SE2 - Possible removal of "volume" from cargo/inventory system.

Red007Master shared this feedback 20 days ago
Not Enough Votes

So, in video from 'BenDoesThings' at 10:02 you can see him hovering over "Power Module" + just character inventory itself.


From this you can see that "Power Module" nor character inventory has "volume" (Liters) property but just "weight"/"mass" (tons and kilograms in this case).


1. Do I get this right?

2. Is it final "vision"?


If "yes" and "yes" - then I propose against this change as SE1's "realistic" inventory system is one of it's big strengths and I will HATE for it to degrade to "arcady", "mainline" and "stupid" system like this in the sequel.


With all respect.

Best Answer
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The maximum amount of cargo in a container is more realistic and intuitive when volume-based.

Volume is obvious: You can put only so much stuff in a container of given size.

But items have volume and density, and a mass based on volume times density. How much mass a container can have would depend on which material is in it.

Finally, the intuitive limitation for what a vehicle or character can carry is weight, which is mass times gravity (in kg⋅m⋅s−2) and is measured in Newton. So the maximum weight of a container is not only linked to its volume, but also to the strength of gravity. On the moon the same rover could handle a larger mass than on earth without collapsing under the weight.

I suggest using volume-based limits as in SE1 and display the weight of the content as well for the player's information.

Replies (9)

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7

Guys, the endless hot complaints trying to make how hard things are seem like the game's fault, are advertisements for your game, don't turn a feast into baby food. Disabling the high-altitude drops in SE1 was another bad sign. Problems whose solutions are only easy to see in hindsight are what make engineering games great. Hang on to those. Please. Don't cave to the mommy-make-it-easy-for-me whiners. Let them whine. Almost all of them will eventually grow out of it, you want to be a forever game you need to be a rite of passage, not pandering to whiners.

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3

You can see why it is important and general explanation in this video: https://youtu.be/rPg43n9uLo4?si=Vatb2aODA9KWC3gN

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8

The maximum amount of cargo in a container is more realistic and intuitive when volume-based.

Volume is obvious: You can put only so much stuff in a container of given size.

But items have volume and density, and a mass based on volume times density. How much mass a container can have would depend on which material is in it.

Finally, the intuitive limitation for what a vehicle or character can carry is weight, which is mass times gravity (in kg⋅m⋅s−2) and is measured in Newton. So the maximum weight of a container is not only linked to its volume, but also to the strength of gravity. On the moon the same rover could handle a larger mass than on earth without collapsing under the weight.

I suggest using volume-based limits as in SE1 and display the weight of the content as well for the player's information.

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4

Yeah, this makes a lot more sense. It's space "engineers" so things should make sense. 1 liter bucket can hold the same amount of water and mercury, the weight doesn't matter. Whether you would be able to pick it up or not is up to you, not up to the bucket.

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6

I went to school.

Mass can change based on various factors, and because in space, its best to use


VOLUME, as the size of a container matters, (no pun intended,) much more than a very obvious (planetary based,) changing variable like "mass."


The idea is, this was solved in Space Engineers 1, what are we "gaining," from "changing," something that works! INTUITIVELY! ?

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1

You're close; mass is constant, weight is not. In zero-G, this means that a cargo container with high mass weighs nothing but changing its velocity/direction requires more force than would a cargo container with low mass.

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4

hmm this is disappointing, I've been so hyped for the survival update that I had not noticed this. I certainly hope this is a early access thing not a final game thing. I most certainly would not be happy to see this downgrade from SE1's storage system. Although is it a consequence of or related to the coming water physics?

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2

> hmm this is disappointing, I've been so hyped for the survival update that I had not noticed this


Yea, I had my reservations about reworked (arcady) jetpack; (arcady) damage immunity to the grids under certain speed.

But this one don't make sense at all!


> I certainly hope this is a early access thing not a final game thing.

I hope so too, but unfortunately from code (item definition) + "why make mass first then?" it don't look like this.


> Although is it a consequence of or related to the coming water physics?

Don't make sense? I belive "stored" will behave just like gases in SE1, and even so - "ammount" of liquids is generaly calculated in volume.


But any way - it is best to get to 50 votes and get respose form devs.

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3

i only ever wanted an improved SE1, new engine, no bugs, and no excuses. Any fantasy and unrealistic features they add are unwanted from my side.

SE2 and SE1 teams should limit their artistic freedom, and focus more on logic and reason. Professionalism, precision, discipline and order over emotions and hallucinations.

And since you are making a product to sell, not for yourself, you should listen to what customers want. Such as this post.

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2

... because your wish is the one true vision among all the different ideas of what SE2 should be.😅✌

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1

Ain't that the truth! Lots of people like to think their desires for SE2 define what the devs should do solely.


The devs are creating their vision with our input. Our input only makes sense to add when it meshes with their overall vision. It's not our role to define the vision.


If the result of their vision is a game people love, awesome. If the result is a game that flops, bummer. Guess I wasted 30 bucks. However I truly want them to make their vision, to let them cook and bring their artistic and concept chops to bear. If I wanted just what I see I'd make my own game but I know my limitations.


None of that is to say our feedback shouldn't be needed, thats the purpose of EA. However, only if it works in their vision or expands it. Let creators create!

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1

They do get to make exactly the game they want to make, they're doing the work, they're paying the bills, they have a legit need to find a market and they get to choose whom they serve. Anybody demanding personal service is wayyyy out of line.

But I don't see anything wrong with people who've signed on to provide explicitly solicited feedback saying what they want the game to be. I want the game to continue SE1's tradition of legit engineering/design tradeoffs and puzzles with unobvious solutions, that can be largely bypassed by tweaking rates and capacities or just disabling aspects.

