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No refining and crafting ability for starter backpack

What for you need my full name ? shared this feedback 3 months ago
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Backpack should not magically contain refinery and production line, at least not the starter one. Keen, please do not casualize the game or at least make a "casual survival" setting which enables magic backpack and allows magically crafting end products right from ores.

Best Answer
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Make suit MODULAR

The backpack should be crafted by GearForge and equipped or swapped for another one.

As a default survival option, you can spawn with a basic backpack, the same as you do spawn with basic tools now, if you worry too much about new players "getting lost", but campaign and starting contracts can solve this pretty well too.


I like backpack building, TBH. It is very convenient for small-scale building, decorations, interiors and such. Add ingots to make it even better. BUT, give us an option to start without it. Same for the jet-pack. Those 2 could be the primary candidates for the suit modules. Give us a system. Modders will provide tons of variety for any play-style.


And Keen please, no more boring tier1 to tier4 upgrades. Each tool, weapon or suit module has to be unique with different pros and cons.

Replies (6)

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I like the idea of "casual survival" and one could take it further with a distinction between

1) "magic do-it-all backpack"

2) "no refining and making components" and

3) "no backpack at all".

SE1 already offers a choice between the second and the third option, why not extending it to three options for SE2?

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Now remember to pronounce the words for your backpack correctly

wingardium leviosaaaaa

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Too late – it feels like they’ve already decided to casualize everything and magically get 600k concurrent players out of it. It honestly doesn’t even look like anyone is reading this feedback tracker anymore; the new trendy game designer clearly “knows” how to make their own No Man’s Sky without us.

Asymmetric decelerator, removal of ingots, a magic backpack that prints full ships out of a handful of dirt with 0.001% ore content…

What’s next? Dropping construction and ship modification altogether? I’m sure new players would “love” having just 2–3 pre-made ships with zero customization, that would really simplify things for them. And then they can sell new ships as DLC, Star Citizen–style, to “fund further development”.

If this is really the direction they’re going, they shouldn’t be surprised when their core audience decides to walk away.

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Yeah. They do seem to be doing those things. :(

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Next it can be the end of the studio. If I'm not mistaken, SE1 is the only successful project of Keen. People who playing No Man's Sky don't need one more No Man's Sky but with buggy "Clang-physics" and all these rotors and pistons, people who need engineering challenge... don't need one more No Man's Sky too. All these means for me that the core audience will go away while new "No Man's Sky" audience will try it and abandon very fast.

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How's the modding scene at no mans sky? Let Keen finish laying the groundwork, then modders will get a hold of it and make more crazy stuff for everyone, far beyond no mans sky, probably.

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And there is another good reason, for the ability to produce -some- components by the backpack, is needed for another point:

Suit Only Starts

The backpack -should- be a mini survival kit, able to make components for the first production block and basic base stuff, bare minimum, when spawning in space, water, or terrain. Maybe a use for dirt/stone/regolith/etc...?

And if it -is- a mini survival kit, then it could give you health/power slowly over time, too.

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I'm not sure what improvement a suit only start would bring. But I have an idea for an almost-suit-only start that would take care of the bare minimum survival requirements:

You have survived the destruction of your ship in a barely functional lifeboat. Resources are even more scarce than in the vanilla SE1 start. But you should be able to build a minimalist shelter from the remnants of the lifeboat, and even some elementary means of crafting more stuff. Good luck, Engineer!

About the modders taking care of missing stuff like in SE1, this would depend on how much of the core mechanics Keen makes available to modders. I understand lots can be done by modifying the config files alone, but eventually there might be limits even for the most talented modders.

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> Suit Only Starts

> The backpack -should- be a mini survival kit, able to make components for the first production block and basic base stuff, bare minimum, when spawning in space, water, or terrain. Maybe a use for dirt/stone/regolith/etc...?

What is the use of "Suit Only Start" ? It is not realistic and does not offer more engaged beginning. SE1 start with respawn rover/spaceship is a proven solution for survival.

Another way is a classic survival start: stone axe, stone pickaxe, stone smelter, firewood, etc...

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sure

I've been checking out Keen's concept art, and there is a massive amount of ideas they are thinking of implementing in later, probably. Radiation suits, modular helmet slots for different addons, modular backpacks with different slots, different suits, binoculars and tools, weapon slots on backpacks, tons of awesome things they are developing. I guess the alpha is just the basic stuff, lol. We probably should all have more patience for the development, they have a ton of stuff coming out later, apparently. This is an -alpha- they hooked us up with, after all.

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Exactly! Kudos!

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What's the problem with SOS - suit only start?

Tick on spawn with a basic backpack, same as for spawn with basic tools, and enjoy the challenge.

