{"id":22128,"date":"2025-04-29T09:33:27","date_gmt":"2025-04-29T09:33:27","guid":{"rendered":"https:\/\/igamemag.com\/space-engineers-update-1-206-fieldwork-full-breakdown\/"},"modified":"2025-05-13T13:34:35","modified_gmt":"2025-05-13T13:34:35","slug":"space-engineers-update-1-206-fieldwork-full-breakdown","status":"publish","type":"post","link":"https:\/\/igamemag.com\/en-gb\/space-engineers-update-1-206-fieldwork-full-breakdown\/","title":{"rendered":"Space Engineers: Update 1.206 \u2013 Fieldwork Full Breakdown"},"content":{"rendered":"\n\n\t<img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/spcdn.shortpixel.ai\/spio\/ret_img,q_cdnize,to_auto,s_webp:avif\/igamemag.com\/wp-content\/uploads\/2025\/04\/Space-Engineers-Update-1.206-1.webp\" alt=\"Space Engineers Update 1.206\" width=\"1024\" height=\"576\" \/>\n<strong><a href=\"https:\/\/www.keenswh.com\/\" target=\"_blank\" rel=\"noopener\">Keen Software House<\/a><\/strong> just rolled out Space Engineers Update 1.206 &#8211; Fieldwork, and it&#8217;s packed with brand-new PvE action, quality-of-life improvements, powerful new blocks, and a whole lot of opportunities for mad science. \ud83d\ude80\ud83d\udd27\nWhether you&#8217;re a base builder, ship designer, pirate hunter, or loot hoarder, <em data-start=\"563\" data-end=\"574\">Fieldwork<\/em> has something that&#8217;ll make you say, &#8220;Yep, I needed that.&#8221;\nLet&#8217;s dive into everything this massive update offers!\n<hr data-start=\"690\" data-end=\"693\" \/>\n<h2 data-start=\"695\" data-end=\"723\">\ud83d\ude80 Major Gameplay Updates<\/h2>\n<h3 data-start=\"725\" data-end=\"760\">\ud83d\udca5 PvE Just Got a Huge Overhaul<\/h3>\n<ul data-start=\"761\" data-end=\"1249\">\n<li data-start=\"761\" data-end=\"946\">\n<strong data-start=\"763\" data-end=\"778\">Cargo Ships<\/strong>: Completely revamped with upgraded weapons, smarter AI, and faction-specific designs. (Pirate ships now look like they barely survived a garage sale &#8211; and we love it.)\n<\/li>\n<li data-start=\"947\" data-end=\"1146\">\n<strong data-start=\"949\" data-end=\"968\">Unknown Signals<\/strong>: Now there are Strong Unknown Signals &#8211; big, flashy, large-grid signals full of high-tier loot, visible to <em data-start=\"1080\" data-end=\"1090\">everyone<\/em> nearby. Share, steal, or sabotage? The choice is yours.\n<\/li>\n<li data-start=\"1147\" data-end=\"1249\">\n<strong data-start=\"1149\" data-end=\"1173\">Planetary Encounters<\/strong>: More frequent and way more interesting. Expect danger around every corner!\n<\/li>\n<\/ul>\n<hr data-start=\"1251\" data-end=\"1254\" \/>\n<h3 data-start=\"1256\" data-end=\"1284\">\ud83d\udd25 New Functional Blocks<\/h3>\n<ul data-start=\"1286\" data-end=\"1793\">\n<li data-start=\"1286\" data-end=\"1431\">\n<strong data-start=\"1288\" data-end=\"1316\">Prototech Fusion Reactor<\/strong>: Massive hydrogen-fueled reactor with enough power to light up a small country (or just your giant space station).\n<\/li>\n<li data-start=\"1432\" data-end=\"1529\">\n<strong data-start=\"1434\" data-end=\"1455\">Small Oxygen Tank<\/strong>: For when your tiny ships need O\u2082 without strapping a fridge to the hull.\n<\/li>\n<li data-start=\"1530\" data-end=\"1666\">\n<strong data-start=\"1532\" data-end=\"1562\">Large Grid Small Connector<\/strong>: Dock small-grid ships to large-grid ships easily &#8211; finally, no more awkward landing gear contraptions.\n<\/li>\n<li data-start=\"1667\" data-end=\"1793\">\n<strong data-start=\"1669\" data-end=\"1687\">Refill Station<\/strong>: Recharge your suit&#8217;s oxygen, hydrogen, and energy at a universal refueling point. No politics, just gas.\n<\/li>\n<\/ul>\n<hr data-start=\"1795\" data-end=\"1798\" \/>\n<h3 data-start=\"1800\" data-end=\"1831\">\ud83c\udf9b\ufe0f Quality of Life Updates<\/h3>\n<ul data-start=\"1833\" data-end=\"2245\">\n<li data-start=\"1833\" data-end=\"1965\">\n<strong data-start=\"1835\" data-end=\"1859\">Toolbar Enhancements<\/strong>: Better control over thrusters, wheels, lights, and AI flight speeds &#8211; less button smashing, more flying.\n<\/li>\n<li data-start=\"1966\" data-end=\"2094\">\n<strong data-start=\"1968\" data-end=\"1990\">Projector Upgrades<\/strong>: Directional arrows and missing block indicators! Blueprint building just got <em data-start=\"2069\" data-end=\"2076\">a lot<\/em> less frustrating.\n<\/li>\n<li data-start=\"2095\" data-end=\"2245\">\n<strong data-start=\"2097\" data-end=\"2126\">Experimental Mode Changes<\/strong>: Mods are now treated like real features &#8211; no &#8220;Experimental Mode&#8221; needed anymore to enjoy your favourite modded mayhem.