitely a fun one! Still wish there was an easier way to make voxel roads tho
They should add concrete blocks made from gravel that cane be used to make roads and cheap but less durable structures
@Man_with_coolthat would be cool and have them take up less PCU maybe?
will be playing space engineers 1 until SE2 survival comes out and good automation blocks
Hold on why is with SE2 going backwards instead of just transferring everything from SE1 and innovate on it?
@@darthtempest4722 thats a really good question
@@darthtempest4722 probably porting to the new engine version takes a lot more effort than one might assume. Remember that all parts have destruction stages and stuff. Also, a lot of things about survival is somewhat outdated and can be improved.
@@antwarior not really, the answer is fairly obvious. Any sequel needs to be built from the ground up, it's not as simple as moving every asset from one game to another. It's a VERY big process to move everything from one game to another, almost as big as just making a new game from scratch. People would also complain about outdated assets, saying that it's no different to the first game, so the developers need to make new ones the players find more interesting. You also have to take into account that they're working with a new engine, hence it's just simpler to start from scratch anyway.
Yo I love your channel logo. That's a good bit of design, that is. Props to whoever made it.
The need to specify WHICH Space Engineers you're talking about in your title.... what a time to be alive
I’m just still amazed that it’s already been over 10 years since space engineers ever came out.
God I miss the old game, even with its bugs and quirks.
Hi Jack! Continue making these awesome videos!
And it’s just crazy that we have to specify now between space engineers 1 & 2. I LOVE IT!
I will be bouncing back and forth between 1 and 2.
Big/Small insert connector is such a good QoL
I actually wrote it in my SE modding list text file (if I ever got into SE modding)
Best of wishes to Sander!
Id really love if they'd make more decorative and functional corridors and make corridors clip through other objects,
Like a four way corridor being able to attach something on the wall while still in the parameters of the corridor. And more corner decorations. And id absolutely love it if you could paint on one side of a block, so i can have red outside of the block and white on the inside.
At 08:03 you see the crossroads within the compound.
The blocks around both the prototech refineries and prototech tanks (if that's what they are) are not known to me. None of the existing blocks have those patterns on an external facing.
The blocks immediately around the crossroad on two and possibly all four sides appear to have a narrow hazard stripe on one end of the block. To my knowledge all existing blocks with hazard stripes (an interior wall block) have a visible indentation on the face with the hazard stripe.
At 08:13 you see an overview shot of the oil field with several wells.
I do not see how the splash effect at the well head is being created, the current exhaust block cannot do this. The effects are also synchronised across several wells.
A closeup of a well is also at 07:48
Also in the scene where the freighter drops the cargo pod (at 05:27) the cargo pod is attached to its mothership through merge blocks, though this is likely to prevent grid issues.
The floor blocks might be a new paint system, or perhaps indeed road blocks of some sort. The actual structures around the prototech refinery are current in-game blocks, but for the ones on the tank side, unless they're ground-down corridors of some sort the blocks behind that new glass door part are also new. The oil derricks are using a spark effect for the splash-like appearance, I believe.
It is an exhaust effect
I can't believe that it has been 10yrs also, time has really flown by. I will continue to play SE1 even after they stop supporting it. I am so looking forward to the vast improvements that are coming in SE2 and look forward to playing it along with SE1. It would be great if we are able to bring ships and bases from SE1 to SE2 and redo them with the improved grid system in SE2.
Ofcourse we all love it when new blocks come to game but keen has to give a little more focus on creating the need to create. That is why factorum encounters are a step in right direction. They created a need to make a ship which can engage in battle, travel long distances, carry tug ship and so on. You create a solution to a problem and get a payoff aka prototech blocks. Just because of this content they made I spend many hours perfecting my ship for those tasks and I loved every bit of those encounters. Adding new blocks to the game would give me an hour of experimentation and that is it.
This is why I belive splitsie is popular in community with his mods. He is creating problems and restrictions. Those problems create a need to create where the game shines the mos unlike any other game.
This is why I think we don´t need more blocks in game. We need goals with restrictions which give us players a payoff at the end. I hope I made my point clear enough.
One big thing I'd want with PvE is for there to be some giant base or station where these Cargo Ships drop cargo to and transfer around and actual military patrols guarding its sectors. Maybe like one on each planet or one for each faction... It'd be quite nice.
