Space Engineers 2 Alpha: VS 1.5 - Modding

 SUMMARY:VRAGE3 Mod HUB & Editor released!Data Modding Support & Steam Workshop PublishingBlender VRAGE ToolsNo Restrictions by entity type!Automatic generation of Mount Points & Asset StructuresCustom Armor Blocks with full deformationPre-generated Block Templates...and much more!Hello, Engineers!With VS 1.5 update, we’re introducing the first phase of modding support for Space Engineers 2. This includes the release of the VRAGE3 Mod HUB (a tool for mod creation, management and publishing) and VRAGE3 Mod Editor (a tool for creating mod content). These are the same tools our designers and artists use to build Space Engineers 2. You are now able to create, modify, and preview content with ease directly in the VRAGE3 engine using a visual, game-integrated workflow.Modding SupportWe made a deliberate decision to bring modding in early. Space Engineers has always been shaped by our community – especially by modders – and we want to support that creativity from the very beginning. Our goal is to make modding easy and approachable for everyone, even those with no prior experience or who were previously intimidated by the process. No more relying on Notepad++ or manual file edits! With the new Editor, modding is more accessible than ever, with a purpose-built toolset designed specifically for ease of modding the game. This first release focuses on data modding support: skyboxes, blocks, character models, tools, voxels, animations, particle effects, sounds and music are all moddable starting now. The Mod HUB includes full mod management and Steam Workshop publishing support, so you can build, test, and share your creations without ever leaving the tool!The Editor includes pre-generated block templates to speed up your workflow. Even better, you’re no longer restricted by entity types – want to build a thruster that also works as a light and a gyroscope? You can!The Editor also supports Blender add-on (Blender VRAGE Tools) and handles complex features like Dynamic Gizmo Transforms (creating conveyor ports, and much more), block animations (such as infinite rotation), and automatic generation of mount points and automatic generation model asset structure. Dummies are now added directly in the editor instead of the 3D model, streamlining asset creation and reducing setup errors.We're especially excited to introduce support for custom Armor blocks with full deformation support - something that's never been possible at this level before in Space Engineers. You can find the Space Engineers 2 Mod SDK in your Steam Library in the Tools section.Note: Scripting and code APIs are not included yet, but they’ll be released later as development progresses.There has never been a better time to jump into Space Engineers modding – with powerful new tools and more flexibility than ever before. This is just the beginning – and we can’t wait to see what the Space Engineers 2 modding community creates!Modding Guides & Example ModsTo help you get started with Space Engineers 2 modding, we’ve prepared a set of official guides and example mods. These resources cover everything from creating your first block to working with gizmos, mount points, thruster effects, and more – all using the new VRAGE3 Mod HUB & Editor.Tools: Blender VRAGE ToolsGuides: VRAGE3 Modding OverviewGuide: Making a SkyboxGuide: Creating an Armor BlockGuide: Create New Voxel MaterialGuide: Character Model ModdingGuide: G-ScreenGuide: Create New ThrusterGuide: Adjust Thruster Flame VisualGuide: New Thruster SoundGuide: Adding New MusicExample Mods: Modded Skybox ExampleModded Character ExampleModded Thruster ExampleModded Vanilla Small Thruster Effect ExampleIce Asteroid Material ExampleArmor Block ExamplePorting Guidelines Between SE1 and SE2With the release of modding support for Space Engineers 2, we want to clarify our stance on straight porting blocks between Space Engineers 1 and Space Engineers 2. Porting vanilla blocks from SE1 to SE2 is allowed. However, porting DLC content from SE1 to SE2 is not, and porting any SE2 content back to SE1 is also not allowed. That said, this applies strictly to direct block ports. If you're creating your own blocks from scratch, inspired by designs from Space Engineers (including DLCs), that's totally fine – a pipe is a pipe is a pipe.Additional ImprovementsThere are many additional improvements and fixes in Vertical Slice 1.5 - you can explore everything included in the detailed Changelog.Modding Community: First Impressions“As much fun as I’ve had making mods in the past for Space Engineers 1, the VRAGE3 tools for Space Engineers 2 have opened up possibilities I could only dream of in SE1 – especially since I’m not a scripter.” - stonelords“Having the chance to work with the new VRage Hub has been a great experience. In my opinion, Keen has truly understood the assignment and provided us with tools we could only dream of during SE1 modding. With a focus on using Blender for models and handling everything else within the VRage H

Jun 24, 2025 - 23:50
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Space Engineers 2 Alpha: VS 1.5 - Modding

 SUMMARY:

  • VRAGE3 Mod HUB & Editor released!
  • Data Modding Support & Steam Workshop Publishing
  • Blender VRAGE Tools
  • No Restrictions by entity type!
  • Automatic generation of Mount Points & Asset Structures
  • Custom Armor Blocks with full deformation
  • Pre-generated Block Templates
  • ...and much more!


