Space Engineers Update 01.116

Space Engineers Update 01.116 has been released with medical room modding support.

Greetings Engineers and Happy New Year!
In this week’s update we are introducing the ability to modify the medical room and also providing a few example mods for characters and medical rooms to show the new and old possibilities. For example you can disable / enable respawning on medical room, disable / enable healing and refueling, disable / enable suit changing or restrict which models you can change into for a specific medical room. This makes it possible to create scenarios where each faction’s medical room would spawn specific models for it, for example aliens vs robots. Or you will be able to create an upgraded medical room that spawns suits with more health points.
Below you can find some example mods that we have created for you.

– medical room modding support
– example mod for medical room
– example mod for character suits (different attributes)

Example Mods
– KEEN SWH Alternative Suits Mod:
– KEEN SWH Medical Room Mod:

– fixed crash with rotors
– fixed crash when detonating warheads
– fixed sensor range visibility is bad in Dx11
– fixed random crash when launching the game
– fixed mods not working for planets

Update 011
– fixed inventories not working

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Space Engineers Update 01.110

Space Engineers Update 01.110 has been released with local coordinates sector and bugfixes.

This week we added a new feature that makes the connection of two stations easier when they are built in each other’s vicinity. So from now on, you don’t need to use the merge blocks to connect them. Newly placed station creates an area of 1000 cubic meters around it.
When you try to place another station within the area, it will be aligned by default with the first station, therefore you can connect them by blocks.
And last but not least, we have fixed more bugs.

– Local coordinates sector

– increased jetpack duration on planets to around 1 minute of flight on earth
– increased atmospheric thruster power by 20% for both large and small ships
– cockpits and chairs have their selection boxes enlarged for much easier use

– fixed memory leak when reloading world
– fixed crash with power distribution
– fixed crash when using Space Master
– fixed crash when flying around planet

– fixed incorrect detection of graphic cards

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Space Engineers Update 01.103 – Performance and Bug Fixes

Space Engineers Update 01.103 has been released with performance, bug fixes and armor box turret hack fixed.

This week we have another batch of improvements and bug fixes for you. We’ve applied changes that are improving the turret performance and also increase the framerate when there are many ships in great distance (there will be no memory consumption from ships that are on the edge of visibility). We’ve also fixed the armor box turret hack and speed-up the g-screen when opening for the first time.

Lastly, we would like to add that our development is focusing more and more on the new updates and features that we are planning to release in the near future. Stay tuned!

– armor box turret hack
– turret performance
– small FPS improvement (large when there are many ships in great distance)
– G screen performance (special thanks to Andrew Woodall for submitting this fix through github)
– fixed blocks ignoring enable/disable (LCD panels, artificial masses, gravity generators)
– fixed oxygen farm red when placed in creative
– fixed jump drive white when merged with another grid
– fixed switch lock ON/OFF action for ejectors

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Update 01.088 – UI Transparency, Rotating Sun and Voxel Support


Space Engineers Update 01.088 has been released with UI transparency, rotating sun and voxel support.

The option to set the transparency of your UI has been added (under “Game” tab in “Options” menu). We’ve also added the option to set sun rotation (in world settings). The minimum value is 1 minute and the maximum is 24 hours. Additionally, we’ve implemented the voxel support for grids. When the option is enabled, any static grid which isn’t attached to a voxel will become dynamic. Another implemented option is to disable the jet-pack usage in the world, so the player will not have a jet-pack at all. Also players can choose not to have tools in their inventory when they spawn in the world. All options are listed under “world” settings and are applicable for both scenarios and classic worlds. Lastly, projected blueprints can now inherit ownership from the projector itself. Corresponding check-box has to be checked for this feature to work. This feature is available only for the scenario edit mode.

– UI transparency (community feature by mexmer)
– world option: sun rotation
– world option: voxel support for grid
– world option: disable jetpack
– world option: spawning without tools
– projected blueprint can now inherit ownership from projector

– fixed issue with invite via Steam
– fixed welders causing lags (still WIP) (community fix: yajiedesign)
– fixed crash in Havok
– fixed crash when changing hostility settings
– fixed welder model
– fixed issue with projector turning welded blocks off
– fixed issues with multiple mods upgrading the same value
– fixed oxygen generator auto-refill synchronization (community fix: mexmer)
– fixed welder help others synchronization (community fix: mexmer)
– fixed warhead projection explosion

EDIT 06/26/2015:
Update 01.088.012
– fixed with sensor switching on/off
– fixed solar panels and oxygen farm working in dark environment
– fixed HUD not showing properly
– fixed turrets not targeting enemy blocks
– fixed loading of some worlds

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Update 01.085 – Improved Ship Navigation And Docking


Space Engineers Update 01.085 has been released with improved ship navigation and docking.

The ship navigation and autopilot options have been improved. Players can now assign up to 9 actions for one waypoint. Also the actions can be assigned in patrol and circle mode. Moreover, there is a new option to reset the waypoints. Once the ship reaches its destination it is possible to press reset and the autopilot will start again from the original waypoint.
Lastly, we have added the option to remove voxels by using the terrain auto-level voxel-hand tool.

– improved ship navigation
– added the erasing functionality to terrain auto level voxel hand
– example workshop worlds with docking procedures:

– fixed character moves uncontrollably while in jet-pack (aka death when exiting cockpit)
– fixed autopilot overriding overridden thrusters
– fixed “No Share” prevents faction members from reading text when faction read/write enabled
– fixed beacon light visible when it should not be
– fixed asteroid invisible during pasting
– fixed character has wrong light when turning lights on helmet

Community updates (github contributions)
– added 2 decimal places to Oxygen Tank capacity (by Geneticus)
– introduced a base class for programmable block programs (by LordDevious)
– added modapi laserantenna interface (by mexmer)
– fixed check for DX11 support (by mexmer)
– fixed single and multiline textboxes (by LordDevious)
– fixed helmet toggle notifications not being overwritten (by THDigi)
– laser antenna LoS requirement is checked at all LoS checks (by Phoenix84)
– terminalproperty bool value (by mexmer)
– add projector only show can build (by yajiedesign)
– fixed memory leaks (by RossM)

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Update 01.083 – Ship Waypoints And GPS Sorting


Space Engineers Update 01.083 has been released with ship waypoints and GPS sorting.

Auto-pilot for ships (or ship waypoints) has been added. The auto-pilot will work only when you have a Remote Control block on your ship. It will follow the GPS coordinates that has been added to the Remote control’s list. There are currently 3 modes in which the ships will follow the waypoints: Patrol, Circle and One Way. Lastly, GPS sorting by name has been added to the game.

– Ship waypoints (auto-pilot)
– GPS sorting by name

– fixed memory leak while mining
– fixed assembler not disassembling full oxygen bottles (community fix: Vxsote)
– fixed projector duplicating items (community fix: Vxsote)
– fixed airtight hangar door looping sound (community fix: Eikester)
– fixed sensor max range missing (community fix: KionX)
– fixed projector state incorrectly shown in terminal (community fix: MMaster)
– fixed button markers not hiding when the character looks away from the button
– fixed missing bullet impacts on metal
– fixed rifle not returning Weapon in IMyGunBaseUser
– fixed issue with pasting by using just CTRL
– fixed sorter blocks filters scrap metal as ingots and ore
– fixed camera issue inside character’s body in tight places
– fixed infinite limbs on character model
– fixed issue with blueprints not showing on the screen when script was used
– fixed issue with clearing the control panel search
– fixed mount points on sound block

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