That "Tank" is the Small grid Prototech Refinery back to back
Captain Jack, I love your channel and your mates playing this awesome game. I will still play Space Engineers 1 until I get a newer Gaming Laptop with a higher-end graphics card. It's good to hear that KEEN will keep supporting Space Engineers 1. I'm really looking forward to the new updates and DLCs. I look forward to seeing more of your content and gameplay especially when Space Engineers 2 emerges. Thanks, mate.
I would like a hose block, something with as small or large connector that you can drag to a connector like the pump on a gas pumps, would be nice for when your trying to refuel a ship you can just hook it up and would make it easier rather then having to perfectly align a connector to your rover or ship when you’re just trying to charge your refuel it, of course you would still have to line it up in order for you to transfer materials over but fuel and power. You shouldn’t have to lend up perfectly.
All I really want is more planetary stuff.
The planets feel empty even compared to space, and unless you're playing multiplayer there's no incentive to make or use any weapons - it'd be neat if they add some light atmospheric ships that can fly around if you have an antenna or something.
There was on air vent on the new tanks, so you might be right about it being oxygen.
0:07 What are those 3 dark squares in the lower half of the lower white block at the rear of that big aircraft? I can't think of a large-grid block that looks like that.
0:11 As others have mentioned, there looks like sidewalks (with curves) have been added (look where the engineers are either running or standing).
0:15 A better view of the tanks you're talking about is in the foreground. You can see they have round caps on their conveyor ports.
0:20 That rover has no cockpit and no camera!!
look likes Stickers / Sprays are coming
wait, that rover did not have a cockpit, does this means we finally getting the AI rover blocks that i been asking for over 2 years in chat? 😍 i really hope this is the case 😍
probably just rc :(
There’s been A.I. blocks since the signal update
@englishdragon4198 I believe there could be a huge benefit to making a rover specific AI block. The rovers drones in game tend to be made using a lot of jank, using blocks not as intended and buggy. I love building them because they are so cool, but I definitely agree that an ai rover block would be the best.
Maybe one of the new cargo ships is a cargo truck? That could be a lot of fun to pirate.
This is just speculation, and knowing my track record... wrong. But I can dream
Would be great, if nothing more than some enemy AI rovers attacking my base.
@@TheBojaboja definitely agree with that
5:15 haven't touhed vanilla cargo ships in years but i'm pretty sure that green one is "Military convoy" or "Military minelayer"
Honestly, I am most excited by the inset small-grid connectors, so my workshop blueprints can have the shuttles included in the shuttle bay!
Reduction in PCU usage would be nice if there are a way to combine several blocks into on 1 pcu. That way we can have more bases and PVE content in Space Engineers.
1 (and 2 by extension) DESPRETLY needs a highlight unfinished blocks option for projectors. That and some kind of longer ranger welder
I’m gonna wait to move over when NPC’s and water are in
Hoping (but not expecting) NPCs make it into SE1. Was happy to see it on the roadmap for SE2.
The sneak peek looks like if the next update is abour mining. The oil pumps and the mining cars are max a hint to that
I plan on playing both
I plan to play both versions of SE. It will be interesting to see future updates in SE.
Ive been playing for just over 10 yrs as well, so I will be playing both. SE 2 is only in alpha atm anyways, so will be a few yrs before full release.
I really hope xocliw will make patch day videos for SE2 the way he did for SE1. Ive kinda missed them since SE1 came out of alpha, they were the highlight of my week.
One of those rovers, the one at 8:11, doesn't look to have a cockpit. Could be a rover drone
I will be move to se 2 when during the first verticle slice. It will make building better in both survival and creative. I already pre ordered the game to test it out.
Ah so you saw the issues from the first upload then :) also hi jack!
Hello! Yeah, was a weird one.
So while the early access is certainly nice for folk who enjoy following development, or just want to show support for the project, it will be a while before folk stop playing SE1 for SE2.
Especially when devs are still providing continued support/updates.
The economy feature definitely has been needing some TLC, and would synergize nicely with all the new PvE content like factorum or upcoming cargo ship overhaul.
Might be worth noting that someone found a seemingly bugged option for trading proto scrap at one of the npc stations on official, though it looked to not be set up fully, might be leftover from scaling down the contact update and splitting it up~
I'm glad they're are gonna continue giving SE1 updates ( I mean it sort of makes sense anyway ). Personally I will be staying on SE1 until SE2 has most of it's Core features for survival and so on.
Later when mods and such arrive more and more ,to SE2, I'll probably switch over comepletely =)
I'm looking forward to the future!