\n<\/li>\n<\/ul>\n<hr data-start=\"2247\" data-end=\"2250\" \/>\n<h2 data-start=\"2252\" data-end=\"2297\">\ud83c\udfa8 Fieldwork DLC Pack &#8211; Lab Life for $4.99<\/h2>\nIf you&#8217;ve ever wanted to build your own evil laboratory, the Fieldwork DLC has your name on it:\n<ul data-start=\"2399\" data-end=\"2571\">\n<li data-start=\"2399\" data-end=\"2418\">\nModular lab desks\n<\/li>\n<li data-start=\"2419\" data-end=\"2447\">\nScience experiments setups\n<\/li>\n<li data-start=\"2448\" data-end=\"2490\">\nFreezers, vats, stylish slim glass doors\n<\/li>\n<li data-start=\"2491\" data-end=\"2536\">\nNew round hallways and detailed pipe blocks\n<\/li>\n<li data-start=\"2537\" data-end=\"2571\">\nHigh-tech cargo access terminals\n<\/li>\n<\/ul>\nAll cosmetic, all perfect for creating secret bases, underground bunkers, or sci-fi horror movie sets. \ud83e\uddea\n<hr data-start=\"2680\" data-end=\"2683\" \/>\n<h2 data-start=\"2685\" data-end=\"2730\">\ud83e\uddea Limited-Time Event: The Great Skin Hunt<\/h2>\nFrom April 28 to May 30, skins are raining down like candy:\n<ul data-start=\"2796\" data-end=\"2976\">\n<li data-start=\"2796\" data-end=\"2852\">\n<strong data-start=\"2798\" data-end=\"2827\">Increased skin drop rates<\/strong> from all Unknown Signals\n<\/li>\n<li data-start=\"2853\" data-end=\"2900\">\n<strong data-start=\"2855\" data-end=\"2881\">Cooldown times reduced<\/strong> between skin drops\n<\/li>\n<li data-start=\"2901\" data-end=\"2976\">\n<strong data-start=\"2903\" data-end=\"2917\">Rare skins<\/strong> are easier to snag, especially from Strong Unknown Signals\n<\/li>\n<\/ul>\nSuit up and flex that fresh loot.\n<hr data-start=\"3013\" data-end=\"3016\" \/>\n<h2 data-start=\"3018\" data-end=\"3029\">\ud83e\udde0 TL;DR<\/h2>\n<p>&nbsp;<\/p>\n<table width=\"618\" data-start=\"3031\" data-end=\"3349\">\n<thead data-start=\"3031\" data-end=\"3061\">\n<tr data-start=\"3031\" data-end=\"3061\">\n<th data-start=\"3031\" data-end=\"3044\">What&#8217;s New<\/th>\n<th data-start=\"3044\" data-end=\"3061\">Why It&#8217;s Cool<\/th>\n<\/tr>\n<\/thead>\n<tbody data-start=\"3074\" data-end=\"3349\">\n<tr data-start=\"3074\" data-end=\"3135\">\n<td data-start=\"3074\" data-end=\"3089\">PvE Overhaul<\/td>\n<td data-start=\"3089\" data-end=\"3135\">Better ships, smarter enemies, more action<\/td>\n<\/tr>\n<tr data-start=\"3136\" data-end=\"3192\">\n<td data-start=\"3136\" data-end=\"3149\">New Blocks<\/td>\n<td data-start=\"3149\" data-end=\"3192\">More power, more docking, more survival<\/td>\n<\/tr>\n<tr data-start=\"3193\" data-end=\"3249\">\n<td data-start=\"3193\" data-end=\"3221\">Toolbar + Projector Fixes<\/td>\n<td data-start=\"3221\" data-end=\"3249\">Less rage, more building<\/td>\n<\/tr>\n<tr data-start=\"3250\" data-end=\"3304\">\n<td data-start=\"3250\" data-end=\"3265\">Optional DLC<\/td>\n<td data-start=\"3265\" data-end=\"3304\">Build your dream (or nightmare) lab<\/td>\n<\/tr>\n<tr data-start=\"3305\" data-end=\"3349\">\n<td data-start=\"3305\" data-end=\"3323\">Skin Hunt Event<\/td>\n<td data-start=\"3323\" data-end=\"3349\">Fresh loot, less grind<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<hr data-start=\"3351\" data-end=\"3354\" \/>\n<h2 data-start=\"3356\" data-end=\"3375\">\ud83d\ude80 Final Thoughts<\/h2>\nSpace Engineers Update 1.206 brings exactly what Space Engineers players wanted &#8211; a mix of smoother gameplay, better building tools, crazier PvE, and more reasons to stay up until 3 AM finishing that one <em data-start=\"3577\" data-end=\"3583\">last<\/em> ship design. (We all know how that goes.)\nGrab your tools, slap together a lab, go hunt some loot, and maybe &#8211; just maybe &#8211; survive your next planetary landing.\n<h3 data-start=\"3747\" data-end=\"3806\">Space Engineers: Update 1.206 Patch Notes<\/h3>\n<p>Improvements &amp; Changes to Space Engineers: Update 1.206<\/p>\n<ul>\n<li>Added a tenth toolbar tab to the Event Controller to be consistent with other Action blocks<\/li>\n<li>Added an example of how a new modded Cargo ship definition should look like to the SpawnGroups_CargoShips.sbc<\/li>\n<li>Added some World information to the PB API<\/li>\n<li>Added tooltips to currently slotted actions in Setup Action toolbars (Sensor, Air Vent, Cockpit, RC,CTC,AI Defensive,EC)<\/li>\n<li>Adjusted Armor block PCU to consistently be 2 on Console compatibility<\/li>\n<li>Adjusted loot tables for Ammunition to provide more variety<\/li>\n<li>Adjusted Multiselect features to Load Game screen to be more consistent<\/li>\n<li>Adjusted the cooldown of a Factorum Warship spawn from an antenna from 1 hour to 1 week<\/li>\n<li>Adjusted the language used in Economy Contracts to be more consistent<\/li>\n<li>Adjusted the max jump mass from 50k to 120k for Small grid Prototech Jump Drive<\/li>\n<li>Adjusted the Projector description to include information about projected blocks costing 1 PCU each<\/li>\n<li>Adjusted the quantity of Oxygen and Hydrogen sold at Economy Trade stations<\/li>\n<li>Adjusted the visual of Small Hinge Head attached to Large Hinge to be connected<\/li>\n<li>Adjusted Ultrawide and Superultrawide scaling for Background videos and