Except, why is it even called a challenge to have a full-fledge factory on your back? ;)

Much more challenging would be something like we already have in the game: crash-land on an escape pod on a planet, seek for randomly spawned, semi-destroyed or abandoned outposts left after previous colonization attempts, where you can find some food and components to build or repair your first gear forge, and only then you can "craft" you first basic backpack.

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Make suit MODULAR

The backpack should be crafted by GearForge and equipped or swapped for another one.

As a default survival option, you can spawn with a basic backpack, the same as you do spawn with basic tools now, if you worry too much about new players "getting lost", but campaign and starting contracts can solve this pretty well too.


I like backpack building, TBH. It is very convenient for small-scale building, decorations, interiors and such. Add ingots to make it even better. BUT, give us an option to start without it. Same for the jet-pack. Those 2 could be the primary candidates for the suit modules. Give us a system. Modders will provide tons of variety for any play-style.


And Keen please, no more boring tier1 to tier4 upgrades. Each tool, weapon or suit module has to be unique with different pros and cons.

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The point of the backpack building was the ability to start from scratch, either by choice or from death. Your idea is blocking it behind a building you wouldn't be able to make if you died and lost your spawn point/base/ship, brilliant... Curious here, but without backpack building, how are you building your first block? Oh right, you once again need a starting ship/rover/base with a smelter... Defeats the purpose of this entire complaint as you now start more powerful than the so called OP backpack.

Why do you people not comprehend the fact ingots are not exactly necessary? You making ingots of material for 3D printing? This is 50-60 years into our future, yet this concept is supposedly mind blowing... The only purpose of ingots in reality is for transport/trade. In an efficient society, why would your factory and smelter be in 2 completely different areas? You would smelt your ore straight into production, not into an ingot you needed to reheat in order to pour into molds creating twice the work and time to complete the same project. All production blocks should be viewed as advanced 3D printers, which what do you know don't require ingots, because I've never in my life seen a steel plant that's smaller than a house.


Tier 1 - 4... Pros, tier 4 is faster than tier 1... Done and obvious... Can we at least have the major systems in place before you guys go bonkers wanting the entire game remade into your little corner of perfected reality gaming?

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I bought this game over a YEAR ago. How long am I still supposed to wait for basic "major systems" while fundamental things are just bad. When we can have game playable and how this translates to official page of game: https://2.spaceengineersgame.com/ where it clearly presents itself like things are already DONE and DELIVERED.

No they are not. And insulting people who express their negative feedback won't help.


Unless you have some insider-only information there is no clear message anywhere what things are considered done and which not, but looking at the roadmap - "Planets & Survival Foundations" are done and we might expect tiny tweaks but not shifts of concepts because they would be just too expensive at this stage of development.


Backpack building - no one asked for it. Solution how to build my first block without giving me a starter vehicle?


Here it is one of many possible - make it equipment inventory item (block made of single component) - which can be placed on the ground (and removed back to inventory) without any tools. It would teach how to start new grid and become initial survival camp and start SURVIVAL game where player needs to make prioritizations, decisions, collect resources, secure energy source, build something for shelter or to store inventory, build something to move around etc. etc.


But what was wrong with started vehicle? Escape pod. Drop pod. Crashed ship. Whatever... no one arrives to alien planet with bare hands. Just balance it that it is enough for start and saves boring grind of "stone-age" and that's it.


If one choses to start with just backpack - cool, but then it backpack should be FULL of equipment, which needs to be unloaded to make room to carry other things.


Design when my suit can carry 3.2 tons of ore, process ore-to-high-tech components, can fly without limits even to orbit and consumes no fuel and powers everything from tiny cell... why to bother with building any kind of vehicle or base? Just add O2/H2 generator on top of that and nothing needs to be built at all.


If entire game content (BTW it is not tutorial but actual any available content game play) can be completed with just backpack then it must be something wrong with it.

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> The point of the backpack building was the ability to start from scratch

"start from scratch" should not mean ability of making a spaceship out of raw ore. Respawn rover or crashed spaceship is exactly a way not to start from very scratch. You didn't arrive to the planet on jetpack, right ?


> Why do you people not comprehend the fact ingots are not exactly necessary?

Why do you people not comprehend the fact that playing computer games is not exactly necessary?

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@Jrolla

Your idea is blocking it behind a building you wouldn't be able to make

I clearly said you would spawn with a backpack by default (although this is still debatable), just like now — or maybe a slightly weaker one. I’m not suggesting removing early-game building entirely.

There are many situations where you don’t want the player to be able to produce even basic components in their suit. Think about missions and scenarios where the character is intentionally limited. Where do you even start in this new game? You might start on a station in orbit or on the surface of a planet. After all, we’re supposed to be one of many colonists — not randomly spawning in a completely empty star system like we used to do in the original game.

Even in SE1, you could find the nearest NPC station and progress without relying entirely on your survival kit or starter rover — and that was fun.

