Production system - rework idea! Player feedback welcomed.
Hey all!
I have an idea that maybe the Devs can pick apart for ways to improve the production chain. I'd like to respectfully hear from other survival players on their thoughts. These are my personal ideas and I may not get everything right, but I think these changes could remedy some of the issues returning players have while keeping things at a low learning curve.
Smelter:
I sent in another feedback about renaming the smelter to "constructor" as the main purpose of the block is to actually construct components. However! I feel like we could keep the name and have its biggest feature actually be to "smelt" aka disassemble components back into the ore while still being able to craft it's current component options. It should be the only block that can "disassemble" components *in early game*
It would be less efficient to smelt down unwanted components (you would get less ore resources back) but this allows this block to continue to be commonly used even in late game. Perhaps it can be turned into basic ingots (I am partial to re-adding ingots).
*On ingots: I believe ingots need to be added back into the game as a lighter weight building resource. Raw Ore and backpack building should exist but having the refined ore ingots allow more of that resource to be carried and Faster component crafting from the backpack.
Think about it- if your backpack has to smelt the raw ore AND build the components, it should naturally be slower than having the refined materials in your inventory.
Assembler:
Honestly, keep as is but allow all components from the smelter to also be craftable in the Assembler. These items would be in a "Basic components" section of the production menu, and the assembler's current options are under "Components". Then.... the Fabricator has specifically "Advanced components" - but more on that later.
Refinery:
Refinery should do as it did in the first game: Refine all raw ore into the refined ingots. These ingots would function the same in SE1 when it comes to component crafting. The refinery shouldn't actually produce items.
*Note: All basic and standard components should continue be able to be made with the raw ore. The refinery simply delivers ingots. The ingots are more space and cost efficient.
Fabricator:
This is where it gets more interesting! If the Refinery now only produces refined ore ingots - the fabricator requires these higher quality materials to craft "advanced components". These components would be the selection from the current iteration of the refinery as well as it's current options. Seeing a wide variety of high tech components in the fabricator's menu showcases that it is THE advanced production block. It should be solely focused on advanced tech (doesn't craft the basic or standard materials).
Most recipes look pretty good as of now IMO, but for items such as "Enriched Uranium" or "Silver Rods" currently from the refinery - they are made in the fabricator USING the refined uranium ingots and silver ingots.
Maybe for items like "Stainless steel" it requires a steel sheet AND an refined ingot of Chromium or Nickle. Hopefully you see where I'm going with this.
I really think these changes to the production system would add depth while keeping it pretty easy to understand.
TLDR:
Smelter smelts components down into refined ingots. Not very efficient. Modules can improve yields.
Assembler can produce basic and regular components. Main workhorse of component building.
Refinery simply refines raw ore into much more efficient ingots.
Fabricator is a high end block that creates the advanced components while needing a refinery and assembler to craft.
All these blocks build upon each other, meaning a well rounded player will want all these blocks in any production facility.
I like this feedback
A bit further on the smelter: Allowing this block to act as a way to "disassemble" components into ingots allows players who like to go out and dismantle wrecks to come back to base and get ores that may not be found in their section of the map. It may not give much of that rare ore but over time, with enough scrapping, you can get a decent supply of ores you may usually have to travel far for.
Adds a new way to boost the fun for people who like to scrap wreckages!
A bit further on the smelter: Allowing this block to act as a way to "disassemble" components into ingots allows players who like to go out and dismantle wrecks to come back to base and get ores that may not be found in their section of the map. It may not give much of that rare ore but over time, with enough scrapping, you can get a decent supply of ores you may usually have to travel far for.
Adds a new way to boost the fun for people who like to scrap wreckages!
Hey Ian. Thx for your input.