Loading screen images<\/li>\n<li>Changed &#8220;Use Conveyor System&#8221; to &#8220;Automatic Push\/Pull&#8221; and added a tooltip<\/li>\n<li>Changed Armory and Armory Locker blocks to not display Weapons and Tools to avoid confusion when the items are not actually contained inside<\/li>\n<li>Changed Bed block&#8217;s inner emissive materials from Green to White<\/li>\n<li>Changed Connector&#8217;s conveyor highlight from square to round<\/li>\n<li>Changed Event Controller to only trigger when an event happens while it is On and functional<\/li>\n<li>Changed Jump drive effect to use particles associated with the drive which was activated from the toolbar<\/li>\n<li>Changed the name of Extreme quality option to Photo mode to better convey it is not meant for use during Gameplay<\/li>\n<li>Changed the name of Pirate PCU to NPC PCU in DSGUI<\/li>\n<li>Improved spatial audio for 5.1 and 7.1 setups<\/li>\n<li>Improved world loading times<\/li>\n<li>Removed partial or malformed elements from the definitions<\/li>\n<\/ul>\n<p>Performance<\/p>\n<ul>\n<li>Fixed an issue where the AI Recorder was able to retain more than 500 waypoints<\/li>\n<\/ul>\n<p>Stability<\/p>\n<ul>\n<li>Fixed an issue where an invalid FactionType definition prevented a world from loading<\/li>\n<li>Fixed a Crash when a mod would try to add more than 256 voxel materials in total. Such worlds will not load now.<\/li>\n<li>Fixed a Crash when a Thruster tried to damage a deleted block<\/li>\n<li>Fixed a Crash when a waypoint was deleted in the Cutscene editor<\/li>\n<li>Fixed a Crash when renaming a BP to a whitespace character<\/li>\n<li>Fixed a Crash when teleporting away from Saberoids<\/li>\n<li>Fixed an issue where the game high Grass density and draw distance consumed too much VRAM<\/li>\n<li>Fixed a Crash when a plugin was able to make too many debug draw messages, while the game was minimized. Limit is 1000 now.<\/li>\n<li>Fixed a Crash when loading a world with Saberoids spawned and burrowed in it<\/li>\n<\/ul>\n<p>Functional Changes for Space Engineers: Update 1.206<\/p>\n<ul>\n<li>Fixed an issue where the Action Relay would not broadcast over Laser antenna connections<\/li>\n<li>Fixed an issue where the Handbrake\/parking status would get desynchronised on DS, leading to stuck suspensions<\/li>\n<li>Fixed an issue where the Magnetic plate or Landing gear connection would separate randomly<\/li>\n<li>Fixed an issue where the Projector was subtracting incorrect amounts of PCU from the grid when stopping the projection<\/li>\n<li>Fixed an issue where the Target lock feature could be used on subgrids of itself (rotor, piston, hinge, connector)<\/li>\n<li>Fixed an issue where the Wheels would lock up when another grid left the same physics cluster<\/li>\n<li>Fixed an issue where a claim attempt would not apply to mechanically attached subgrids (piston\/hinge\/rotor)<\/li>\n<li>Fixed an issue where a Client tried reconnecting to an overwhelmed EOS Server faster than it could process the disconnect<\/li>\n<li>Fixed an issue where a Grid attached to another through the yellow Connector attractive force would Desync<\/li>\n<li>Fixed an issue where a Hinge head moved through its Base to reach the destination<\/li>\n<li>Fixed an issue where a spawned NPC grid would run out of ammo<\/li>\n<li>Fixed an issue where a target lock to a ship was lost upon a character leaving cockpit<\/li>\n<li>Fixed an issue where an Exhaust Pipe would not react to power-dependency after copy&amp;paste\/reload<\/li>\n<li>Fixed an issue where it wasnt possible to retro-actively change existing set value action in a toolbar<\/li>\n<li>Fixed an issue where predefined asteroids were not reverted through voxel trash removal<\/li>\n<li>Fixed an issue where some of the Faction icons were duplicated<\/li>\n<li>Fixed an issue where the &#8220;I&#8217;ve Got a Present For You&#8221; achievement was hard to unlock<\/li>\n<li>Fixed an issue where the act of unmerging a grid with a projector would produce infinite &#8220;Error: Cannot find the blueprint file&#8221;<\/li>\n<li>Fixed an issue where the Advanced Rotor 3&#215;3 base had the mountpoints sized to 4&#215;4, preventing proper placement in 3&#215;3 spaces<\/li>\n<li>Fixed an issue where the AI Offensive retained a target beyond its range<\/li>\n<li>Fixed an issue where the AI Offensive retained a target through off\/on cycle<\/li>\n<li>Fixed an issue where the Battery status rapidly updated at a different rate leading to incorrect depletion amount<\/li>\n<li>Fixed an issue where the collision of Small grid H2 thrusters were larger than needed<\/li>\n<li>Fixed an issue where the collision of the Large grid Compact Antenna was larger than needed<\/li>\n<li>Fixed an issue where the collision of the Small grid Rotor was larger than needed<\/li>\n<li>Fixed an issue where the connection to a distant Remote Control would unload everything else around you<\/li>\n<li>Fixed an issue where the contents of a Temporary container could not be taken out fully, leaving a very small amount behind<\/li>\n<li>Fixed an issue where the death or destruction of a pilot caused the last command to persist in a loop (runaway grid)<\/li>\n<li>Fixed an issue where the explosion of a Warhead was prevented near a Safe Zone. Explosion intersecting the zone will not cut voxel now.