The modular suit is its own well-discussed and widely liked topic. My suggestion is simply to enable that system by making the backpack a wearable item.


The first two obvious suit modules would be:


  • Backpack module – variants with different inventory size, slots for consumables
  • Jetpack module – slots for hydrogen bottles (if any), max speed without boosting, efficiency.

You spawn with basic versions of both. From there, you can upgrade into specialized variants with trade-offs. That’s it — simple system, expandable later.


@Jrolla

Can we at least have the major systems in place?

The entire purpose of this feedback site is to suggest ideas and give feedback. Why does that bother you so much? Are you a dev trying to avoid extra work or something? 😉

Having unique suit modules or weapons with pros and cons is not a revolutionary concept. It’s a far more interesting approach than boring Tier 1 → Tier 4 linear upgrades where each tier is simply better than the previous one.

There can absolutely be a basic item. But instead of upgrading linearly, you could branch into different advanced versions with trade-offs.

Let’s take the backpack as an example:


  • A basic backpack: smaller inventory and limited consumable slots
  • Builder BP: much larger inventory
  • Soldier BP: more consumable slots, no backpack building at all
  • Universal BP: medium inventory size and slots
  • Specific BP: non craftable backpack you can obtain in missions or from NPC factions

That’s far more interesting than a strict vertical progression.


Same for the jetpack. A base one would have no boosting at all and be quite inefficient. Then you upgrade to one having 1 or more slots for hydrogen bottle or be much more efficient or having higher max speed without boosting.

Visually, there could be only a few different modules to distinguish between the general "category" of item, like military vs civil. That’s far easier to mod and expand than just adding higher tiers or make many different suits, composition is always better than strict classes. Remember rare skin weekend hunts? Now think how cool it would be to hunt for an exotic backpack with unique characteristics. Once you have a cool backpack and jetpack, you will value the life of your engineer much more. If you defeat a strong enemy, you can get a good loot.

There could even be missions that teach you how to craft or upgrade it — and require that upgrade to reach certain areas, think jetpack to fly over an obstacle or backpack to repair staff. That’s progression. That’s gameplay. That’s storytelling.

If you give players everything from the beginning, you remove all those possibilities.


Weapons. Sorry, but I don't need multiple tiers of pistols in a game where I can fire a 30m long railgun :) Military suits can have special slots for interesting and more powerful weapons. Other than that, two types of rifles would do the job.


@Jrolla

All production blocks should be viewed as advanced 3D printers

I genuinely don’t understand how you concluded that advanced 3D printers would take raw ore as input.

3D printers use specialized filaments or prepared powders.

They are designed to minimize, or rather exclude, waste and use refined input materials — which in game terms can very easily be abstracted as ingots.

I like your comparison between 3D printers and in-game assemblers/fabricators, and this actually strengthens the argument for using ingots, not removing them, so thank you for giving us this perspective 😉

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"I genuinely don’t understand how you concluded that advanced 3D printers would take raw ore as input."

Because they already can...

[quote=jrolla411]

LOL sounds about right these days... I've never used a 3D printer nor know exactly how they work, but I also am not ignorant to the world around me and know they exist and kind of what they can do. These are people complaining about engineering steps and processes, you'd 'think' they would know a thing or 2 about the basics yet also seem to not understand you can skip ingots by smelting straight into production. Somehow a product made from an ingot is different than a product made with the same molten ore just put in an actually useful mold instead of an ingot mold... I guess I shouldn't be so surprised, but sheesh...


The real complaint should be the lack of mass loss while doing production. Personally I'm really hoping VS2.2 changes this since it's "the completion of production system" but I doubt it. Just fixing this also fixes complaints about the BP being too OP, because you will once again need more ore to make the components! [/quote]

[quote=Javelin99]

Ah yes, that'd be injection molding. Infact 3D printers (although more specialized) can help in doing that too. (Just not standard FDM ones, but the casts if using one, can be.) Considering it can process the ores and make predefined as well as complex parts, and even assemble certain parts with electronics within them with flexibility, I think we have the closest to what it could be in reality since you reminded me of all this:


A injection molding, metal and thermoplastic-capable, AME 3/4D printer. It could speed up the process of cooling and heating via utilization of it's built in hydrogen pack, and create high-reliability varyingly quality electronics, pre-assembled flexible parts, as well as the capability to conduct standard FDM practices. With advancements in the S.E II timeline prior to the Calypso mission, it would be capable of running independent systems that could work together (as if built as a singular system instead.) to achieve this goal in a smaller form. Which would then allow the backpack as a whole to have the space required for hydrogen boosting, a jetpack space addon, and a limited power bank which could as we see in gameplay allow for life support systems, servo-motor support, and running these systems. Depending on battery (or other system use, maybe they made a practical form of fuel cell.) could also be efficient enough to handle these processes independently, but losses more change the more you do at once. (As also witnessed in gameplay.) In fact some injection molding machines such as the size of a Kobra 1S max, (one of quite a few I had prior.) could just act like a CNC mill and take existing ore or "ingot" and reshape it such as for the tubes. (However you can achieve this without CNC milling of any form to take up extra space, if you actually carefully make half of a tube, then another half separately, and then weld them together. Or if the process has been further refined, as a singular piece. Though waste could potentially run down the center if you do not have it in a sealed environment, demanding a CNC mill to tunnel out the middle anyway.)


