A GAMEPLAY SYSTEMS PROPOSAL: ADVANCED PAINT GUNS, PATTERNS, AND SHIP APPEARANCE

gruller65 shared this feedback 20 days ago
Not Enough Votes

--clean pdf provided--A CUSTOMIZATION PROPOSAL: ADVANCED PAINT GUNS, PATTERNS, AND SHIP APPEARANCEKey Features

  • Color-specific texture and material editing
  • Pattern application to selected colors or sections of a grid
  • Customizable camouflage schemes with user-selected color palettes
  • Full-grid paint scheme and camouflage application
  • Gradient and multi-color hull painting tools
  • Seamless pattern blending across adjacent block surfaces
  • Localized paint zones and sectional customization
  • Saved paint profiles for rapid reuse
  • Fleet-wide and faction-wide paint scheme management
  • Importable and shareable paint profiles
  • Community-created pattern libraries
  • Local mod support for custom patterns, textures, and camouflage schemes
  • Reduced time spent manually painting large ships
  • Expanded visual customization without affecting gameplay balance

IntroductionCustomization has always been one of the most important aspects of Space Engineers. A player's ship is more than a collection of blocks; it is often a reflection of their faction, playstyle, creativity, and engineering philosophy.

The introduction of the Paint Gun in Space Engineers 2 is already a major improvement, allowing players to paint ships more accurately, at greater distances, and with much more precision than was previously possible.

However, there is an opportunity to expand the Paint Gun beyond simple color application and turn it into a comprehensive ship customization tool capable of handling textures, patterns, camouflage schemes, and large-scale hull painting.

The goal of this proposal is to provide players with more visual customization options while reducing the time required to paint and personalize large ships, stations, and fleets.

Color-Specific Texture and Material EditingOne of the most powerful additions to the Paint Gun would be the ability to edit textures and material properties independently of color.

Instead of changing an entire block's appearance at once, players could select a specific paint color already applied to a ship and modify only that color's material characteristics. For example, a player could make all dark gray panels appear metallic while leaving white panels matte, or add wear and tear to only selected accent colors.

This would significantly increase visual variety while maintaining the simplicity of the existing painting workflow.

Pattern and Camouflage ApplicationThe Paint Gun could also support the application of patterns directly onto painted surfaces.

Rather than manually creating camouflage schemes block by block, players could select a pattern and apply it across a chosen area. Patterns might include:

  • Digital camouflage
  • Hexagonal patterns
  • Industrial warning markings
  • Hazard striping
  • Naval-style hull markings
  • Geometric panel patterns
  • Weathering and wear effects

These patterns could automatically conform to block surfaces, making large-scale customization significantly faster and more accessible.

Localized Pattern ApplicationNot every pattern needs to affect an entire ship.

Players should be able to apply patterns to specific sections, colors, or selected groups of blocks. This would allow builders to create detailed visual identities without repainting an entire grid.

Examples include:

  • Warning stripes around hangar doors
  • Camouflage on armored sections
  • Distinct markings on weapon housings
  • Colored faction identifiers
  • Unique bridge or engineering hull treatments

This level of control would encourage more detailed and creative ship designs.

Full-Grid Paint SchemesFor larger ships and stations, painting can become extremely time-consuming.

A paint profile system could allow players to apply a complete visual scheme across an entire grid with a single action. These profiles would store:

  • Colors
  • Material settings
  • Patterns
  • Camouflage layouts
  • Surface treatments

This would make repainting ships, updating fleet colors, or maintaining faction visual standards far easier than the current process.

Pattern Blending and Surface ContinuityPatterns should not appear as isolated textures on individual blocks.

Instead, they should blend naturally across connected surfaces and armor panels. Camouflage schemes, warning markings, and decorative patterns would flow continuously across a hull similarly to how the current armor textures work but on a bigger scale, producing a more realistic and visually appealing appearance.

This would eliminate the repetitive and segmented look often associated with block-based construction systems.

Saved Paint ProfilesPlayers often develop visual styles that they want to reuse across multiple projects.

Saved paint profiles would allow builders to store and quickly apply:

  • Color palettes
  • Material settings
  • Pattern selections
  • Camouflage schemes

A faction could maintain a consistent visual identity across dozens of ships while individual players could build personal paint libraries over time.