Solving those puzzles seems to be a maturity thing, vaguely kin to untangling knots in shoelaces, doing that for my kid provoked long-forgotten memories of my dad doing it for me.

So, yeah, they have to provide entertainment for the far larger majority who aren't ready to or just don't care to solve those puzzles, the defaults can't be set to force the issue.

But if they don't have that kind of rite-of-passage puzzles at all, they don't have a forever game.

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1

Never said anything was wrong with feedback. Feedback is great and very helpful in understanding customer desires (even those ones you choose not to meet).


My comment is more towards some of the very demanding and angry posts here and on Steam forums from community members.


Agree with you 100% in sum.

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1

I'm not a rocket scientist or anything, but i'm pretty sure mass is the defining constraint of pretty much all space flight endeavors. Volume is not really important because the support structure required to contain the object/s will just snap if it is exposed to enough force, if there is too much mass. So even if we have extra room, we just can't use it unless we reduce applied forces... which isn't a good gameplay direction, i think. I mean just look at starbase. They tried that and no one stuck around.

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4

In real spaceflight, mass is crucial because it determines how much fuel and thrust you need to move something. However, cargo capacity is always measured in volume (liters), not weight.


The same principle should apply in Space Engineers: You could completely fill a cargo container with tungsten, while this would make it extremely heavy and require many engines to move, the cargo container itself isn't responsible for movement - that's the ship's job.

This makes even more sense for stationary cargo containers. Imagine a large container with a 10kg capacity filled with feathers - lets say it would be completely full. But if you put 10kg of bricks in that same container, theyd only take up about 5% of the space, leaving it mostly empty. The container doesn't care about weight; it only cares about the physical space available.


And my a bit harsh comment: having cargo in kilograms because there might be someone who does not understand difference between volume and mass (literally elementary school thing) shouldnt be in a sequel to space ->engineers<-


So i hope this is just work in progress thing and they will sort it out because marek told that they dont want SE2 to be dumbed down

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1

In real life, this is only true up to a certain point; if you made a cargo container out of cardboard then it would probably hold feathers just fine but break and deform if you tried filling it up with tungsten and then moving it.

Unless, of course, that cardboard box was supported on each side by more cardboard boxes also filled with tungsten and they were all packed densely into a massive steel structure. All of this means that in a game, it would make sense for a cargo container to have some limit on the mass as well as the volume, but the mass limit should probably be a lot more generous and really just stop the player from taking things to the extreme.


Fun fact, filling a standard 40-foot freight container completely up with tungsten would make its gross weight a bit over 1306 metric tons (or roughly 50 times the weight limit). Even if you had a crane powerful enough to handle it, I imagine the top corner castings would just come off if you tried lifting it the normal way.

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3

I hope volume returns as the constraint for containers, as having to deal with different densities of cargo adds some challenge in the form of an extra consideration when designing a craft. This would pair well with water as well, as displacement tonnage is a major consideration in the real world.

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1

I do hope volume returns as a secondary consideration/challenge in ship design when trying to move large quantities of low density cargo. Will it be game breaking? No, but it will be a disappointment.

However, I do get focusing on mass right now as they work to fine tune the physics model, which ONLY cares about mass. Get that right first, assign masses to each component and ore, and then later figure out a consistent density scheme and implement volume based on that.

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2

Volume in no way makes physics harder.


Every container will have same mass property in the end.


Volume it's just HARD INVENTORY system limit.


Removal of volume is NOT technically driven change but ideologically and part of general "dumbing down" of SE with SE2.

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1

You are right, it's not related to physics at all. Thus, it's irrelevant to testing and tuning the physics model. Developer teams have only so many resources and can only work on so many things at once. Priorities are chosen, and higher priorities are worked on first. Physics, given the intent of the gameplay, must be one of their highest priorities, so gets work first. A secondary system, like volume, that does not interact with physics directly but is just another set of values calculated for inventory management is likely not a big priority overall and can be tweaked at a later date.

I'm not saying that I have inside knowledge of their design intent but do think that the above is reasonable. No one knows their design intent behind volume not being in the game at this time. I just don't understand the assertions that the way it is now (in early EA) is indicative of the final product. If that was true, what is the point of EA and continued development iteration?

I support volume being a feature; it adds real challenge and variation to ship and rover design. I don't know if it will be added, though I suspect it will. I also don't think that its absence now means as much as it is being interpreted to mean. Hell, I can see a world where volume is a toggleable feature (I like more options).

Upvoted the topic as I hope to see Volume in game

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2

What are you even trying to say?


What "Priorities"?

Foundation of volume-based system is literally two lines of code in base item class.


[atributes and stuff]
public double(or something else) Volume {get; set;} = -1;

I'm not even talking about the fact that if it was planed then start propery would be volume, it's not much work, AT ALL.

Or about the fact that this ticket has alredy 78 votes and it is ignored, if answer where to be "we are planing to implement this in the future" then it would be posted here long ago.

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5

Wanna keep this thread alive as I do agree, volume makes much more sense and provides many more reasons to craft different machines compared to pure weight. I wanted to make a mining machine that has a smelter and an assembler attached to it so that I could mine the ore, refined it, and craft them into pieces immediately, that idea sounds really cool to me, kind of like a flying mining forge.

However, when I made a few of the advanced pieces, their weight was equivalent to the total weight of the ores. That completely eliminated the reason for why I wanted to make that machine. Hell, this goes slightly beyond the thread's point, but having the final components be exactly the same weight as the raw ores is such a disappointing decision.

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2

"Hell, this goes slightly beyond the thread's point"


No, it is not.

It's perfect example of gameplay already being harmed, then you for your feedback!

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