<\/li>\n<li>Fixed an issue where the Factorum Warship anti-personel measures would be enable right away<\/li>\n<li>Fixed an issue where the Global Encounters settings would be set to more than 0 by default for Scenarios<\/li>\n<li>Fixed an issue where the Hinge would accept a rotor head as an attachment<\/li>\n<li>Fixed an issue where the Hinge\/Rotor head would rotate instantly when outside of its limits on DS<\/li>\n<li>Fixed an issue where the Laser Antenna list of current or known recievers would not populate<\/li>\n<li>Fixed an issue where the optional Frostbite quest &#8220;Activate medical station&#8221; was not finishable<\/li>\n<li>Fixed an issue where the Planetary encounters spawned into dynamic grids<\/li>\n<li>Fixed an issue where the Prototech Gyroscope spinning\/rotation was desynced to other Clients when one changed it<\/li>\n<li>Fixed an issue where the rotatable block subparts with Open\/Close status were rotating 360 degrees<\/li>\n<li>Fixed an issue where the Rotor would accept a hinge head as an attachment<\/li>\n<li>Fixed an issue where the Sensor would detect relations differently than Turret targetting<\/li>\n<li>Fixed an issue where the Sensor would incorrectly evaluate the relation to sub-grid held through a landing gear<\/li>\n<li>Fixed an issue where the Ship Drills would compete for the same voxel cutout and stop drilling<\/li>\n<li>Fixed an issue where the subsequent change of the target reference beacon in an AI Recorder would break autopilot<\/li>\n<li>Fixed an issue where the Timer block was able to trigger an inter-grid group action after unmerging<\/li>\n<li>Fixed an issue where the treshold for the Event Controller condition could be hit twice per one change<\/li>\n<li>Fixed an issue where the Voxel Hand settings were not persistent through save\/reload<\/li>\n<li>Fixed an issue where Unknown signal grids would delete even when claimed<\/li>\n<li>Fixed an issue where a depowered Gyroscope&#8217;s emissive indicator color would change to Green by moving the power slider<\/li>\n<li>Fixed an issue where a projected Timer block would still try to tick and update<\/li>\n<li>Fixed an issue where a tank fill indicator would always show all 4 blue squares when stockpiling<\/li>\n<li>Fixed an issue where an extra Body location GPS appeared in the Sparks of the Future scenario<\/li>\n<li>Fixed an issue where the &#8220;go back to hand grinder&#8221; gamepad feature was usable while inside Cockpit<\/li>\n<li>Fixed an issue where the &#8220;Number 5 is Alive&#8221; was working only with Medical room and not Cockpit or Survival Kit<\/li>\n<li>Fixed an issue where the \/gps command allowed for invalid GPS names<\/li>\n<li>Fixed an issue where the 3rd person camera zoom would reset after using Jump Drive<\/li>\n<li>Fixed an issue where the Access panels were inconsistent in their usability by characters with various access rights<\/li>\n<li>Fixed an issue where the Admin with Ignore PCU was unable to buy ships from Economy Stations<\/li>\n<li>Fixed an issue where the AI path stopped being drawn after docking<\/li>\n<li>Fixed an issue where the AI Recorder Show on HUD functionality for AI pathing was reliant on an active Antenna<\/li>\n<li>Fixed an issue where the Artificial Horizon App was not fully inverted on a rotated LCD<\/li>\n<li>Fixed an issue where the Artificial Horizon App was not in sync with the HUD and appeared at different heights above a planet<\/li>\n<li>Fixed an issue where the Cargo Ship lifetime was affected by Time of day offset (Sun slider)<\/li>\n<li>Fixed an issue where the Cargo ship system only used 1st to n-1th character location for spawn calculation, ignoring the nth<\/li>\n<li>Fixed an issue where the collision of Small grid Control Seat were larger than needed<\/li>\n<li>Fixed an issue where the collision thickness of Armor Lockers and Lockers and others were not unified<\/li>\n<li>Fixed an issue where the collisions of Large grid Gatling turrets were larger than needed<\/li>\n<li>Fixed an issue where the collisions of Prototech Drill were larger than needed<\/li>\n<li>Fixed an issue where the collisions of Small grid turrets were larger than needed<\/li>\n<li>Fixed an issue where the copied NPC grid retained a Claim timer<\/li>\n<li>Fixed an issue where the Corner LCD texts were too small in the Lost Colony scenario<\/li>\n<li>Fixed an issue where the Dropper (default Shift+P) color picker functionality copied the color\/skin of the mirrored side instead<\/li>\n<li>Fixed an issue where the