Source-checkedTechnology & automation

Kuat Drive Yards AT-AT (As seen on... eh screw it you know the AT-AT.)

by Commander Rotal · for Space Engineers

It's only been like 12 years but Pink Turtle Shit Designs (i will NOT fix that typo) has finally sat down to create a 1:1-ish walking Walker with interior. It uses the Mech Control Script, obviously,…

8Downloads
18d agoLast updated
Steam WorkshopSource

About Kuat Drive Yards AT-AT (As seen on... eh screw it you know the AT-AT.)

From Steam Workshop

It's only been like 12 years but Pink Turtle Shit Designs (i will NOT fix that typo) has finally sat down to create a 1:1-ish walking Walker with interior. It uses the Mech Control Script, obviously,…

It's only been like 12 years but Pink Turtle Shit Designs (i will NOT fix that typo) has finally sat down to create a 1:1-ish walking Walker with interior. It uses the Mech Control Script, obviously, i can't make this shit walk on my own. Cannibalized the Lego AT-AT's settings to bypass having to pester mech designers.

The Kuat Drive Yards AT-AT is about as close to "canonical size" as i could get it considering Space Engineers' limitations ON TOP of the fact that you can ask three different sources about the AT-AT's official hight and you're getting four different answers. Yes the head is oversized - putting three crew in there was a priority.

Speaking of which: full-ass interior. ... Stripped down. You're not *seating* 40 Engineers but you may be getting 20 to stay in there while it walks. Maybe. It's a bumpy ride and characters like to phase through the walls.

Starting on the ground we got 4 massive-yet-not-big-enough Foot Pads with 4 piggies each; i have made my peace with the fact that said piggies will leave after the first few steps if Damage is turned on. Efforts have been made and disregarded to fix this; i don't know how. At the moment the current version of the AT-AT comes with 4 Repair Nanite Blocks that have... a bit of an impact but not enough to let it walk long-term so the next round of upgrades will remove those. (They are stored in the Legs and pasting the AT-AT without said mod will not lead to any issues.) The walking is controlled by the AT-AT Driver-Seat to the left in the Cockpit-Head.

The Undercarriage is the least accurate section at the time of writing as a priority was to get the vibe right first while adding the Legs - it's not like you see the AT-AT's undergarments all that often. We HAVE Jet Packs. BIG priority for any upgrades. The Undercarriage has a little Access Hatch - think the one where Luke threw a nade in despite the AT-AT being pregnante. Dick.

The Main Body of the walker is where the magic starts - 2 levels (3 if we count the inaccessible little nook at the top where some vital blocks are stored - no touchy the Programming Block!) for your viewing pleasure. Based *very* loosely on depictions from The Empire And Grogu Strike The Fallen Survivor the Main Level is basically a worm-shaped hole with Embarkation Hatches to ze left and right, the aforementioned Bottom Access Hatch inconveniently makes up a portion of the floor (might look into Pistons for upgrades) and technically there's a Garage for a Speeder Bike in the butt that is also openable but more or less blocked as long as the bike is actually stored.

To the front, where you would expect it, persists a hole for Neck Access. Yes, the Neck us buttugly. I do not know how to close it up while keeping it poseable (if you have ideas that don't invol... actually i could try Projectors... good thought, thank you). Neck-posing is performed by the AT-AT Gunner-Seat to the right in the Cockpit-Head. (Do duck, it's narrow in there.)

In the Cockpit-Head we have the two already mentioned Driver- and Gunner-Seats, along with a Helm Station Block for the AT-AT's Commander. The Commander has mostly access to minor systems like Combat Conditions and turning Lights on and off - they're there to lead, not to read. However for actual play i'd recommend removing that block; 2 crew is plenty for Multiplayer and it IS a bit crammed in there, despite being slightly too big. Notes on the Driver Seat: the walker will respond to WASD-imputs while in that seat but it does require taking control of the Remote Control Block to rotate - i don't know why but the Cockpit Block for it does not access the Gyroscopes. Notes on the Gunner Seat: lacking a second Engineer i have not *tested* this but in theory this walker is designed to be controlled by at least 2 Engineers - one pilots, one shoots - from inside the Cockpit, immitating the iconig inside-scenes from the Battle of Hoth. However (with default settings) only the Gunner controlls the Neck - it's tied to a Custom Turret Controller Block. For perfect re-centering of the Cockpit-Head the Gunner has access to a Timer Block that does just that - it just sucks at it and you may have to press it a couple of times for both sets of Hinges to do their thing. Further Notes on the Gunner Seat: For now all four Guns are stationary - hence the need for the Gunner to control the Neck. You may use the regular mouse click-method to fire when ready or enjoy a meaningless Timer Block for Sustained Fire (i need faster big guns, Keen).

Finally there is a second level in the Main Body - it's more or less just the part where you cram in 4 or more of your closest frends. Has a cheeky Access Hatch at the back that let's you look at the AI-Gyros used for the walking cycle (again - no touchy).

IF you have Damage turned on in your world: i guarantee you like 4 steps before the ride gets a little more bumpy than it's supposed to be. The walker ALSO, ironically, does not enjoy all terrain - you may want to use this on a flat surface (carpet is fine though).

Get the Mech Control Script here: https://steamcommunity.com/sharedfiles/filedetails/?id=3784903892 Builds like this would be literally impossible for me without these mad scientists.

Highlights

From source data

Footprint

Rated a light load on a server.

Last update

Its author last shipped an update 18d ago.

Kuat Drive Yards AT-AT (As seen on... eh screw it you know the AT-AT.) on Nxeon

From our catalogue
One-click install
Not available. One-click install isn't available for this game's mods yet. Download it and upload it to your server in Files.
Server load
light
Smallest plan we suggest
Space Engineers — 8 GB (8 GB RAM). This follows our own load rating above, not a benchmark.
Latest build
2026-10-17, released 2026-10-17

Game versions by loader

LoaderGame versionsNewest
Workshop

From 1 recorded build of Kuat Drive Yards AT-AT (As seen on... eh screw it you know the AT-AT.).

Run Kuat Drive Yards AT-AT (As seen on... eh screw it you know the AT-AT.) on a Space Engineers server

Deploy a server above, then upload the file in Files.

What kind of mod it is

From the catalog
Listed on Steam Workshop as “Workshop”

Technology & automation

Machines, power, logistics and automation.

Compatibility

Game
Space Engineers

Verified at the source

  • ✓Steam WorkshopOfficial listing, checked 2026-10-26Open ↗
  • ✓AuthorCommander Rotal, as published on Steam Workshop
  • ✓LicenseNot published by the sourceFree

Kuat Drive Yards AT-AT (As seen on... eh screw it you know the AT-AT.), answered

Generated from the mod’s own source data.

Is it free?

Yes. Kuat Drive Yards AT-AT (As seen on... eh screw it you know the AT-AT.) is free to download from Steam Workshop.

How do I add it to my Nxeon server?

One-click install isn't available for this game's mods yet. Download Kuat Drive Yards AT-AT (As seen on... eh screw it you know the AT-AT.) from Steam Workshop and upload it to your Nxeon Space Engineers server in Files.

NxLabs

Run Kuat Drive Yards AT-AT (As seen on... eh screw it you know the AT-AT.) on a Space Engineers server.

Deploy in about a minute from $13.99 a month, then upload Kuat Drive Yards AT-AT (As seen on... eh screw it you know the AT-AT.) in Files.