Hello, Engineers!

With VS 1.5 update, we’re introducing the first phase of modding support for Space Engineers 2. This includes the release of the VRAGE3 Mod HUB (a tool for mod creation, management and publishing) and VRAGE3 Mod Editor (a tool for creating mod content). These are the same tools our designers and artists use to build Space Engineers 2. You are now able to create, modify, and preview content with ease directly in the VRAGE3 engine using a visual, game-integrated workflow.



Modding Support

We made a deliberate decision to bring modding in early. Space Engineers has always been shaped by our community – especially by modders – and we want to support that creativity from the very beginning. Our goal is to make modding easy and approachable for everyone, even those with no prior experience or who were previously intimidated by the process. No more relying on Notepad++ or manual file edits! With the new Editor, modding is more accessible than ever, with a purpose-built toolset designed specifically for ease of modding the game. 

This first release focuses on data modding support: skyboxes, blocks, character models, tools, voxels, animations, particle effects, sounds and music are all moddable starting now. 

The Mod HUB includes full mod management and Steam Workshop publishing support, so you can build, test, and share your creations without ever leaving the tool!

The Editor includes pre-generated block templates to speed up your workflow. Even better, you’re no longer restricted by entity types – want to build a thruster that also works as a light and a gyroscope? You can!

The Editor also supports Blender add-on (Blender VRAGE Tools) and handles complex features like Dynamic Gizmo Transforms (creating conveyor ports, and much more), block animations (such as infinite rotation), and automatic generation of mount points and automatic generation model asset structure. 
Dummies are now added directly in the editor instead of the 3D model, streamlining asset creation and reducing setup errors.

We're especially excited to introduce support for custom Armor blocks with full deformation support - something that's never been possible at this level before in Space Engineers. 

You can find the Space Engineers 2 Mod SDK in your Steam Library in the Tools section.


Note: Scripting and code APIs are not included yet, but they’ll be released later as development progresses.

There has never been a better time to jump into Space Engineers modding – with powerful new tools and more flexibility than ever before. This is just the beginning – and we can’t wait to see what the Space Engineers 2 modding community creates!


Modding Guides & Example Mods


To help you get started with Space Engineers 2 modding, we’ve prepared a set of official guides and example mods. These resources cover everything from creating your first block to working with gizmos, mount points, thruster effects, and more – all using the new VRAGE3 Mod HUB & Editor.


Porting Guidelines Between SE1 and SE2

With the release of modding support for Space Engineers 2, we want to clarify our stance on straight porting blocks between Space Engineers 1 and Space Engineers 2. Porting vanilla blocks from SE1 to SE2 is allowed. However, porting DLC content from SE1 to SE2 is not, and porting any SE2 content back to SE1 is also not allowed. 
That said, this applies strictly to direct block ports. If you're creating your own blocks from scratch, inspired by designs from Space Engineers (including DLCs), that's totally fine – a pipe is a pipe is a pipe.

Additional Improvements


There are many additional improvements and fixes in Vertical Slice 1.5 - you can explore everything included in the detailed Changelog.

Modding Community: First Impressions


“As much fun as I’ve had making mods in the past for Space Engineers 1, the VRAGE3 tools for Space Engineers 2 have opened up possibilities I could only dream of in SE1 – especially since I’m not a scripter.” - stonelords


“Having the chance to work with the new VRage Hub has been a great experience. In my opinion, Keen has truly understood the assignment and provided us with tools we could only dream of during SE1 modding. With a focus on using Blender for models and handling everything else within the VRage Hub, going from concept to game is incredibly fast. There are so many exciting new features and possibilities - I couldn’t wait for this slice to be released!” - Chipstix213


“In six years of Space Engineers 1 modding, I’ve only ever made one block. In two weeks of Space Engineers 2 modding, I’ve already made nearly a dozen.” - Jakaria


