Server

Beyond the Nebula is a seasonal, team-based Space Engineers war campaign designed to make every combat, logistics, engineering and command role contribute to a shared objective.

Current state

Season break · Season Two is under development. Applications for all three factions remain open through Discord.

Editor's Note

We are currently updating this page for Season Two. Over the coming weeks, older Season One material will be replaced with Season Two information as the team finalizes the remaining changes. Until then, rules, restrictions, settings and other details shown here may change before Season Two begins.

01

Why the Server Exists

Our vision, mission and current development priorities define the foundation of BTN.

Vision

Beyond the Nebula is a Space Engineers multiplayer project designed to give faction PvP a longer-term purpose. Many experienced players know the familiar cycle: ships are designed in Creative Mode, brought into battle and then rebuilt for the next engagement.

BTN connects these individual battles through shared objectives, territory, logistics and an evolving, multi-week campaign. The aim is simple: to give players more reasons to keep playing together and to create regular encounters within the vast world of Space Engineers.

Mission

The Beyond the Nebula team is a small group of friends and long-time Space Engineers players. Our combined experience includes organizing PvP events, understanding the established combat meta, designing RTS and RPG systems, developing code and mods, and creating lore and roleplay.

We develop and maintain the server systems, event formats, mods, website and supporting tools ourselves. Science-fiction influences and fictional organizations provide the setting, but every feature should serve the multiplayer experience.

BTN brings these different skills together as a practical testing ground for structured faction PvP. We are building something that we want to play with our friends and share with the wider Space Engineers community.

Current Development

We are applying lessons from previous PvP projects and BTN Season One while preparing the next version around the Warfare 3 update, subject to its release schedule and our development progress.

Current priorities include stability, performance, clear gameplay systems, balanced combat and campaign mechanics that support longer-term play without replacing the building and engineering at the heart of Space Engineers. Development updates are available in the Content & News section and on Discord.

02

Gameplay Loop

Victory is a faction effort. Pilots fight, engineers improve designs, miners and haulers sustain fleets, and commanders turn information into coordinated action.

Objectives & Territory

Campaign sectors, Capture Points and events create quantifiable goals. Success changes the strategic picture instead of becoming an isolated skirmish.

Combat & Logistics

Losses matter, but industry and recovery are part of the war. Production is scaled to encourage fleet decisions rather than unlimited stockpiles.

RTS Command Layer

The protected Star Map supports navigation, shared awareness, signals, orders and campaign coordination around the Space Engineers world.

Roleplay & Lore

Each faction has its own history, values and visual identity. Players can develop those cultures through the way their team organizes and fights.

Community Battle Footage

A5 Capture Point: Monopoly Man’s POV

Watch the August 2 battle from Monopoly Man’s perspective, with all three factions contesting A5.

Watch on YouTube
Season One reference · source updated July 31, 2026
03

Mods & Plugins

This list documents the Season One setup for content review. The Season Two collection and active server plugin set still require confirmation.

Quality-of-life mods
  • Build Info — conveyor, block and construction information.
  • Build Vision 3.0 — block interaction without repeatedly opening the terminal.
  • Air Leak Finder — support for finding pressure leaks.
  • Colorful Icons and Easy Block Renaming — clearer interfaces and batch naming.
  • Faction Ownership Helper — assisted transfer of faction grids.
  • Simple Laser Multitools with ToolCore — limited long-range build and repair tools.
  • Text HUD API and Rich HUD Master — shared interface dependencies.
World and visual mods
  • Realistic Milky Way Skybox, Darker Environment and Better Sun.
  • Central 3D Nebula cloud.
  • Custom worlds: Satreus, Teal, Pyke, Nivis and Object-85.
  • Water Mod for Teal.
Plugins and gameplay systems
  • Expanded Settings — extended grid-speed and production controls.
  • Double H2 Script — Season One oxygen-generator adjustment.
  • StarCore — custom grid-data bridge for the protected Star Map.
  • Concealment — unloads inactive grids to support performance.
Season One reference · not final Season Two settings
04

Gameplay Settings

These values remain visible so the Season Two review can confirm, replace or remove them one by one.

Season One gameplay and production values copied from the supplied Discord reference.
AreaSeason One value
Refinery speed15×
Assembler speed
O₂ generator speed
Programmable blocksAllowed
Asteroid cluster densityLow
NPC spawningNo standard NPC spawning; FTCM reference outside Known Space
Progression / radiation / foodOff / Off / Off
OxygenOn, slow usage
Block inventory
Weld / grind speed
Character inventory10×
Large / small grid speed200 m/s / 220 m/s
Season One reference · all numbers require Season Two approval
05

Block Limits

Limits protect simulation speed, keep production meaningful and encourage fleets made from several purposeful ships. SG means small grid; LG means large grid.

Per-grid limits
Season One per-grid block limits.
CategoryBlock or groupReference limit
GeneralMaximum blocks10,000 LG / 2,500 SG
ProductionWelders / drills / grinders60 / 20 / 20, SG & LG
ProductionAssemblers / refineries / O₂ generators20 each, SG & LG
ProductionLaser welder turrets / fixed laser welders10 each, LG
WeaponsFixed / turreted Gatlings25 each, SG & LG
WeaponsFixed / turreted autocannons25 each, SG
WeaponsFixed / turreted rocket launchers25 each, SG & LG
WeaponsFixed / turreted assault cannons50 each, SG & LG
WeaponsFixed / turreted artillery50 each, LG
WeaponsFixed railguns100, SG & LG
LogicEvent controllers / timers / action relays / sensors100 each, SG & LG
LogicCameras / sound blocks20 / 20, SG & LG
OtherSafe zones0, LG
OtherGravity generators5, LG
OtherArtificial mass / space balls5 each, SG & LG
OtherWarheads100, SG & LG
Per-faction limits
Season One total limits for each faction.
CategoryBlock or groupReference limit
GeneralLG / SG blocks30,000 / 15,000
GeneralRotors / hinges / pistons20 each, SG & LG
ProductionWelders / drills / grinders40 each, SG & LG
ProductionLaser welder turrets / fixed laser welders20 / 10, LG
ProductionAssemblers / refineries / O₂ generators10 each, SG & LG
LogicAI blocks / programmable blocks / custom turret controllers20 each, SG & LG
OtherProjectors20, SG & LG
OtherJump drives30 LG / 10 SG
OtherWarheads200, SG & LG
06

Rules, Schedule & Victory

The detailed rules remain on their own player-contract page. Season Two schedule and victory conditions are still being prepared and will not be inferred from an incomplete Season One Discord archive.

Current Rules

Read the current public rules and the separately marked Season Two review notes.

Capture Reference

Review the previous Capture Point sizes and weekly activation table in the Ashara atlas.

Season Two Pending

The final schedule and victory conditions will be published here after design approval.