Ignore Safe Zones setting was not working for block placement inside Safe Zones<\/li>\n<li>Fixed an issue where the Inset Couch was considered completely airtight, suffocating sitting characters<\/li>\n<li>Fixed an issue where the max torque and force values for small rotors and hinges were inconsistent<\/li>\n<li>Fixed an issue where the Permanent Death caused the newly spawned character to not have a banking account<\/li>\n<li>Fixed an issue where the Planetary encounters or surface level Economy stations spawned into trees<\/li>\n<li>Fixed an issue where the Programmable block script was able to consume more than 1GB of memory or run for longer than 3 seconds<\/li>\n<li>Fixed an issue where the Prototech Gyroscope subpart did not move when the block was built in survival<\/li>\n<li>Fixed an issue where the Remote access screen Control button would be available, but did nothing<\/li>\n<li>Fixed an issue where the Remote access screen would not be populated by grids when accessed through an interactive part<\/li>\n<li>Fixed an issue where the Remote Control autopilot waypoints were removed when in the One Way mode<\/li>\n<li>Fixed an issue where the Saberoids and Wolves were seen as players for the Cargo ship spawn logic<\/li>\n<li>Fixed an issue where the Safe Zone pushed away a grid even when not contained in the field<\/li>\n<li>Fixed an issue where the Scaffold Block Ladder was missing mount points on top<\/li>\n<li>Fixed an issue where the Searchlight would not follow the target on a DS<\/li>\n<li>Fixed an issue where the Shipping Platform planetary encounter had a Yield module instead of Power efficiency one<\/li>\n<li>Fixed an issue where the Small grid Large Flat Atmospheric Thruster D Shape was inconsistent in flame damage with non-D shape<\/li>\n<li>Fixed an issue where the Small grid LCDs had inconsistent power draw whenc ompared to their Large grid counterparts<\/li>\n<li>Fixed an issue where the Space Master rank was unable to transfer ownership for others<\/li>\n<li>Fixed an issue where the target lock feature was not possible right after starting a world<\/li>\n<li>Fixed an issue where the weather did not happen organically on Europa and had to be forced through Admin menu<\/li>\n<\/ul>\n<p>Render<\/p>\n<ul>\n<li>Fixed an issue where the Weather with wind caused render artifacts over time on consoles (Over-bloomed lights, Black octagons)<\/li>\n<li>Fixed an issue where a Safe zone visual would be offset from actual location at very far coordinates<\/li>\n<li>Fixed an issue where the kitchen blocks doors and inner highlights would desynchronise when ground and welded<\/li>\n<li>Fixed an issue where the game tried to add and remove an invisible barrel part of a projected turret<\/li>\n<li>Fixed an issue where the chosen material of a spawned Predefined asteroid did not sync to others in MP<\/li>\n<li>Fixed an issue where the Interior Wall was considered not visible in the construction stage and was culled by the render<\/li>\n<li>Fixed an issue where the intro cinematic was stretched on UW screens<\/li>\n<li>Fixed an issue where the light produced by a hand tool was displayed at 0,0,0 of the world<\/li>\n<li>Fixed an issue where the texture projected by the Searchlight block would rotate<\/li>\n<li>Fixed an issue where the thickness of the bounding box lines would scale too high<\/li>\n<\/ul>\n<p>Art Changes for Space Engineers: Update 1.206<\/p>\n<ul>\n<li>Fixed an issue where the Light, Camera, Sound, Sensor, Control panels bodies would penetrate too deep into thin blocks<\/li>\n<li>Fixed an issue where the Small grid Warfare Reactor had a missing highlight on the bottom control panel<\/li>\n<li>Fixed an issue where the Willis Duct inner decals would not align<\/li>\n<li>Fixed an issue where the Autocannon Turret was missing the emissive color on its indicator on closest LoD<\/li>\n<li>Fixed an issue where the decal on the Kitchen block bin was protruding<\/li>\n<li>Fixed an issue where the default screens of Large grid Medical Room, Programmable Block, Survival Kit were upside down<\/li>\n<li>Fixed an issue where the Emissive color of a Heat Vent was changing to white at further LoDs<\/li>\n<li>Fixed an issue where the Flush Cockpit&#8217;s interior model did not have a wall behind the seat<\/li>\n<li>Fixed an issue where the grated parts of catwalks were not colorable<\/li>\n<li>Fixed an issue where the grating on the Large grid Warfare Reactor was stretched<\/li>\n<li>Fixed an issue where the character&#8217;s legs were clipping into the model of a Control Seat<\/li>\n<li>Fixed an issue where the Industrial Cockpit had a warped LCD, causing distortions of the contents<\/li>\n<li>Fixed an issue where the lightbulb icon was missing for several blocks with that function<\/li>\n<li>Fixed an issue where the Prototech Gyroscope had a disappearing decal on the bottom<\/li>\n<li>Fixed an issue where the Sci-Fi Sliding door