“It's difficult to explain how much of a difference the new VRAGE3 Editor for Space Engineers 2 makes, without first explaining how modding works for Space Engineers 1: Most mods for SE1 are made through editing XML files by hand, with a text editor. The fact that this is possible and common in the first place, speaks for the accessibility of modding SE1 - it is very easy to get started, even with no prior modding experience. But modding like this can be a tedious and slow process. Once 3D models and textures enter the picture, the situation is better: The vast majority of mods that include these, are made with the free 3D modelling application Blender and the add-on Space Engineers Utilities (SEUT) that I have developed with the help of many contributors. The situation is similar with other community-made modding tools, such as the Particle Editor plugin by Digi, or the Steam Workshop Tool by Gwindalmir. However, with their nature as community-built tools, and with Space Engineers originally developed with its own toolset in mind, they will always have their limitations.

The situation with SE2 will be fundamentally different: Whereas SE1 was developed with tools of which only some could be publicly released, the VRAGE3 Editor is a core component of the development of SE2 - and it has been created from the ground up to also be a modding tool. Editing XML data files directly is not needed anymore, because the editor makes it unnecessary: It provides a user interface to edit the data on which SE2 runs. Furthermore, the editor also includes many shortcuts and streamlines the workflow for modders tremendously, by including various tools that were separate or not available for modding SE1. A good example for this is the built-in texture and model conversion to the format SE2 requires. The SE2 modding SDK will also include an add-on for Blender (VRAGE Tools) to make the process of getting a model into the game straightforward. I will be contributing to this addon as well, and implement many of the lessons learnt during my years of developing SEUT - its SE1 community-made counterpart.

To sum up: It is safe to say that while SE2 still has a long way to go, VS1.5 sets a very solid foundation for a healthy and long-lasting modding community.” - enenra (Author of the AQD and GFA mod series, and main developer of the SEUT addon for Blender)


“The new modding tools are a big step up compared to what we had in SE1. The new GUI approach would be much easier and comfortable to use for both newer and experienced modders especially due to the fact that the SE2 block system is far more complex than what SE1 has. 
Additionally, new official tools open lots of possibilities which were previously inaccessible or complicated to modify for SE1 modders without using community-made tools, frameworks or plugins (such as new animation editor or particle editor).” - humanoid.mp4


“Keen’s new VRAGE3 Editor is a real game changer with functionality and ability to easily create a mod either copying vanilla assets or starting from scratch with the easily added definitions from the menus. I like that you can view your models in the editor, and make changes to particles and subparts without having to start SE2 to just test a small change. Adding your own materials is easy too with the definition lists of texture types.” - nukeguard


“Modding is the long-term lifeblood of many sandbox games, and I'm glad that Keen has provided official tools for the job. I'm excited to see what's to come, as what I've seen so far is awesome.” - Aryx


“Modding SE2 is way easier than the original game thanks to the new editor. It was quick and easy to import my models, assign the definitions and get it in-game. I found the SDK to be extremely powerful and easy to use. The automatic mount point calculator feature is also amazing! I can't wait to see what cool things the community will be able to create with this tool.” - Cosmonaut


"I love the new VRAGE3 editor and it's much better and easier to use than having to rely on Notepad++ (like I do for Space Engineers 1)." - SEModder4

“User Friendly, extensive and fastest thing to setup from start to finish. A new Golden era in Space Engineers Modding!” - Kreeg

“The new VRAGE3 tools are impressive, and there's lots of cool stuff to do already. These new tools will be an immense help to the modding community and I can't wait to see what the modding community does to unleash their need to create!” - yellow51


What's Next


We’ve decided to skip Vertical Slice 1.6 to focus fully on delivering Vertical Slice 2 – Planets and Survival as soon as possible, and as polished as possible. This aligns with our Vertical Slice strategy, where each release is a complete and refined piece of the final game. 

Many of the features and improvements planned for VS2 have been requested and shaped by the suggestions and ideas shared through our Support Portal. Your feedback is incredibly valuable, and we appreciate every suggestion you submit.

Check out our full Roadmap.

Help Shape the Future of Space Engineers 2

We’d love to hear from you! We’re running a short poll to get your thoughts on the direction of Space Engineers 2, and your feedback will help us prioritize.