Pattern Libraries and Mod SupportTo maximize long-term creativity, patterns should be extensible.

Players could create and share:

  • Camouflage patterns
  • Industrial markings
  • Faction insignia
  • Decorative hull textures
  • Surface treatment presets

Modders could expand these libraries further, allowing the community to continually introduce new visual customization options without requiring ongoing developer support.

BenefitsThis system would provide several major advantages:

  • Faster customization of large ships and stations
  • Greater visual diversity between player creations
  • Stronger faction identities
  • Improved fleet consistency
  • Reduced time spent repainting ships
  • Expanded opportunities for community content creation
  • Increased value and utility of the Paint Gun
  • Additional creative depth without impacting gameplay balance

ConclusionThe Paint Gun is already a significant improvement to the building experience in Space Engineers 2. Expanding it into a complete visual customization system would allow players to personalize ships more efficiently while dramatically increasing the variety of appearances that can be achieved.

By introducing color-specific material editing, pattern application, camouflage systems, full-grid paint profiles, and community-driven pattern libraries, Space Engineers 2 could provide one of the most powerful ship customization systems available in a voxel-based building game.

These additions would not affect combat balance, progression, or ship performance. Instead, they would strengthen one of Space Engineers' greatest strengths: giving players the tools to make their creations feel uniquely their own.

Replies (4)

photo
1

REFRENCES--

https://www.youtube.com/watch?v=R9BKlfLXn3Y ---CAMMO


https://www.youtube.com/watch?v=4KidQzt46HQ --DECALS AND multi block painting

photo
1

Can a block system that is chain based allow for coherent style painting over multiple different attachment points, consistently? Dunno Gruller, may be a pain to create.


Whoever uses it will most definitely hate it's style outcomes, anyways, haha

photo
1

idk how it all would work but they can right now apply a texture over the block textures thats a fact

photo
1

the decal system feels like it is made for this. whatever custom prints players come up with can just be appiled to a permanant decal.

it will get mangled and stretched and bullet hole decals over the top of it when damage is taken.

photo
photo
1

I really enjoy exploring Mod APK because it provides users with exciting ways to experience apps differently and discover new features. The variety of options available makes applications more interesting and customizable for many people. When looking for updates and useful versions, Click can help users find more information quickly and easily. Mod APK communities continue growing with creative ideas that improve user experiences and bring more fun every day.

photo
1

It's not specifically mentioned here but I would also love to see the ability to edit thruster trails. Specifically color of them. Would help a ton with keeping a ships theme coherent while unlocking more theme choices.

For example changing an Ion thruster trail color to be red instead of blue or changing the atmospheric thruster from white to orange.

photo
1

tell you what, if we can make hydrogen fuel addatives with elemental ore components.... green from copper, red from iron, blue from cobalt...... this could be feasable in multiple ways.


hydrogen tanks may or may not end up being like se1 where you can put bottles back into them to fill them (though i feel that is unlikely given the new system for personal item use) but applying that logic making it a container for fuel additives/dye/fuel efficency boosters, power boosters... theres a whole sugestion right there.

photo
1

Doesn't the paint gun already have a greyed out "skins" selection on the quick menu.

So it's pretty reasonable to think that the textures will come here that the community can create and share. (see screenshot)


I am vouching for the component based coloring on a block though. I would love to only paint the keyboard/screen panel of a trading station block for example. Maybe like more games instead of full freedom which is almost impossible to create without dunking the performance as basically every block must have a unique texture, do as more games do and make 3 channels per block we can give individual colors.

photo
1

So what I’m worried about and when I’m trying to address with this specific proposal is not the old way of doing skins skins just is an armor reskin


What I’m talking about is grid wide patterns


New selection tools


In different ways of making your ship, unique and easy and easy to access ways

photo
1

like a printed patern you could apply to the whole ship as a wrap around? theres a hell of an idea... applying something like base faction colors and registration numbers and callsigns by a simple pick and apply..... it would have to accomodate stretch and size differences, ship profiles and sillouettes.... thats... a bit more complex to put it nicely.

photo
1

it aint to big of an idea from the depths does it


https://studio.youtube.com/video/gsqJye3YN4I/edit

photo
Leave a Comment
 
Attach a file
You can't vote. Please authorize!
You can't vote. Please authorize!