SE2 - Possible removal of "volume" from cargo/inventory system.
Under Consideration
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.
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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.
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.
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.
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.
You can see why it is important and general explanation in this video: https://youtu.be/rPg43n9uLo4?si=Vatb2aODA9KWC3gN
You can see why it is important and general explanation in this video: https://youtu.be/rPg43n9uLo4?si=Vatb2aODA9KWC3gN
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.
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.
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.
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.
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! ?
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! ?
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?
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?
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.
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.
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.
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.
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.
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.
The removal of volume is honestly the biggest travesty of the game, and people don't seem to take the issue as seriously as they ought to for some reason? We have dozens of threads about ingots, or stone, or super dampeners, things that while I agree are important, they can easily be modded in, worst case if Keen ignores us on those issues, we can mod it and be perfectly fine, but the volume issue strikes me as something considerably more difficult to fix with mods (granted, I'm not a modder and have limited knowledge on what is or isn't doable with mods, and also we currently to my knowledge only have database modding, not scripting so we don't even know the extent of the scripting?). Point is, we're certainly not stuck when it comes to the removal of ingots, they will be back regardless of whether Keen listens to us, super dampeners have already been removed through mods, it's far more productive for people to put their effort into getting Keen to add volume back than making a 200th post about stone.
The removal of volume is honestly the biggest travesty of the game, and people don't seem to take the issue as seriously as they ought to for some reason? We have dozens of threads about ingots, or stone, or super dampeners, things that while I agree are important, they can easily be modded in, worst case if Keen ignores us on those issues, we can mod it and be perfectly fine, but the volume issue strikes me as something considerably more difficult to fix with mods (granted, I'm not a modder and have limited knowledge on what is or isn't doable with mods, and also we currently to my knowledge only have database modding, not scripting so we don't even know the extent of the scripting?). Point is, we're certainly not stuck when it comes to the removal of ingots, they will be back regardless of whether Keen listens to us, super dampeners have already been removed through mods, it's far more productive for people to put their effort into getting Keen to add volume back than making a 200th post about stone.
While I could agree that volume is something which can be added somehow later because it does not affect flight physics directly there are some fundamental things like conveyor network mechanics, cargo containers "capacity", internal API, modding support, UX design or general balance that need to be prepared for this to happen.
I still haven't lost the hope that we will see volume in one of upcoming vertical slices, and it will be a shame if it will be not added to final game, but I when I look into source files located in C:\Program Files (x86)\Steam\steamapps\common\SpaceEngineers2\GameData\Vanilla\Content (*.def files are just text files in JSON format) we can see that the support is not there yet.
Components and Items have "VolumePerUnit" and "MassPerUnit" (example from C:\Program Files (x86)\Steam\steamapps\common\SpaceEngineers2\GameData\Vanilla\Content\Components\Simple\Motor\ItemMotor.def):
{ "$Bundles": { "Game2": "2.0.1.2215", "System.Runtime": "1.0.0.0", "VRage": "2.0.1.2215" }, "$Type": "Game2:Keen.Game2.Simulation.WorldObjects.Items.ItemDefinitionObjectBuilder", "$Value": { "Guid": "13fe6b89-4d27-4291-88c0-d0ba06065fa0", "DisplayName": "ComponentMotor", "Description": "", "Icon": "{G}bbe353a9-dd72-4622-8abb-d9ffcc6d6cef", "VolumePerUnit": 0.006, "MassPerUnit": 25, "Flags": "Stackable", "Type": "Component", "DefaultMetaData": null } }but inventory definitions of blocks are defined by MaxMass only (C:\Program Files (x86)\Steam\steamapps\common\SpaceEngineers2\GameData\Vanilla\Content\Blocks\CargoContainers\CargoContainers\250\CargoContainer250_InventoryDefinition.def):{ "$Bundles": { "Game2": "2.0.1.3238", "System.Runtime": "1.0.0.0", "VRage": "2.0.1.3238" }, "$Type": "Game2:Keen.Game2.Simulation.WorldObjects.Items.InventoryDefinitionObjectBuilder", "$Value": { "Guid": "e08cda9f-6ec7-4be3-bed0-8dd28e3197c6", "MaxMass": 32000 } }Mass alone could be one of most important properties, but it requires careful balancing on that "mass max capacity" (and lack of good name points that it is very artificial property) of containers and might work for basic items which are all made mostly from iron and have similar density because of that.
But any future ideas of introduction of advanced components, tools, devices, consumables or materials other than iron require volume because they will have various densities and it will be extremally difficult to model them with mass only.
Other thing is immersion and consistency of the in-game world.
It is not about pure realism but about how things presented, simulated and modeled in game are related to each other.
In a board game inventory item might be just a token. No one will complain. In an adventure video game inventory item might be just "slot" and no one will care. Just collect 2 "units" of Titanium or 1 "unit" of copper and build electronic device. Why not....