I'll probably keep playing SE1 until SE2 gets fleshed out and grows it's modding community.
1:12 it depends, if it gets released on Xbox, even if it doesn't for a long while I'll still play 1, I'm not the best at the game but I still enjoy making ships and rovers. Also great video 👍
hi captain jack love ur videos especially the colony series id like it if u made a mod on empire at war based on the colony universe cause i would play with a mod like tht nonstop
I'll tinker with 2 of course, but until it has similar planetary survival scenarios as the original I'll be playing that
😭 all these new DLCs its actually driving me crazy
I'll probably be on SE1 until SE2 has multiplayer
Orbital mechanics is something I'm hoping for in SE2. It'll either make or break whether or not I buy it.
Kinda wonder, why so many DLC blocks? With how often they are used, I feel like there will be a non-negligible difference in salvage between players with and without DLCs
I agree
More 💰
You can still use the functions of DLC blocks on grids you find without buying the DLC, you just can't build them yourself.
@@Silverwing2112 but I cant repair the new encounters because I don't have the dlcs
@@Silverwing2112 I meant more as for dismantling said blocks for components
I just want new Drills and Welder blocks man... they're literally the only things that haven't gotten a DLC variant
Those would be really cool!
I wonder if they change the trade ships to have at least a shop block on it so as to buy and sell on it. Just something i wished they had added that in the beginning also yeah it would be great if you can sell your ships as well there is more ships and rovers both civilian and military
I'll be on SE1 for a while. I'm mostly a rover/planet player, so I won't be jumping over until planets/wheels are in.
The first block he talks about is actually a block that was created by a modder a couples years ago. It's called the Attachment Block. You build it on a large grid and then build small grid blocks on it.
This is the same as Supergriding without the process.
So I perfer the Attachment block rather than Supergriding.
What I would like is a Motor or Engine in SE 1 or 2. Specifically for higher rpms and insane torque like rotors and hinges. My interpretation of rotors are from my mechanical background irl. Rotors, like the one's on your car are turn by and an engine and transmission. This is why I see rotors as wickedly underpowered bock in the game. Keen did make a generator engine that is fueled by hydrogen, however it provides no rotational force. Therefore, I see little effort to bridge that gap.
Do you agree or disagree? Please let me know.
SE2 does not supergrid.
It simply has a LOT of 25cm cubes, and the ability to make some large shapes.
Imagine if all vessels were small grid, but the small grid included larger blocks as well. Large grid sized ones.
Like that.
@antediluvianatheist5262 Yeah I know that. I'm mainly talking about SE1. I only mentioned SE2 as a comparison.
So did you not read the whole post talking about the attachment block working similarly to the new block we're getting in 2 or 3 months.
I believe that those new tanks will be a free block, similar to the large grid small oxygen tanks, these new tanks will be the hydrogen equivalent.
I hope that new tank can be dual purpose. THAT would be amazing.
I will probably check that SE2, i loved SE1, i will stay in reforged eden 2 that i enjoy so much waiting for this :)
Primarily, I enjoy designing and building ships, so I will be staying with SE and experimenting with SE2. I would like to see more inset blocks as they are so useful in ship construction; inset desks, shelves, lockers, computer stations, med bay are some that come to mind. More corner blocks would also be very useful. Off the top of my head, corner lockers would be first on my list. I always enjoy the SE releases but am inevitably disappointed that the range of new blocks is never complete - there's always a block missing.
i'm still hallucinating having to put a sub-grid on my ships, hinge or rotor, so that my shots don't go outside my AIM and my camera! The players know the trick and solve the problem with a block of the game , never seen before
2:21 Are those Engineers running in some sort of sidewalk-like blocks? i don´t think those are already in the game, are they? 🤔
I might get SE2 at close to the launch of early access because I want to support that little bit but I would mainly be playing SE1 untill survival is in.
Yes I will be playing SE1 for a long time until SE2 is more developed. I hear also problems with community library. I hope that get fixed too.
Can’t wait to watch gameplay of SE2. Wish I could play it, but I don’t have a pc that can support it
I am absolutely getting space engineers 2 when it releases, but I am still going to play 1 for survival until it comes out for 2 at the earliest. Maybe longer if people don't mod up 2 immediately.
5:51 arr we be pirates 🏴☠
I doubt I'll get serious about 2 until survival drops and I'll keep playing and supporting SE for the foreseeable future anyway.
