All Considered ideas
Dedicated LCD Camera Screen
More or less as the title says. As it is, to use a camera you have to go into a connected cockpit or seat, find the camera in the G menu, dedicate a slot of the toolbar to it, then activate it from th...
Block: Airtight Gateway (connect/disconnect)
Connecting modules and ships in an airtight and passable way is of general importance.
Also docking ships to station, ships to ships, ships to ports feels right in a reality afine space simulation....
Target neutrals off by default
A very annoying thing with turrets is when you place one down and a neutral ship that you are maybe carrying goes towards your base and suddenly bang its gone because your turrets were on 'target neu...
Expansion of "permanent death" for MP server longevity
In its current state, "permanent death" on a multiplayer server creates a new player ID entry any time a player selects a new respawn ship. Blocks owned by the players "dead" (old/...
Procedurally generated map with loaded planet mods
I would like to see an option where the universe/map/solar system was generated randomly using the loaded planet mods. A slider selection could be used to have it spawn XX planets/moons.
Wiring - for extra realism
To add an extra level of realism, I'd love to see something like grid not transferring power, but having to use cables. I see that someone has suggested cables for grids, but they're saying to connec...
Please add more advanced control over inventories, such as:
1) Whitelist/Blacklist for Refineries, Arc Furnaces and Cargo Containers, so that you don't have to resort to a mess of sorters only to n...
Laser/Energy Weapons and Energy shields
So at the moment we only have physical weapons like Bullets and Rockets which needs to be produced.
But we need also Laser/Energy Weapons. Many People wanted this with Ship Shields in past and even n...
Ever expanding enemy - game concept
I have enjoyed Space engineers immensely and have spent many hours on it. I know this would be a challenge, but would be good to have an enemy that expands from a base. An enemy that is left alone...