control panel was not interactive when the door was disabled (Panel moved to the frame)<\/li>\n<li>Fixed an issue where the Sensor blocks were overlapped by the sides of older sloped blocks<\/li>\n<li>Fixed an issue where the Small Curved Conveyor Tube had a hole in its model<\/li>\n<li>Fixed an issue where the Small grid Cockpit had some Z-fighting on the bottom (flickering between materials)<\/li>\n<li>Fixed an issue where the Small grid Missile turret had a transparent end of the barrel<\/li>\n<li>Fixed an issue where the Small grid Transparent LCD screen area was covered by the frame corners<\/li>\n<li>Fixed an issue where the volume stated on the Clang Cola and Cosmic coffee floating objects was inconsistent with the inventory volume<\/li>\n<li>Fixed an issue where the Willis Duct had partially incorrect materials and distorted UVs<\/li>\n<li>Fixed an issue where the Window 1&#215;2 Slope had inconsistencies in shading in the corners<\/li>\n<li>Fixed an issue with tiling for the Camo skin when used on Armor panels<\/li>\n<\/ul>\n<p>Particles<\/p>\n<ul>\n<li>Fixed an issue where the Snow dust particles were too big and obscured 3rd person camera when driving<\/li>\n<li>Removed unused Jump drive particles WelderFlame_Prototech and Warp_2 from the definitions<\/li>\n<li>Fixed an issue where the bullet impact particle effects were not showing on characters<\/li>\n<li>Fixed an issue where the footstep particles would not appear in non-zero Artificial gravity<\/li>\n<li>Fixed an issue where the Prototech Thruster flame particle was clipping with the model<\/li>\n<\/ul>\n<p>Audio<\/p>\n<ul>\n<li>Fixed an issue where adding a block to a toolbar would not make a sound<\/li>\n<li>Fixed an issue where the heavy breathing sound would get stuck in a loop after respawning in Realistic sound mode<\/li>\n<li>Fixed an issue where the Jetpack idle sound loop was only playing in one channel<\/li>\n<li>Fixed an issue where the Music in the game was played in single channel<\/li>\n<li>Fixed an issue where the thruster sounds could be heard to happen even for directions with no actual thrusters present<\/li>\n<\/ul>\n<p>UI<\/p>\n<ul>\n<li>Fixed an issue where the Xbox mouse cursor was partially covering tooltips<\/li>\n<li>Fixed an issue where the &#8220;Enable tools shake&#8221; set to Off caused &#8220;Enable space suit respawn&#8221; to Off instead in New game screen<\/li>\n<li>Fixed an issue where the Acquisition Contract inventory check message was talking about a ship when choosing a character<\/li>\n<li>Fixed an issue where the Economy screens scaled incorrectly on Ultrawide, Super Ultrawide and High resolutions<\/li>\n<li>Fixed an issue where the Enable Copy\/Paste \/ Enable Unknown Signals were not dependent on Creative \/ Survival in New Game screen<\/li>\n<li>Fixed an issue where the Entity list Depower and Remove actions were affecting grids connected through a landing gear<\/li>\n<li>Fixed an issue where the intro text for The First Jump during loading would not display when loaded as a local mod<\/li>\n<li>Fixed an issue where the Landing gear Safe zone toggle was impossible to click due to it being pushed off by the text<\/li>\n<li>Fixed an issue where the Radial Menu would not allow grid size change of a highlighted Block<\/li>\n<li>Fixed an issue where the Saberoid Plushie was not listed in the Radial Menu, it is now under Decoration #2 next to its friend<\/li>\n<li>Fixed an issue where the Set Action label would not display for groups of blocks<\/li>\n<li>Fixed an issue where the Set Action UI lacked Gamepad control hints<\/li>\n<li>Fixed an issue where the target lock lead indicator did not appear when using gamepad<\/li>\n<li>Fixed an issue where the Trash removal Temporary container time and amount settings got reset to 0 on submitting changes<\/li>\n<li>Adjusted the color of &#8220;Someone else is using this ship!&#8221; to Red to make it more clear why a grid is not controllable<\/li>\n<li>Fixed an issue where a broken dialog would appear after recycling a Steam inventory item into tokens and leaving Med Bay<\/li>\n<li>Fixed an issue where a completely destroyed or removed weapon would not appear as grayed out in the toolbar<\/li>\n<li>Fixed an issue where a contract GPS description text was now word wrapped<\/li>\n<li>Fixed an issue where a popup appeared about time limit and potential penalty when accepting a Contract without those<\/li>\n<li>Fixed an issue where an enemy Button panel would still show control hints prompting to interact to set up actions<\/li>\n<li>Fixed an issue where some Radial menu control hints were misaligned<\/li>\n<li>Fixed an issue where the &#8220;Deposit all ores, ingots and components&#8221; control hint was not displayed when using Gamepad<\/li>\n<li>Fixed an issue where the 21:9 and 32:9 aspect ratios were not available. Caution FoV setting is vertical in SE, lower values look better on UW<\/li>\n<li>Fixed