I think smelter has a right name and it should do just that - smelt certain basic ore or scrap into ingots and that’s it. I agree about moving basic components creation into assembler. Making basic components in your backpack on the fly is just much more convenient and we be happy doing it rather than carrying dozens of different components . When it comes to some more complex manufacturing and building using one assembler block will be better than constantly switching between smelter and assembler. As for fabricator, either remove it from the game or make production UI unified, so when I have assembler and fabricator on the same or connected grid I can make all tiers of components, and if there are more assemblers or fabricators, they will automatically split work evenly to increase production speed.
Now about recycling. As I said I don’t want smelter to do anything like this. Instead grinders are perfect candidates for recycling. When you grind a block you will always get scrap which is basically equivalent of ore but maybe a bit more dense. The more advanced grinder you use the better yield you have. Primitive grinders can only give you a fraction of material used to construct components for the block you grind and maybe only basic scrap (no platinum or similar), while more advanced grinders yield you more scrap and more scrap types. It is also more realistic for grinders to destroy components.
TLDR;
Smelter is doing what its name says
Grinders recycle block into scrap
Production UI is simple
Backpack is great, it builds basic staff from ore or scrap, even faster from ingots.
Hey Ian. Thx for your input.
I think smelter has a right name and it should do just that - smelt certain basic ore or scrap into ingots and that’s it. I agree about moving basic components creation into assembler. Making basic components in your backpack on the fly is just much more convenient and we be happy doing it rather than carrying dozens of different components . When it comes to some more complex manufacturing and building using one assembler block will be better than constantly switching between smelter and assembler. As for fabricator, either remove it from the game or make production UI unified, so when I have assembler and fabricator on the same or connected grid I can make all tiers of components, and if there are more assemblers or fabricators, they will automatically split work evenly to increase production speed.
Now about recycling. As I said I don’t want smelter to do anything like this. Instead grinders are perfect candidates for recycling. When you grind a block you will always get scrap which is basically equivalent of ore but maybe a bit more dense. The more advanced grinder you use the better yield you have. Primitive grinders can only give you a fraction of material used to construct components for the block you grind and maybe only basic scrap (no platinum or similar), while more advanced grinders yield you more scrap and more scrap types. It is also more realistic for grinders to destroy components.
TLDR;
Smelter is doing what its name says
Grinders recycle block into scrap
Production UI is simple
Backpack is great, it builds basic staff from ore or scrap, even faster from ingots.
Great idea, nice balance on the ingots problem...except we don't know the full production loops, yet, though.
Also with smelting down components into their base ores, with the ease of backpack ore-based building, wanting to be more efficient with my use of parts and resources that are on hand is the only reason I don't just smelt -everything- down right away, and just use an 'ore' based planning system for 'all' construction. It is essentially a mini build-planner, you don't worry about components, just ore amounts. Scrapyard mechanic penalties for component smelting, maybe? And ingots in general, I like the idea of easier transportation/higher purities requirements, but the basic refinery loop is just an added step.
Fluid physics will surely add parts, I'm wondering if 'oil' could be added, as well?
Better use for the refinery, anyways, and rubber would be pretty helpful on a 'Byblos suit-only start'.
...in fact, there are a whole other production methods to consider if you start adding in fluid-based resources.
Great idea, nice balance on the ingots problem...except we don't know the full production loops, yet, though.
Also with smelting down components into their base ores, with the ease of backpack ore-based building, wanting to be more efficient with my use of parts and resources that are on hand is the only reason I don't just smelt -everything- down right away, and just use an 'ore' based planning system for 'all' construction. It is essentially a mini build-planner, you don't worry about components, just ore amounts. Scrapyard mechanic penalties for component smelting, maybe? And ingots in general, I like the idea of easier transportation/higher purities requirements, but the basic refinery loop is just an added step.
Fluid physics will surely add parts, I'm wondering if 'oil' could be added, as well?
Better use for the refinery, anyways, and rubber would be pretty helpful on a 'Byblos suit-only start'.
...in fact, there are a whole other production methods to consider if you start adding in fluid-based resources.
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