Update 1.207 - Apex Survival
Hello, Engineers!
We’re excited to introduce Apex Survival, the next major evolution of Space Engineers. This free update brings long-awaited survival mechanics to the game, adding food, farming, environmental hazards, meaningful death and a brand-new buff system.
Everything is optional and fully configurable – you can fine-tune the experience to suit your playstyle. Whether you want a hardcore survival challenge where venturing outside a grid is a constant threat, or a relaxed farming loop while building your perfect base, Apex Survival lets you decide how to play.
The Apex Survival Pack includes new decorative blocks accompanying this update – perfect for bringing your bases to life. Add lush greenery, detailed grow spaces, and new design variants to create habitats that feel vibrant and lived-in.
- Full Blog Post: https://www.spaceengineersgame.com/space-engineers-apex-survival-live-now/
- Guides:
- Added New Survival Features
- Optional Food System
- Farming & Harvesting/Hunting
- Meaningful Death & New Buff System
- Added Wild Plant Nodes to Planets
- Reorganized World Settings (Added many new survival options)
- Added New Craftable Consumables
- Added 18 craftable food items
- Med Kits and Power Kits are now Craftable
- Added New Non-craftable Consumables
- Anti-Radiation Med Kit - A new consumable medical item that assists in reducing radiation exposure, as well as granting temporary immunity from radiation sources. These items are not craftable, and can only be looted from NPCs, found in Unknown Signals, or bought from economy stations in very limited quantities.
- Plus more unique consumables - keep an eye out during your explorations!
- Added New Environmental Hazard Options
- Radiation
- Block Based Radiation (Damaged Reactors)
- Solar Radiation (Some planetary atmospheres can provide protection.)
- Weather Influenced Radiation (Unique storms on Alien Planet and Pertam.)
- Planetary Radiation (Europa’s surface is now very dangerous.)
- Overhauled Weather Effects and Danger
- Rain (Washes away Radiation)
- Caustic Rain (Causes damage over time to players)
- Hailstorm (Causes damage over time to players)
- Sandstorm (Causes damage over time to players)
- High/Low Winds (Impacts wind power generation)
- Extreme Cold/Heat (Suit Energy Drain / Impacts wind and solar)
- Electric Storm (Radiation, Damage Over Time, Lightning)
- Alien Fog / Toxic Haze (Radiation)
- Overhauled Meteor Options
- Radiation
- Added 30 New Random Encounters
- New Collector Block Feature - Harvesting; Automatic Collecting from Farm Plots and wild plant nodes
- Added Offensive AI Trigger Actions
- Rebalanced Character Oxygen Storage Capacity
- Rebalanced/Reworked crafting costs of Hand Tools and Hand Weapons
- Environment Lighting Changes
- Added New Skybox
- New Starter Rover for Planetary Starts
- Added New Sounds
Added New Blocks - Base Game
- Farm Plot (1 x L)
- Irrigation System (1 x L)
- Algae Farm (1 x L)
- Food Processor (1 x L)
Added Content to existing DLCs: Additions to Fieldwork Pack
- Added Corridor Round Door Inv. (1xL)
Store: https://www.xbox.com/en-US/games/store/space-engineers-apex-survival-pack/9NS60KJGL8H4
- Welder Type II (1 x L, 1 x S)
- Grinder Type II (1 x L, 1 x S)
- Drill Type II (1 x L, 1 x S)
- Half Oxygen Farm(1 x L)
- Half Algae Farm (1 x L)
- Inset Terrarium Desert (1 x L)
- Inset Terrarium Forest (1 x L)
- Inset Planter (1 x L)
- Survival Kit Type II (1 x L, 1 x S)
- Ore Detector Type II (1 x L, 1 x S)
- Storage Bin Set (3 x L)
- Conduit Set (11 x L)
- Warning Signs (3 x L, 3 x S)
- Character Components are no longer based on MyCharacterComponent and have their own type if you want to use them in mod code. Those are:
- MyInventorySpawnComponent
- MyCharacterWeaponPositionComponent
- MyCharacterRagdollComponent
- MyCharacterPickupComponent
- MyCharacterOxygenComponent
- MyCharacterJetpackComponent
- You have to use the MyCharacterStatComponent type to get that component from the component collection.