The idea of prototech weapons is a dangerous one. Consider prototech's purpose in the game's design - it serves as a reason to engage with the encounters out in the system, yes, but it also is intended to be a solution to some of the performance-intensive late-game builds. Large scale drilling craft, refinery walls, thrust packs, battery banks - things which eat into your PCU and block limits on applicable servers, and impact performance on ones where those limits are not as strict (they exist for a reason, after all). To that end, the sorts of blocks that make the most sense for prototech as of now would from my experience be an O2/H2 generator and some form of extremely large area welder. Perhaps a long and narrow drill for surface-scraping miners and some variants on hydrogen and oxygen tanks.
Prototech weapons have the potential to introduce interesting progression to ship combat against the Factorum and other players, but it can also become an issue of one player or group monopolizing a server's combat capabilities and controlling all prototech if implemented badly. It needs to be new niches filled, I think, rather than straight upgrades to existing weapons. I picture two things would fit currently - a stable guided missile system, and a beam-type weapon like a laser. These serve two niches that, while not strictly necessary (and thus why they were left unfulfilled by the warfare updates), still have a distinct opening.
First, the simple one - a sustained beam weapon could match the size requirements and energy draw of the railgun, but compliments it rather than clashing with its sustained damage to the railgun's spaced bursts of damage, and likely with being a wider component rather than the long dimensions of the railgun, encouraging different ship design depending on which is used.
Secondly, the more complex one - while player-built missiles are a real possibility, they have some shortcomings. The unavoidable use of subgrids, the large amount of effort required to make even a basic one, and the space requirement for anything that can be reloaded via a magazine, a printer, or whatever. A relatively mid-sized (I picture perhaps 1x1x3 or 1x2x3) weapon which launches missiles at the locked target has these advantages over a custom system, but lacks in range and some versatility to still allow custom missiles to have a role in mid- and late-game combat.
SE2, despite its promising start, is years off. Personally, I'm hoping this cargo ship update leads to an economy overhaul or rework next, with an equivalent to prototech (or prototech itself) accessible via trading or lucky piracy, to similarly entice players to interact with what it would be after a rather needed rebalance and UI update.
I'll be moving over to Space Engineers 2 only when survival is added. Until then I'll regularly play the original while making blueprints in 2.
If we're getting prototech weapons, i want a prototech nuclear warhead.
Must admit I kept hearing "insect connector block" 🐜
SE2's system requirements are substantially more than SE1 and I'm worried it will have optimization or performance issues like SE1 did back in the good old days
I'm going to be moving over to SE2... when survival finally drops. In the mean time: I'll continue to support SE1... never figured my poor ass would end up a whale for something, but here we are.
I'll be playing SE 1 for along time to come, I'll probably switch to SE 2 once multiplayer and survival comes out.
i hope they give us invetted bridge windows for the annoying gaps we have on the extended bridge designs
Small grid Gravity Generator! Fill in the gaps! Make Armor Panels and Windows have the same shapes available! Where is the missing Bridge Window Half Corner Ceiling piece? Fix Sloped LCDs so the Horizon App works correctly when rotated! No more designer blocks until these issues are fixed KEEN.
The reason economy isn't massively used is because it's not massively useful.
I don't really need the money unless there are things I need and can't collect or produce myself, like safe-zone ships,
but then the easiest way to make money is still using the acquisition contracts, which essentially turns it into trading things I can get for things I can't.
There are mods that expand on this, that could be made vanilla.
They could also add resources that are only valuable for trade, but useless for engineering, that can only be acquired from certain factions and wanted by others.
To get them, you'd need to trade with or raid ships/stations from those factions.
I will be sticking with Space engineers 1, until Space Engineers 2's content catches up to 1's. As for the video, did you notice the floor decoration, there are currently no blocks with the kind of pathing lines shown here.
I'll probably be playing SE 1 for a while. SE 2 is going to take time. Possible two years before i move over depending on how the game progresses.
I'm going to wait a wile for[Space Engineers 2]
We need new stations and pirate ships
SE2 should at least have all the SE1 blocks (or new alternatives), including the SE1 DLC blocks and more. But it probably won't.
I just wish the game on PS5 would stop DYING each time some of the new encounters spawn
I'll be still playing SE 1. BUT will be getting on SE2 At launch, i want get as proficient with the new unified grid system, and get on the ground level of the SE2 game.