an issue where the a localisation was overlapping in Info tab, Block component list and Build planner part of G-screen<\/li>\n<li>Fixed an issue where the Assembler required material icons were linked to UI Background Opacity instead of UI Opacity<\/li>\n<li>Fixed an issue where the autocomplete function of the whisper chat command would fail to cycle through player names with spaces<\/li>\n<li>Fixed an issue where the background &#8220;ingot&#8221; icons of the Assembler&#8217;s top inventory were overwritten to blank background<\/li>\n<li>Fixed an issue where the Battery description was not concise<\/li>\n<li>Fixed an issue where the Blink Interval slider value numbers were rapidly changing when moving it due to rounding errors<\/li>\n<li>Fixed an issue where the BP in the BP screen was not focused when returning from the in-game workshop<\/li>\n<li>Fixed an issue where the Color picker settings were not saved<\/li>\n<li>Fixed an issue where the Comms chat tab could not be scrolled by a Gamepad<\/li>\n<li>Fixed an issue where the Contract block Administration UI had some typos and inconsistent texts<\/li>\n<li>Fixed an issue where the Customisation UI for hand tools\/weapons was enabled when the items were not present in the character&#8217;s inventory<\/li>\n<li>Fixed an issue where the Detachment of a rotor head caused the Rotor to be deselected in the Terminal<\/li>\n<li>Fixed an issue where the Economy Deluxe DLC blocks were not listed in the overall DLC category of Toolbar Config (G-screen)<\/li>\n<li>Fixed an issue where the enable Experimental Mode dialog had inconsistent formatting<\/li>\n<li>Fixed an issue where the Exhaust Pipe Power dependency direct input required values 0-1 values instead of 0-100<\/li>\n<li>Fixed an issue where the Experimental settings in the New Game&gt;Customize screen were changeable in Safe mode<\/li>\n<li>Fixed an issue where the Experimental worlds were available in Safe Mode<\/li>\n<li>Fixed an issue where the faction list would briefly populate with Undiscovered ones upon creating a new faction<\/li>\n<li>Fixed an issue where the friends\/enemies tooltip of an economy faction were not shown when using gamepad<\/li>\n<li>Fixed an issue where the Frostbite scenario name appeared as &#8220;name&#8221; in the world details<\/li>\n<li>Fixed an issue where the G-screen selected category would not switch to Home upon using Search field<\/li>\n<li>Fixed an issue where the gamepad control hint for one-way switch from block placement back to grinder indicated two-way functionality<\/li>\n<li>Fixed an issue where the gamepad control hint for opening cockpit inventory had redundant text<\/li>\n<li>Fixed an issue where the Global Encounters Storage Facility variant A and Storage Facility variant B had a typo in their broadcast<\/li>\n<li>Fixed an issue where the Hand weapon Ammo count displayed on the toolbar did not fit the space of the icon<\/li>\n<li>Fixed an issue where the Character skins provided by a DLC allowed for a recyclation for tokens even when to actually recyclable<\/li>\n<li>Fixed an issue where the character&#8217;s D-pad radial menu retained status text of a previously occupied grid&#8217;s D-pad radial menu<\/li>\n<li>Fixed an issue where the KSH logo in F1&gt;Welcome screen was not affected by UI opacity setting<\/li>\n<li>Fixed an issue where the Load game screen search would not display a save file when it was in a folder<\/li>\n<li>Fixed an issue where the Load Game screen would not highlight the default selected save<\/li>\n<li>Fixed an issue where the loading screen tips had a typos<\/li>\n<li>Fixed an issue where the localisation of the remaining cloud space on Xbox did not fit the UI<\/li>\n<li>Fixed an issue where the localisations of specific Terminal settings did not fit the confines of the UI<\/li>\n<li>Fixed an issue where the localisations of the individual controls in the Help screen were overlapping<\/li>\n<li>Fixed an issue where the Max Objects setting did not reflect the cap on Consoles and MS store version in the UI<\/li>\n<li>Fixed an issue where the Max players setting of a newly started workshop world was not taken into account<\/li>\n<li>Fixed an issue where the Microphone sensitivity setting change is ignored when also toggling HUD warnings<\/li>\n<li>Fixed an issue where the Mod screen category filters were not clearly indicating their toggle status<\/li>\n<li>Fixed an issue where the name of the Players screen mute column was also implying a mute of written chat on Xbox\/MS<\/li>\n<li>Fixed an issue where the Option&gt;Controls Default button would not reset several settings<\/li>\n<li>Fixed an issue where the Pause keybind did not work while in Terminal<\/li>\n<li>Fixed an issue where the Players screen displayed different Controller hints based on the method of input used to open it<\/li>\n<li>Fixed an issue where the Quickload keybind and Relative dampeners