Bring Back Full Admin/Creative Hotkeys & Item Spawning (Like in Space Engineers 1)
Dear Space Engineers Developers!
Thank you for your hard work and contributions to the game’s development. Special appreciation for the latest update with the world map creative mode switch feature — it’s a great addition!
Appreciate your quick work and continuous improvements to Space Engineers.
Problem Description: Space Engineers 1 had an excellent system of quick access to creative tools during gameplay via hotkeys (Shift+F10, Shift+F12, etc.). In SE2, this functionality is either missing or severely limited. Also, the ability to spawn individual components and items (steel plates, computers, etc.) for decoration, testing, or quick repairs is absent.
Why It's Important: This system was the foundation of flexible gameplay. It allowed for:
· Quick spawning of blueprints, objects, characters.
· Copying (Ctrl+C) and pasting (Ctrl+V) structures.
· Toggling spectator mode and other settings.
· Spawning individual components, which is critical for decorative building and debugging.
All of this without exiting to the main menu or editing world settings.
Suggestion: Fully restore in SE2 the system of administrative/creative hotkeys and the item spawn menu, identical to or improved from SE1.
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In this specific communication, I would like to draw attention to the fact that currently switching to creative mode occurs through world saving, resulting in the loss of all survival functions. In the first part of the game, there was a menu that could be accessed using the Alt+F12 keys. This menu included a feature that allowed enabling creative mode directly within the session without having to exit to the menu and adjust settings through saving. Moreover, it didn’t just enable regular creative mode but provided partial functionality. In survival mode, you could build, copy and paste structures, and teleport necessary items using the Ctrl+Space key combination, while in-game systems like hydrogen consumption for ships, ammo expenditure, and more remained active. Additionally, you could selectively enable player invincibility and other features. This was essentially a tool for configuring creative capabilities for single-player sessions or for server administrators who could manage these settings or grant them to other players.
I understand that the game is currently under development and many functions have yet to be added. However, I am bringing these features to attention now to ensure they are not forgotten and are implemented in the future. Furthermore, creative tools (and their development) already assist in testing various bugs more efficiently than in survival mode. With these tools, we can more extensively test game features, engine performance, and physics.
In this specific communication, I would like to draw attention to the fact that currently switching to creative mode occurs through world saving, resulting in the loss of all survival functions. In the first part of the game, there was a menu that could be accessed using the Alt+F12 keys. This menu included a feature that allowed enabling creative mode directly within the session without having to exit to the menu and adjust settings through saving. Moreover, it didn’t just enable regular creative mode but provided partial functionality. In survival mode, you could build, copy and paste structures, and teleport necessary items using the Ctrl+Space key combination, while in-game systems like hydrogen consumption for ships, ammo expenditure, and more remained active. Additionally, you could selectively enable player invincibility and other features. This was essentially a tool for configuring creative capabilities for single-player sessions or for server administrators who could manage these settings or grant them to other players.
I understand that the game is currently under development and many functions have yet to be added. However, I am bringing these features to attention now to ensure they are not forgotten and are implemented in the future. Furthermore, creative tools (and their development) already assist in testing various bugs more efficiently than in survival mode. With these tools, we can more extensively test game features, engine performance, and physics.
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