Overhaul the discovery and extraction of resources

Sky Captain shared this feedback 29 days ago
Not Enough Votes

The current resource discovery and extraction gameplay loop in both Space Engineers and Space Engineers 2 feels repetitive and lacks meaningful engagement. The primary challenge is not from making decisions, exploration, or strategy, but from the tedious process of driving across terrain or drifting between asteroids until you eventually spot an ore deposit. Because planetary ore maps are static, experienced players can simply save GPS coordinates and bypass exploration entirely, reducing resource gathering to a solved checklist rather than an evolving gameplay loop.


A procedurally generated ore distribution system, created from a randomized seed at world generation, would dramatically improve planetary exploration and long-term replayability. Randomized deposit locations, depths, and concentrations would encourage players to venture into regions they would otherwise ignore, creating a stronger sense of discovery and rewarding exploration. It would also create a fairer competitive environment in multiplayer by preventing players from relying on memorized or publicly shared ore maps.


Beyond procedural generation, the entire resource prospecting and extraction loop could become far more immersive and engaging through expanded in-character mechanics. One of the first improvements could be removing the current surface discoloration that directly reveals underground ore deposits. Instead, players should rely on dedicated surveying equipment and investigative gameplay.


For example, a seismic surveying system similar to the [QoL] Seismic Surveying mod could allow players to scan terrain from a distance and identify promising underground anomalies. Rather than instantly revealing exact ore types, scans could provide generalized geological signatures or classifications that hint at possible resources within an area. This keeps mystery and exploration alive while still rewarding careful surveying and interpretation.


Players could then deploy a second-stage prospecting tool, such as a core sampling drill, to collect geological samples from specific locations. These samples could be analyzed either onboard a vehicle or back at their base using a dedicated analysis station. Instead of immediately displaying results, the process could involve a lightweight minigame inspired by the Seismic Surveying and Radio Spectrometry mods, where players interpret graphs, signals, or spectrographic data to determine the composition and quality of the deposit.


This deeper analysis system would create a much richer gameplay loop by transforming resource gathering into an actual profession rather than a simple detector check. It would also naturally encourage specialization and teamwork in multiplayer servers. One player could focus on surveying, another on sample analysis, and another on extraction or logistics.


Core samples themselves could even become valuable trade commodities. Players could sell geological data, samples, and GPS coordinates to trade stations or other players, creating an entirely new player-driven economy around exploration and prospecting.


Trade stations and NPC factions could further support this system through new mission types and contracts. Players might receive surveying contracts to locate resource-rich regions, collect high-quality samples, or establish mining infrastructure in remote locations. Contracts could range from geological reconnaissance to building fully operational mining outposts, adding far more variety and purpose to exploration gameplay.


Additionally, prospecting and mining could tie into faction territory and political systems. Players or NPC factions could establish legal mining claims on regions of planets or sectors of space. Unauthorized mining within claimed territory could trigger fines, confiscation of cargo, reputation penalties, or even hostile responses from security or military forces. This would add meaningful risk, territorial conflict, and emergent gameplay opportunities to resource extraction.


Overall, expanding prospecting, surveying, and extraction into a more complex gameplay system would make resource gathering feel less like a chore to be automated and more like a core mechanic of gameplay. It would strengthen exploration, deepen multiplayer cooperation, create new economic opportunities, and make the star systems feel more alive and dynamic.

Replies (2)

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At least this part:

"A procedurally generated ore distribution system, created from a randomized seed at world generation, would dramatically improve planetary exploration and long-term replayability. Randomized deposit locations, depths, scale and concentrations."

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> the tedious process of driving across terrain or drifting between asteroids until you eventually spot an ore deposit

There are much better ways of doing it. Tedium is how the game spells "you're doing it wrong".

You can randomize the ore locations by editing the save's Sandbox{,_config}.sbc, "ProceduralSeed" (iirc) value before exploring, anybody's guess why there's no GUI access to that.

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That only randomizes asteroids, not planetary ore maps.

And the so called "best way" of "doing it" is looking up the ore map on the wiki and getting gps locations for where the ore is you want to mine. I'd rather turn it into an actual gameplay loop.

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Ah, didn't know that about the seed, thanks. I do almost exclusively planetary starts, modded the high-terrain drops back in 'cause the easy-terrain drops are just boring. The drop randomization has always been enough for me, I don't have the planet memorized (no surprise there) but I also never bother with maps.

I agree driving is almost as tedious as consulting a damn cheatsheet would be. I'll stand by what I said: tedium is the game's way of telling you you're doing it wrong.

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I like driving. I just want more stuff to do while driving besides looking for ore detections to pop up.

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I could get behind that. I'm a build-where-you-drop guy, I want my base up fast so for me driving around literally aimlessly before I have that is tedious. *Afterwards*, that's different, that's where I'd like more to explore too, but up front I'm fully occupied the whole time, on full-realistic rates & capacities it takes me anywhere from 45-90 minutes to get food self-sufficiency and mines for all the planetary ores and I'm too busy to get bored, in high terrain there's even thought and reaction and variety involved, it feels kind of like a broken-field running play. But no matter where you drop there's always more than enough of everything in range to keep eight fully-yielded refineries running flat out.

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