But closer the game is to simulation, and the more 3D realism is introduced the more and more the reality of underlying physics is expected. Otherwise the simulation is broken and world feels just fake and non-immersive.
The numbers can be changed anytime but let's take current ones as example:
1. Engineer's backpack can carry 3.2 tons of cargo while Cargo Container 2.5m (from Sledge ship) holds 32 tons - it is just 10x more. Switch to 3rd person view. Stand to the ship and look how small the backpack (which contains portable smelter, life support, jetpack etc) is compared to the container. We have nice 3D visualization which does not hold together.
2. Now stand next to big Battery 2.5 and take out one of its power modules. Visually they are huge, batteries are dense, they look like heavy items. And they are 250 kg each but it is almost nothing in a backpack. But that means that huge block has inside just 1 ton of battery modules. So why is it as large as Cargo Container 2.5 m? How it relate to 32 tons of cargo container of "mass capacity" standing next to it?
And if I take all 4 modules then battery is no longer functional so that 1 tone is "usable" and everything else from battery block is just deadweight?
3. Go to locker and try to dump character's inventory to it. It has just 400 kg "capacity". Visually the locker is larger than backpack and can hold only small fraction of the inventory.
4. Last but not least just take random items from inventory and just drop them on the floor. Compare their visual sizes between each other and how they match containers. For example Gold Thread (5 kg), Motor (25 kg) and Grinder (5 kg)...
These numbers can of course be changed at any time but they require careful calculations and balance and it will always be inconsistent because in reality items have their dimensions, densities and capacity of container can't exceed its external dimensions.
So volume makes things easier: designing new container block? Just take its dimensions from 3D model and here is answer how much roughly it can hold inside.
If volume support is not provided by game's core engine there will be no chance that mods will be able to add it at later stage.
While I could agree that volume is something which can be added somehow later because it does not affect flight physics directly there are some fundamental things like conveyor network mechanics, cargo containers "capacity", internal API, modding support, UX design or general balance that need to be prepared for this to happen.
I still haven't lost the hope that we will see volume in one of upcoming vertical slices, and it will be a shame if it will be not added to final game, but I when I look into source files located in C:\Program Files (x86)\Steam\steamapps\common\SpaceEngineers2\GameData\Vanilla\Content (*.def files are just text files in JSON format) we can see that the support is not there yet.
Components and Items have "VolumePerUnit" and "MassPerUnit" (example from C:\Program Files (x86)\Steam\steamapps\common\SpaceEngineers2\GameData\Vanilla\Content\Components\Simple\Motor\ItemMotor.def):
{ "$Bundles": { "Game2": "2.0.1.2215", "System.Runtime": "1.0.0.0", "VRage": "2.0.1.2215" }, "$Type": "Game2:Keen.Game2.Simulation.WorldObjects.Items.ItemDefinitionObjectBuilder", "$Value": { "Guid": "13fe6b89-4d27-4291-88c0-d0ba06065fa0", "DisplayName": "ComponentMotor", "Description": "", "Icon": "{G}bbe353a9-dd72-4622-8abb-d9ffcc6d6cef", "VolumePerUnit": 0.006, "MassPerUnit": 25, "Flags": "Stackable", "Type": "Component", "DefaultMetaData": null } }but inventory definitions of blocks are defined by MaxMass only (C:\Program Files (x86)\Steam\steamapps\common\SpaceEngineers2\GameData\Vanilla\Content\Blocks\CargoContainers\CargoContainers\250\CargoContainer250_InventoryDefinition.def):{ "$Bundles": { "Game2": "2.0.1.3238", "System.Runtime": "1.0.0.0", "VRage": "2.0.1.3238" }, "$Type": "Game2:Keen.Game2.Simulation.WorldObjects.Items.InventoryDefinitionObjectBuilder", "$Value": { "Guid": "e08cda9f-6ec7-4be3-bed0-8dd28e3197c6", "MaxMass": 32000 } }Mass alone could be one of most important properties, but it requires careful balancing on that "mass max capacity" (and lack of good name points that it is very artificial property) of containers and might work for basic items which are all made mostly from iron and have similar density because of that.
But any future ideas of introduction of advanced components, tools, devices, consumables or materials other than iron require volume because they will have various densities and it will be extremally difficult to model them with mass only.
Other thing is immersion and consistency of the in-game world.
It is not about pure realism but about how things presented, simulated and modeled in game are related to each other.
In a board game inventory item might be just a token. No one will complain. In an adventure video game inventory item might be just "slot" and no one will care. Just collect 2 "units" of Titanium or 1 "unit" of copper and build electronic device. Why not....
But closer the game is to simulation, and the more 3D realism is introduced the more and more the reality of underlying physics is expected. Otherwise the simulation is broken and world feels just fake and non-immersive.
The numbers can be changed anytime but let's take current ones as example:
1. Engineer's backpack can carry 3.2 tons of cargo while Cargo Container 2.5m (from Sledge ship) holds 32 tons - it is just 10x more. Switch to 3rd person view. Stand to the ship and look how small the backpack (which contains portable smelter, life support, jetpack etc) is compared to the container. We have nice 3D visualization which does not hold together.