I’ll be buying Spengies 2 in the first week assuming nothing blows up and I will HAPPILY play in the skybox since that is how I started playing Spengies in the first place. I played the asteroid crash scenario and made designs for the future in lieu of content for so long so I will be fine. However, I was a major thousands of hours multiplayer faction shipbuilder, I went on to play stormworks afterwards for many thousand hours more and uhh… I tried to get back into 1 since I am hyped for 2 but it is hard to go back to 2013. So me in the skybox without the 1jank and old controls starting to make my factions kit without any demand for it yet will be welcome if anything. Stress designing is rough. It’s way easier to retrofit on demand. 😂
So I’m a weird one in that I’m not playing 1 and am waiting to play 2 in its launch state. I’d be surprised if there are many others but that’s where I’m at.
Also rather than make a separate comment I’ll reply to my own and say I do hope Spengies 1 won’t be continued for *too* long and I hope that commitment does have an end date. I am minorly concerned by that “each game will offer unique experiences” line. I am hoping 2 is made as the full replacement to 1 from the skybox to survival skybox to planets and back to where we are in 1 and beyond. And so built on that hope, I hope there is a slow but eventual rolling in of Spengies that happens at the same speed as the roll out of Spengies 2 and eventually Spengies 1 hits official EoS and those truly clinging to it by that point can play with what they have but no more as the resources are all moved to the full feature parity and more upgraded version going forward. At whatever point that parity is achieved in the future.
That seems like the obvious right thing to do some might say. So obvious it needn’t even be stated… but in 2025 game dev I have learned to cease expecting the obviously good behaviour and to state it explicitly on the front end of things, sadly. 😂
Hey Jack, random question- do you know if Keen sell Space Engineer helmets, or of a third party that sells them? Can’t find any besides ones that are either made out of cotton or ridiculously costly
There better be something to play that goes somewhere. Can't believe i played for nearly 10yrs trying to create something worth playing just to realise it's going nowhere.
They add so much quality of life that's no use for engineer, anyone can see by now the engineer is just a build camera than a player character.
I feel like we should at least get something for buying the DLC in SE1. While it is a different game, it still feels like a waste when we're likely to completely move onto SE2. Even just some special decorative blocks/block skins/engineer skins for having contributed to the old game would be nice.
It also sounded like old DLC blocks may not make a return. It would be a shame if can't recreate some of our old ships :/
Ive bought SE2, but i will keep going with SE1 7.5k hours and growing.. and really only play now and then anyway :)
I'm hoping for a economy 2.0 update.
There's a good chance I can't play SE2 entirely because of performance reasons, we have no real way of knowing how it performs on our PCs until its out, so I will likely avoid playing it till its a bit more mature.. Going to enjoy the content being made for it tho.
EDIT: They really need to do some bug fixing though, still can't enable idle movement for the custom turret controller and its been ages since that was mentioned on the Keen bug forum
Personally, I'm hopeful that Keen will add NPC players to the game. NPC ships are nice, but the game feels kinda empty without playing online. Because I'm working 40-50 hrs out of the week, I don't have time to get on SE until my days off.
Please Keen, add some NPC players into the game soon. I'd be beyond grateful🤞😉👍
There's a separate team working on SE update 1.206, so why would the release be postponed?
They should make the update happen at least a week before the 27th. Have everyone engaged and then drop SE2. They need the DLC money and I'm willing to pay...
My laptop can barely handle SE1 without generating thrust, I'll get SE2 after a new laptop. Also was that factorum ship cloaked?
Probably 99% I won’t be playing space engineers too because my RX 570 probably can’t run that
Will this update add the new cargo ships to the public servers?
Ill be playing SE 2 when its on PS5
I still need more planets!!!!!
My question is , they say DLC wont transfer....but didnt they also say that they will have a tool to import SE1 Blueprints into SE2?
Well if thats true , how you gonna import SE1 BPs if they used dlc blocks?
Those blocks would not transfer over I suppose
@CaptainJack oh hey! Thanks for reply
Yeah its weird , most BPs have DLC blocks ......so most BPS gonna have holes? Seems very bad idea
Unless they gonna make equivalent blocks the auto replaced
Im sure you seen that block list photo they posted for SE2 , Im sure you seen the similarities between those blocks and DLC , like warfare reactors for example
@ Well the import/grid coconversionill already cause some issues - as the grid system is different for SE 2. So I imagine some ships will break. I am likely going to remake my ships from scratch.
is it just me who sees new markings on the floor of the base ?
I'll be here in SE until I'm sure SE2 isn't gonna go the way of KSP2.
KEEN, can we get contracts working?
Why add something that isn't working.