[Proposal] Visual Programming Block as an Alternative to Event Controller

Alex shared this feedback 20 days ago
Under Consideration

The current Event Controller is quite limited in what it can do. Managing complex automations requires opening and closing multiple controller windows constantly, and its programming capability is very basic.

I propose adding a new Programmable Block that uses Scratch-style visual block-based programming.

Example Scenario

In the image below, a simple Battery + Reactor + Warning System automation is shown as an example:


The LCD displays battery level, reactor status, and warning messages.

When battery drops below 45%, the screen flashes red and black.

The reactor automatically turns off when battery exceeds 90% and turns back on when it drops below 50%.

The Sound Block plays a voice warning when the battery is critically low and the reactor is off.


With this kind of system:

Much more complex and readable automations become possible.

Beginners can learn and create automations easily.

Rapid prototyping and testing is much faster.

Multiple systems can be managed cleanly within a single block.


I believe this feature would be a huge benefit for creative automation and base-building players. The learning curve is also much gentler compared to traditional coding.

I plan to update this thread with more examples over time, including different scenarios such.


What do you think? Would you like to see a visual block-based programming block in Space Engineers 2?

Replies (3)

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Elevator Automation

First of all, these examples are purely conceptual designs. My main goal is to highlight the applicability and readability of Visual Programming Blocks in Space Engineers 2.

As you can see, the block-based structure makes the logic highly transparent. This allows even potential logic errors to be easily identified — a clear advantage over the traditional Event Controller.

Working Principle (Simply):


  • When a call button is pressed on any floor, the elevator determines the required direction, moves toward the requested floor, and stops upon arrival.
  • When a destination button is pressed inside the elevator, it again determines the correct direction, moves accordingly, and stops when it reaches the target floor.
  • Throughout all these operations, the LCD screens both on the floors and inside the elevator display real-time information: whether the elevator is moving, which direction it is heading, which floor it is currently on, and between which floors it is traveling.

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upvoted great idea although the style would be to complicated for most keen could figure out a more "gamey" approach to ui

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Actually, there are already many examples of this programming approach used across different websites and applications, each with its own design style. I'm confident that Keen would develop a solution that fits the game's overall UI and design philosophy.

I've been very impressed with the interface designs they've created so far, so I believe they could come up with something that is both clean and easy to use while remaining highly functional.

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I completely agree and I find quite baffling that Keen still has not implemented such an obvious Ui layout to SE, even after years of the community complaining and begging them to do so.

Revamping the logic UX does not necessarily imply the inclusion of a new block though. The game's UI just needs to be smarter and take inspiration from other UGC games that do far better in this aspect.

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I agree with the idea and more complexe automation will be more accessible.

This should not replace the programmable block in C# (like I saw in others posts / comments).

Visual scripts is great but still have it's limits

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Yes, I completely agree. In my opinion, the game should offer multiple programming options. Not everyone knows C# or programming in general. Even though AI makes it much easier to generate code nowadays, a visual block-based system would allow many more players to create useful automation after learning just a few basic commands.

Also, I don't think it needs to replace the Programmable Block (C#) or any other automation block. I see it as just another option. There should be multiple ways to achieve the same result, so players can choose the one that best matches their knowledge and playstyle.

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