On the topic of ingots
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Space Engineers 1 never had proper waste management.
Ore-to-ingot ratios differ for each resource type, so you end up with less mass after refining—but there is no actual waste. The rest of the matter simply disappears.
Some people refer to stone or gravel as waste, but that’s not really true.
Stone is just another ore—or more precisely, all voxel materials that are not explicitly defined as ores automatically convert into a generic “stone” ore, with different conversion rates. Sand and grass yield less stone, while rocky voxels yield more.
Stone is also the only compound ore in the game. By refining stone ore, you obtain four different ingots:
And, btw, without ingots it would be impossible to achieve.
Was this confusing for players? Yes—absolutely.
And for several reasons.
First, all of these mechanics are very specific and not explicit. Nothing in the game clearly explains how or why this system works.
Second, new players (and even returning players like me) often had a hard time figuring out that stone could yield resources at all, or how to do it. I personally remember watching YouTube videos and accidentally discovering that queuing gravel in the survival kit would produce additional ingots.
How could this have been handled better in SE1?
For example:
These changes would not have been particularly difficult to implement, yet they would have dramatically improved the FTUE.
What could be even better than that?
Remove the obscure mechanics that convert all voxel materials into generic stone, and instead let players collect materials as they exist in the world.
Voxel materials could have different properties such as density and composition:
With this approach, when mining a deposit you would naturally collect some of the surrounding material as well. It would contain the same valuable elements, just at lower concentrations. There would be no reason to “get rid of stone”—you would want to bring everything to the refinery, or even continue mining the surrounding material after extracting the concentrated core.
Do we need waste at all?
Maybe not everyone wants to deal with waste—and that’s fine. Give us an option (a toggle in the world settings).
By default, refineries could produce not only ingots, but also a waste material. This could be:
You could then:
Why does this matter?
In any case, having more ways to interact with the fully destructible voxel world feels like a no-brainer. It would elevate gameplay to a whole new level by leveraging one of the engine’s main strengths.
Instead of abstracting voxels away, the game could finally let them matter.
Space Engineers 1 never had proper waste management.
Ore-to-ingot ratios differ for each resource type, so you end up with less mass after refining—but there is no actual waste. The rest of the matter simply disappears.
Some people refer to stone or gravel as waste, but that’s not really true.
Stone is just another ore—or more precisely, all voxel materials that are not explicitly defined as ores automatically convert into a generic “stone” ore, with different conversion rates. Sand and grass yield less stone, while rocky voxels yield more.
Stone is also the only compound ore in the game. By refining stone ore, you obtain four different ingots:
And, btw, without ingots it would be impossible to achieve.
Was this confusing for players? Yes—absolutely.
And for several reasons.
First, all of these mechanics are very specific and not explicit. Nothing in the game clearly explains how or why this system works.
Second, new players (and even returning players like me) often had a hard time figuring out that stone could yield resources at all, or how to do it. I personally remember watching YouTube videos and accidentally discovering that queuing gravel in the survival kit would produce additional ingots.
How could this have been handled better in SE1?
For example:
These changes would not have been particularly difficult to implement, yet they would have dramatically improved the FTUE.
What could be even better than that?
Remove the obscure mechanics that convert all voxel materials into generic stone, and instead let players collect materials as they exist in the world.
Voxel materials could have different properties such as density and composition:
With this approach, when mining a deposit you would naturally collect some of the surrounding material as well. It would contain the same valuable elements, just at lower concentrations. There would be no reason to “get rid of stone”—you would want to bring everything to the refinery, or even continue mining the surrounding material after extracting the concentrated core.
Do we need waste at all?
Maybe not everyone wants to deal with waste—and that’s fine. Give us an option (a toggle in the world settings).
By default, refineries could produce not only ingots, but also a waste material. This could be:
You could then:
Why does this matter?
In any case, having more ways to interact with the fully destructible voxel world feels like a no-brainer. It would elevate gameplay to a whole new level by leveraging one of the engine’s main strengths.
Instead of abstracting voxels away, the game could finally let them matter.
I couldn't agree more. In SE1 I could make ingot vaults but now in SE2 we can only make ore silos....
So it's not just that we don't get ingots, we don't get to make ingot vaults, or run ingot cargo missions.
It just isn't the same carrying some ore from one location to another. It seems weird. But when we had ingots, we had actual valuable cargo. The game had purpose...
I couldn't agree more. In SE1 I could make ingot vaults but now in SE2 we can only make ore silos....
So it's not just that we don't get ingots, we don't get to make ingot vaults, or run ingot cargo missions.
It just isn't the same carrying some ore from one location to another. It seems weird. But when we had ingots, we had actual valuable cargo. The game had purpose...
Ingots are used IRL so there must be very good reasons to do this.
Ingots are used IRL so there must be very good reasons to do this.
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