2. Now stand next to big Battery 2.5 and take out one of its power modules. Visually they are huge, batteries are dense, they look like heavy items. And they are 250 kg each but it is almost nothing in a backpack. But that means that huge block has inside just 1 ton of battery modules. So why is it as large as Cargo Container 2.5 m? How it relate to 32 tons of cargo container of "mass capacity" standing next to it?
And if I take all 4 modules then battery is no longer functional so that 1 tone is "usable" and everything else from battery block is just deadweight?
3. Go to locker and try to dump character's inventory to it. It has just 400 kg "capacity". Visually the locker is larger than backpack and can hold only small fraction of the inventory.
4. Last but not least just take random items from inventory and just drop them on the floor. Compare their visual sizes between each other and how they match containers. For example Gold Thread (5 kg), Motor (25 kg) and Grinder (5 kg)...
These numbers can of course be changed at any time but they require careful calculations and balance and it will always be inconsistent because in reality items have their dimensions, densities and capacity of container can't exceed its external dimensions.
So volume makes things easier: designing new container block? Just take its dimensions from 3D model and here is answer how much roughly it can hold inside.
If volume support is not provided by game's core engine there will be no chance that mods will be able to add it at later stage.
I'd prefer it if they added an easy mode toggle to the game for newer players where stuff like this gets simplified. Personally I want ship building to become more complicated in SE2, limits breed creativity kind of thing.
I'd prefer it if they added an easy mode toggle to the game for newer players where stuff like this gets simplified. Personally I want ship building to become more complicated in SE2, limits breed creativity kind of thing.
>While I could agree that volume is something which can be added somehow later because it does not affect flight physics directly there are some fundamental things like conveyor network mechanics, cargo containers "capacity", internal API, modding support, UX design or general balance that need to be prepared for this to happen.
>I still haven't lost the hope that we will see volume in one of upcoming vertical slices, and it will be a shame if it will be not added to final game, but I when I look into source files located in C:\Program Files (x86)\Steam\steamapps\common\SpaceEngineers2\GameData\Vanilla\Content (*.def files are just text files in JSON format) we can see that the support is not there yet.
Oh, interesting.
It's new? Because there wasn't volume property in base item definition (C# class).
>While I could agree that volume is something which can be added somehow later because it does not affect flight physics directly there are some fundamental things like conveyor network mechanics, cargo containers "capacity", internal API, modding support, UX design or general balance that need to be prepared for this to happen.
>I still haven't lost the hope that we will see volume in one of upcoming vertical slices, and it will be a shame if it will be not added to final game, but I when I look into source files located in C:\Program Files (x86)\Steam\steamapps\common\SpaceEngineers2\GameData\Vanilla\Content (*.def files are just text files in JSON format) we can see that the support is not there yet.
Oh, interesting.
It's new? Because there wasn't volume property in base item definition (C# class).
Being able to reduce the mass and volume of mined resources is honestly one of the biggest survival mechanics when it comes to mining and production.
It sounds simple, but it has a huge impact on emergent gameplay. Logistics, base planning, transport ships, where you refine things — all of that suddenly matters.
Mining raw ore far away and deciding where to process it becomes a real engineering decision.
And that’s why I always find it a bit funny when this aspect gets overlooked among other shiny features like cool visual , water, new blocks etc... It’s such a simple concept, yet it quietly powers so many gameplay loops.
that single mechanic is the foundation of half the survival gameplay. It creates reasons to plan where to build refineries, transport systems, mining outposts, cargo ships/rovers, think about easily accessed power options – all of these choices become meaningless if there is no reduction of weight at some point in the production chain (and waste management).
I don’t think it’s the hardest thing to implement either. But once it’s there, it unlocks a ton of meaningful gameplay.
Simple mechanic. Massive impact. And exactly the kind of thing that makes survival games fun to play. 🚀
Being able to reduce the mass and volume of mined resources is honestly one of the biggest survival mechanics when it comes to mining and production.
It sounds simple, but it has a huge impact on emergent gameplay. Logistics, base planning, transport ships, where you refine things — all of that suddenly matters.
Mining raw ore far away and deciding where to process it becomes a real engineering decision.
And that’s why I always find it a bit funny when this aspect gets overlooked among other shiny features like cool visual , water, new blocks etc... It’s such a simple concept, yet it quietly powers so many gameplay loops.
that single mechanic is the foundation of half the survival gameplay. It creates reasons to plan where to build refineries, transport systems, mining outposts, cargo ships/rovers, think about easily accessed power options – all of these choices become meaningless if there is no reduction of weight at some point in the production chain (and waste management).
I don’t think it’s the hardest thing to implement either. But once it’s there, it unlocks a ton of meaningful gameplay.
Simple mechanic. Massive impact. And exactly the kind of thing that makes survival games fun to play. 🚀
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