Scrap Instead of Ingots
I think part of the arguing back and forth about ingots, arises from us not distinguishing between two different uses of it, that are game technically completely separate things, but we see them as one thing because of our background in Space Engineers 1. These two aspects are best demonstrated by considering two "crafting recipes":
1) Recycling materials: "Steel plates" --> "Iron something A" --> "Steel tubes"
2) Crafting parts: "Iron ore" --> "Iron something B" --> "Steel plates"
The "something" above could be ingots, or could be scrap, or could be something else. Lots of terms that would be suitable. Of course, instead of iron you can have any of the other resource types (copper, lead, etc.)
However, here's the main point: That something-A is NOT the same as something-B. Not in the crafting recipe sense. They are entirely different things for entirely different purposes.
And, I think, one major cause in our disagreements of whether ingots should be in the game or not comes from the following realization:
The "something-A" is a viable, useful, and sensible thing, and needed in the game. The "something-B" is not.
Think about it. Don't stay fixated how things were in SE1. Think about it. The crafting recipe "ore --> ingot --> part" is entirely redundant and unnecessary. Why? Because of the simple fact that there would be no other use for ore except crafting it into ingots. This means that by simply choosing the crafting costs and crafting times appropriately we can always get the exact same result for "ore to parts" as "ore to ingots to parts". They are equivalent, and thus the intermediate ingots in that crafting recipe is completely unnecessary.
The recycling crafting recipe "iron part X --> iron scrap --> iron part Y", however, is the opposite. There you can NOT make the intermediate product go away. Why? Because many iron parts can be crafted into iron scrap. If we want recycling of materials in the game, we must have this intermediate crafting product. Otherwise it's not possible as a crafting option.
My suggestion is thus this: Have "scrap" instead of "ingots".
Technically:
- Ore (iron ore, copper ore, etc.) is a source material for crafting parts
- Scrap (iron scrap, copper scrap, etc.) is a source material for crafting parts
- You can turn parts into scrap of the constituent metal type (i.e. you scrap the component into its basic metal pieces)
- Game treats "ore" and "scrap" as separate item types in inventories (easier for humans to understand what is going on)
- Game treats "ore" and "scrap" as being identical stuff when used in crafting (making it easy for the game)
And that's it. We have recycling. We have an intermediate crafting part that can "carry over" materials from part X to making part Y. Our backpack and our crafting device blocks can use scrap as a substitute for ore, and everything works, but we avoid having that unnecessary step of turning ore into something else when building. It's the best of both worlds.
I like this feedback
I appreciate your effort to emphasize the importance of recycling.
As Rabiator said, scrap is generally denser and should produce more, require less energy, and leave less waste after refining. This is not only more realistic, but also provides a strong gameplay incentive to recycle in the first place.
That said, scrap and ingots are different things and serve different roles, both in gameplay and in real life.
I have to disagree here.
Beyond simplifying component recipes—since they would no longer account for different inputs (ore vs. scrap) and different quantities—ingots are useful for many other reasons.
Here are some key gameplay features ingots allow or improve:
Ingots greatly simplify logistics and allow for convenient stockpiling and transportation.
With ingots, you can separate refining and manufacturing stages both in time and space. You gain flexibility to decide where and when to refine: refine directly at the mining site, or build dedicated refining bases near cheap, easily accessible energy sources,
and then transport the refined material wherever it’s needed.
Stockpiling ingots has always been a valuable option, allowing faster, on-demand manufacturing with lower energy requirements.
Ingots are a universal, dense and purified first-stage resource, making them ideal for trading or be found as loot in missions, encounters, or contracts.
There are also many interesting topics around so-called “compound ores.” I won’t go into detail here, as there are dedicated discussions on the subject, but ingots are essential if you want to extract multiple resources from a single ore.
I appreciate your effort to emphasize the importance of recycling.
As Rabiator said, scrap is generally denser and should produce more, require less energy, and leave less waste after refining. This is not only more realistic, but also provides a strong gameplay incentive to recycle in the first place.
That said, scrap and ingots are different things and serve different roles, both in gameplay and in real life.
I have to disagree here.
Beyond simplifying component recipes—since they would no longer account for different inputs (ore vs. scrap) and different quantities—ingots are useful for many other reasons.
Here are some key gameplay features ingots allow or improve:
Ingots greatly simplify logistics and allow for convenient stockpiling and transportation.
With ingots, you can separate refining and manufacturing stages both in time and space. You gain flexibility to decide where and when to refine: refine directly at the mining site, or build dedicated refining bases near cheap, easily accessible energy sources,
and then transport the refined material wherever it’s needed.