New Official Blueprints & Assets
- Blue Mining Rover:
- Wayfinder Shuttle:
- Crop Harvester:
- Harvy the Harvester Drone
- Strato Freighter
- Blue Radial Base:
- Space Engineers 1 Release Version Skybox:
Trailer Credits:
- Humboldt Research Facility - a DailyTrade Outpost by Errix
- Galion BATL-400 Space barge by MonPetitOiseau
- Hook Lift MK 1-A by F84.5
- Red Team - ATLAS MK III Nanouk by Kelevra
- Snowplow by Valikai
- Dragonfly by Valikai
- Red Team Light Fighter
- Blue Team Rover
Extended Trailer Credits:
- https://www.youtube.com/@Zer0sLegion
- https://www.youtube.com/@Splitsie
- https://www.youtube.com/@LargelyUnemployed
- https://www.youtube.com/@Beeblebum
- https://www.youtube.com/@SurvivalBobGaming
- https://www.youtube.com/@PandemicPlayground
- https://www.youtube.com/@quantumchief
- https://www.youtube.com/@Kanajashi
- https://www.youtube.com/@AndrewmanGaming
- https://www.youtube.com/@AegirBuildsAndBeats
- https://www.youtube.com/@EngineeredCoffee
- https://www.youtube.com/@LunarKolony
- https://www.youtube.com/@MadMavn
- https://www.youtube.com/@CMDRExorcist
- https://www.youtube.com/@BenDoesThings404
- https://www.youtube.com/@ShiftyshadowTV
- https://www.youtube.com/@KiltedBastard
- https://www.youtube.com/@TheOneNoisy
- https://www.youtube.com/@ApologiesSE
- https://www.youtube.com/@LucaTheGuide
- https://www.youtube.com/@dread_mechanic
- https://www.youtube.com/@nerdorbitlp
Stability
- Fixed a crash when placing a (modded) block which did not have any dummies defined
- Fixed a crash when the game was downloading banners
Functional
Fixed an issue with Airtightness where an airlock featuring a Half-door block would depressurise even when still sealed after opening the door
Fixed an issue with Airtightness where an airlock featuring an Offset Door would depressurise even when still sealed after opening the door
- Fixed an issue with Airtightness where pressurising a room too fast and using a gas generator without a tank failed to consume any ice in the process
Fixed an issue with Airtightness where the character inside of a pressurised grid could still suffocate when near Offset or Half doors
- Fixed an issue with Airtightness where the merging of two pressurised rooms caused it all to depressurise despite being sealed
Fixed an issue with Airtightness where the pressurisation status around a grid was not being properly updated, when Show Horizon was off
Fixed an issue with Antennas where broadcast messages and actions were received even when the sending antenna was off
Fixed an issue with “Can Use all Terminals” where the Space Master in MP or the player (Admin) in SP could not opt-out of the setting voluntarily to be treated as regular players
- Fixed an issue with Cargo Ships where Medical Shuttle was spamming with a broadcast controller; Also Pirate Vulture had incorrect color of some armor panels
- Fixed an issue with Cargo Ships where they would not spawn at all in worlds with limited size if the position 0,0,0 was currently obstructed by a grid or a planet
- Fixed an issue with Economy where Prototech scrap could not be sold by players to Trader factions
Fixed an issue with Environmental items where their generation was dependent on current and previous level of detail, leading to fewer trees or ghost trees
Fixed an issue with Gatling Gun Turrets (Small grid) where their inventory volume was not a multiple of the volume of the ammo boxes
Fixed an issue with Global Permission Allow Damage where Explosion damage was not prevented properly
- Fixed an issue with Inset Refill Station where it was not visually and functionally airtight; Model is now sealed and block is airtight
- Fixed an issue with Jump Drive where the exit point of a jump could end up in natural gravity when the distance was truncated due to insufficient jump power to mass ratio
Fixed an issue with Laser Antenna where a connection would be obscured by a Safe Zone bubble
Fixed an issue with Learning to Survive where the Last Boss did not have ammo
Fixed an issue with Lost Colony where the Vaughn Brothers and Comm Tower was damaged by friendly turret fire due to outdated targeting flags
- Fixed an issue with Meteor showers where the perceived frequency of the events from player PoV could be lower than set up Hostility due to the event spawning around any grid in the world; New meteors spawn around player characters
- Fixed an issue with Random Encounters where clientside or SP re-generation of encounters around a player position would be skipped for that cell if they were not marked as persistent
- Fixed an issue with Random Encounters where the associated encounter voxel still spawned even after the grids failed to spawn due to running out of NPC PCU
- Fixed an issue with Random Encounters where they were being populated with random loot
Fixed an issue with Third Person camera where it could be moved by an obstruction into a position in-between two connected connectors