were listed as the same control on gamepad. Quickload is not available on gamepads and was removed from Help<\/li>\n<li>Fixed an issue where the regular crosshair appeared inside the Turret control overlay<\/li>\n<li>Fixed an issue where the remote removal PCU UI would not count const. stages of blocks as 1 PCU<\/li>\n<li>Fixed an issue where the Safe Zone Terminal settings were offset by variable localisation lengths<\/li>\n<li>Fixed an issue where the scenario world category would not be included in the in-game workshop<\/li>\n<li>Fixed an issue where the search filter in the GPS screen was cleared after deleting a GPS<\/li>\n<li>Fixed an issue where the Send Log screen text field behaviors were inconsistent<\/li>\n<li>Fixed an issue where the Server Browser &#8220;Mods&#8221; column did not sort by the size, but only alphanumerically<\/li>\n<li>Fixed an issue where the Set Action toolbar labels were not displayed for non-cockpit blocks<\/li>\n<li>Fixed an issue where the Set Action tooltip would not show over for groups on mouse hover<\/li>\n<li>Fixed an issue where the Spectator camera did not move to the selected item in the Entity list when using gamepad or arrows<\/li>\n<li>Fixed an issue where the Spotlight had Increase\/Decrease rotation speed toolbar actions as available<\/li>\n<li>Fixed an issue where the Statistics overlay did not scale correctly with the UI scale setting<\/li>\n<li>Fixed an issue where the Toolbar config block size UI toggle was available even for blocks with no alternate grid size<\/li>\n<li>Fixed an issue where the toolbar icons of not yet researched blocks were not grayed out<\/li>\n<li>Fixed an issue where the tooltips were not present on-hover for uneditable GPSs<\/li>\n<li>Fixed an issue where the Trash removal admin sub-screen selection waw not persistent through close\/re-open<\/li>\n<li>Fixed an issue where the value on a slider would not be able to reach the maximum as the value wouldnt round up to it<\/li>\n<li>Fixed an issue where the Version Mismatch dialog could accumulate over each other when Client was left connecting to the DS<\/li>\n<li>Fixed an issue where the Viewport 1 and 2 descriptions used a mix of UK and US English<\/li>\n<li>Fixed an issue where the virtual keyboard would not activate when renaming a BP with a gamepad on consoles<\/li>\n<li>Fixed an issue where the Voxel Hand brushes did not have any descriptions<\/li>\n<li>Fixed an issue where the Voxel Hand settings help\/hints were not reacting to change of input type kb\/gamepad<\/li>\n<li>Fixed an issue where the Voxel Hand settings help\/hints were not scrollable when using gamepad<\/li>\n<\/ul>\n<h4>Related Articles<\/h4>\n<ul>\n<li><strong><a title=\"Space Engineers Sandbox Evolution\" href=\"https:\/\/igamemag.com\/en-gb\/space-engineers-sandbox-evolution\/\" rel=\"bookmark\">Space Engineers Sandbox Evolution<\/a><\/strong><\/li>\n<li><strong><a title=\"Space Marine 2 Balance Update - Emperor Praised as Changes Reversed\" href=\"https:\/\/igamemag.com\/en-gb\/space-marine-2-balance-update-emperor-praised-as-changes-reversed\/\" rel=\"bookmark\">Space Marine 2 Balance Update &#8211; Emperor Praised as Changes Reversed<\/a><\/strong><\/li>\n<li><strong><a title=\"The Best Games to Play in 2025: Release Dates, Platforms, and Where to Buy\" href=\"https:\/\/igamemag.com\/en-gb\/the-best-games-to-play-in-2025-release-dates-platforms-and-where-to-buy\/\" rel=\"bookmark\">The Best Games to Play in 2025: Release Dates, Platforms, and Where to Buy<\/a><\/strong><\/li>\n<\/ul>\n<h4>Useful Links<\/h4>\n<ul>\n<li><strong><a href=\"https:\/\/www.spaceengineersgame.com\/\" target=\"_blank\" rel=\"noopener\">Official Space Engineers Website<\/a><\/strong><\/li>\n<li><strong><a href=\"https:\/\/store.steampowered.com\/app\/244850\/Space_Engineers\/\" target=\"_blank\" rel=\"noopener\">Official Space Engineers Steam Store<\/a><\/strong><\/li>\n<li><strong><a href=\"https:\/\/spaceengineers.wiki.gg\/\" target=\"_blank\" rel=\"noopener\">Official Space Engineers Wiki<\/a><\/strong><\/li>\n<\/ul>\n\n","protected":false},"excerpt":{"rendered":"<p>Keen Software House just rolled out Space Engineers Update 1.206 &#8211; Fieldwork, and it&#8217;s packed with brand-new PvE action, quality-of-life improvements, powerful new blocks, and a whole lot of opportunities for mad science. \ud83d\ude80\ud83d\udd27 Whether you&#8217;re a base builder, ship designer, pirate hunter, or loot hoarder, Fieldwork has something that&#8217;ll make you say, &#8220;Yep, I&hellip;<\/p>\n","protected":false},"author":1,"featured_media":22061,"comment_status":"closed","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[329,870],"tags":[],"class_list":["post-22128","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-game-news-en-gb","category-news-en-gb"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.4 - 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