Stockpiling ingots has always been a valuable option, allowing faster, on-demand manufacturing with lower energy requirements.
Ingots are a universal, dense and purified first-stage resource, making them ideal for trading or be found as loot in missions, encounters, or contracts.
There are also many interesting topics around so-called “compound ores.” I won’t go into detail here, as there are dedicated discussions on the subject, but ingots are essential if you want to extract multiple resources from a single ore.
One does not have to be at the expense of the other. Scrap requires reprocessing to get to an ingot state.
One does not have to be at the expense of the other. Scrap requires reprocessing to get to an ingot state.
In real life, ores have considerable percentages of non-metals. High grade iron ores for instance are around 70% iron according to Wikipedia. Even if you choose to disregard the extra effort for separating the iron from the stuff it is chemically bound to, refining has intrinsic usefulness in getting rid of the dead weight. SE2 it is current form ignores this by always letting the user make 1kg of components from 1 kg of ore. Convenient but irritating to those of us who know the difference between ore and refined metal.
Scrap might likewise need some processing before it is used in making new part, such as removing bits of other materials embedded in the scrap. Think, for instance, of the steel frame of a windows with some glass still sticking in it.
That is why I favor keeping ingots. That does not mean backpack building from ore should disappear, but I think making it more efficient to build from ingots would make sense.
In real life, ores have considerable percentages of non-metals. High grade iron ores for instance are around 70% iron according to Wikipedia. Even if you choose to disregard the extra effort for separating the iron from the stuff it is chemically bound to, refining has intrinsic usefulness in getting rid of the dead weight. SE2 it is current form ignores this by always letting the user make 1kg of components from 1 kg of ore. Convenient but irritating to those of us who know the difference between ore and refined metal.
Scrap might likewise need some processing before it is used in making new part, such as removing bits of other materials embedded in the scrap. Think, for instance, of the steel frame of a windows with some glass still sticking in it.
That is why I favor keeping ingots. That does not mean backpack building from ore should disappear, but I think making it more efficient to build from ingots would make sense.
I appreciate your effort to emphasize the importance of recycling.
As Rabiator said, scrap is generally denser and should produce more, require less energy, and leave less waste after refining. This is not only more realistic, but also provides a strong gameplay incentive to recycle in the first place.
That said, scrap and ingots are different things and serve different roles, both in gameplay and in real life.
I have to disagree here.
Beyond simplifying component recipes—since they would no longer account for different inputs (ore vs. scrap) and different quantities—ingots are useful for many other reasons.
Here are some key gameplay features ingots allow or improve:
Ingots greatly simplify logistics and allow for convenient stockpiling and transportation.
With ingots, you can separate refining and manufacturing stages both in time and space. You gain flexibility to decide where and when to refine: refine directly at the mining site, or build dedicated refining bases near cheap, easily accessible energy sources,
and then transport the refined material wherever it’s needed.
Stockpiling ingots has always been a valuable option, allowing faster, on-demand manufacturing with lower energy requirements.
Ingots are a universal, dense and purified first-stage resource, making them ideal for trading or be found as loot in missions, encounters, or contracts.
There are also many interesting topics around so-called “compound ores.” I won’t go into detail here, as there are dedicated discussions on the subject, but ingots are essential if you want to extract multiple resources from a single ore.
I appreciate your effort to emphasize the importance of recycling.
As Rabiator said, scrap is generally denser and should produce more, require less energy, and leave less waste after refining. This is not only more realistic, but also provides a strong gameplay incentive to recycle in the first place.
That said, scrap and ingots are different things and serve different roles, both in gameplay and in real life.
I have to disagree here.
Beyond simplifying component recipes—since they would no longer account for different inputs (ore vs. scrap) and different quantities—ingots are useful for many other reasons.
Here are some key gameplay features ingots allow or improve:
Ingots greatly simplify logistics and allow for convenient stockpiling and transportation.
With ingots, you can separate refining and manufacturing stages both in time and space. You gain flexibility to decide where and when to refine: refine directly at the mining site, or build dedicated refining bases near cheap, easily accessible energy sources,
and then transport the refined material wherever it’s needed.
Stockpiling ingots has always been a valuable option, allowing faster, on-demand manufacturing with lower energy requirements.
Ingots are a universal, dense and purified first-stage resource, making them ideal for trading or be found as loot in missions, encounters, or contracts.
There are also many interesting topics around so-called “compound ores.” I won’t go into detail here, as there are dedicated discussions on the subject, but ingots are essential if you want to extract multiple resources from a single ore.
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