Fixed an issue with Thruster Dampening where a subgrid without dampeners was not counted as dead weight to compensate against
- Fixed an issue with Turrets where a grid was discarded as invalid for targeting just because another grid was closer, but out of sight
- Fixed an issue with Turrets where they did not choose closer valid targets with higher priority over further ones with equal or lower priority
- Fixed an issue with Turrets where they would ignore a target hidden behind a wall attached by a subgrid
- Fixed an issue with Turrets where they would not mark a target as visible due to searching for it at the position of the last target
- Fixed an issue with Weather where it ends and starts too abruptly without any falloff when it is global
Fixed an issue with Weather would end or start without a transition if weather event times overlapped
Fixed an issue with Weather where the tag GlobalWeather was not working for planets
Fixed an issue with Wheel Suspension where it was not possible to add a wheel even if the result would not collide with surrounding blocks
- Fixed an issue with Wolves where their walk speed was faster than the animation. Walk speed now lowered to match the animation
- Fixed an issue with Wolves where they were unable to howl while wandering around; Known issue: Howl sounds currently cannot be heard by Clients on DS
Modding
Fixed an issue with ModAPI (Ingame) raycasts not able to detect trees
Fixed an issue with ModAPI DeleteFileInWorldStorage where the check for file presence was done in Local storage
Fixed an issue with ModAPI IMyTerminalBlock.SetValue crashing a script
Fixed an issue with ModAPI where GetValue generic type was replaced with MemorySafe version; StringBuilder can be handled by MemorySafeStringbuilder
Fixed an issue with ModAPI where the "as" and "is" keywords and collections with generic type were not rewritten to MemorySafe
Fixed an issue with ModAPI where the conversion to MemorySafe type failed; API methods which returned new collections have been marked obsolete; New versions with parameters are available
- Fixed an issue with ModSDK Animation Controller where it failed to load any data
- Fixed an issue with ModSDK Animation Controller where it failed to save the changes
- Fixed an issue with ModSDK Model Viewer where the Sun Intensity default value was not matching the in-game setting
Render
- Fixed an issue with Environmental item render where a collision free tree replaced a destroyed one
UI
Fixed an issue with "Piston head already exists" where it appeared even when the attachment wasn't a piston
- Fixed an issue with Advanced World Settings Planetary Encounters and Global Encounter Cap tooltips
- Fixed an issue with Autosave checkbox status not being saved when leaving the screen
- Fixed an issue with Economy screen backgrounds being too opaque even when UI opacity is set to low
- Fixed an issue with Enable Unknown Signals setting where it was possible to change it for Scenarios
- Fixed an issue with Entity List where Ctrl+A would select even filtered out items
Fixed an issue with Help screen where the Wiki link was outdated
- Fixed a typo in HUD text when attempting to use more than one consumable item at a time
Art
- Fixed a set of visual issues with Bridge (Raised/Half) Sloped Corner (Floorless) blocks
- Fixed a set of visual issues with Bridge Sloped Corner Base (and Floorless)
- Fixed a set of visual issues with Lab Hydrogen Tank
- Fixed a set of visual issues with Microscope Lab Desk
- Fixed a set of visual issues with Passage 2 Side
Fixed an issue with (Advanced) Rotor (Small grid) bases where their collision was too tall
Fixed an issue with Corridor Round Light where the light offset position dummy was rotated
- Fixed an issue with Industrial Assembler LodD1 where the 2nd floor interactive part was missing a highlight
- Fixed an issue with Lab Door (Inv.) where the collisions were too narrow for the character to get through
- Fixed an issue with Lab Experiment B where const. stage had partially missing collisions
- Fixed an issue with Lab Experiment C where const. stage had a see-through part
- Fixed an issue with Lab O2/H2 Generator was not visually airtight
- Fixed an issue with Lab Small Hydrogen Tank where const. stage beams did not connect visually
- Fixed an issue with Lab Small Oxygen Tank LoD0 and LoD1 inconsistency
- Fixed an issue with Lab Vat where the bubbles were escaping from the top
Fixed an issue with Medical Room where both LCDs displayed the same content due to missing material
Fixed an issue with Oxygen Tank (Small grid) where the ringed ridge detail was above the emissives
- Fixed an issue with shading with Cab Cockpit
Fixed an issue with Small Inset Connector (Large grid) where part of the structure was missing
Audio
- Fixed a set of issues in Audio definitions where VolumeVariation tag was misspelled, causing the effect to be missing
Fixed an issue with Sound Volume where it is reset to 100% after disabling Contextual music and reloading
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