Alternatively, you can keep it like I mentioned already, but then factor in bioprinters. If we take directly from ore and have them processed during the manufacturing process instead of independently, you can reassemble it without much strength or rigidity loss for more rigid parts. (though bioprinters function quite differently despite observably being similar to FDM, and is often used to speed up the process of making things like Organoids, and combined with other techniques and machines for further alteration/adjustments.) [/quote]


I'm glad you like my comparison of a 3D printer to the production blocks in SE so much, because it proves your argument to be futile! =)

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> The point of the backpack building was the ability to start from scratch

"start from scratch" should not mean ability of making a spaceship out of raw ore. Respawn rover or crashed spaceship is exactly a way not to start from very scratch. You didn't arrive to the planet on jetpack, right ?


Start from scratch is meaning you died and lost your respawn point, meaning everything you had is no where near you and you have no ship... Like really???


> Why do you people not comprehend the fact ingots are not exactly necessary?

Why do you people not comprehend the fact that playing computer games is not exactly necessary?


Um? Ok, see you have no argument here... lol

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If you wonder how to quote, I use the "\[blockquote\]\[/blockquote\]" (remove backslashes)


I'm glad you like my comparison of a 3D printer to the production blocks in SE so much, because it proves your argument to be futile! =)

Thank you for making my day — I genuinely laughed. 🙂

And Jrolla, there are games like Factorio or Satisfactory. Based on how much you enjoy deep manufacturing details, those might be perfect for you. There are also many other interesting new titles in that genre worth exploring.

I played Factorio some time ago and enjoyed it for a while. But I’ve realized I’m not the type of player who wants to spend thousands of hours fine-tuning hyper-complex production chains.

That’s why I play Space Engineers.

I’m not asking for extremely complex manufacturing systems — I’m asking for a meaningful one. Something that enriches and improves the overall survival experience, rather than trivializing it.

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Did anything I said actually compute? You were just given information stating we already can use raw ore in printers...


Why would you suggest factorio(no f-ing thank you), when I'm literally spelling out minimizing BS instead of complicating it? Don't sit here and tell me ingots are a necessity when IRL in this year of 2026 they literally aren't needed! The Calypso left it's home planet 60ish years in our future, with tech that is far more advanced than ours, yet your focus is ingots... You deem ingots are a needed step for gameplay, why? Because it's what you are used to in games, not because it's a literal necessary step in production of anything! If a steel plant can import ore and export garbage trucks and cement mixers, why in the world would they bother making steel ingots?


An efficient society would have their smelter and factory(1 building) right next to their mine(which I bet you do in logistic games yourself don't you!), but our society is run on money/power/greed(where your brain is stuck). No ingots is an issue, but don't mention jump drives or gravity generators or ion thrusters, ect ect, that literally DO NOT exist... Technology, remember what computers or cell phones were like 30 years ago? Big f-ing change wasn't it? Now your little cell phone is a portable computer with more power than a full blown PC 30 years ago! OMG heaven forbid an advanced 3D printer that got smaller than what we know today, 60 years in our future! Unthinkable!


So glad you laughed at my previous post, proving your ability to absorb information is minimal... It literally proved you wrong and still made you laugh =)

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I’ve tried to stay polite in this discussion, but your tone makes that difficult.

What are we actually debating here? You keep bringing up society and real-world industry — but this is a game. Gameplay structure and real-world manufacturing aren’t the same thing.

You mentioned that the new production blocks in SE2 resemble 3D printers. That’s a fair observation — visually and conceptually, they do look closer to advanced fabrication systems than to traditional refineries and assemblers.

But if we’re going to frame them as 3D printers, then let’s follow that logic consistently.

In real life, industrial 3D printers overwhelmingly use refined feedstock — metal powders, wires, or processed materials — not raw, unprocessed ore straight from the ground. If realism is the standard being applied here, then it would actually make more sense for these blocks to accept refined materials (ingots or their equivalent), not raw ore.

At the same time, you seem perfectly fine with a system where 10 kg of iron ore is converted directly into 10 kg of steel plates with no waste. That’s not exactly a realism-consistent position either.

That’s not the most consistent position I’ve seen :)


If someone takes the advancement of computers and then uses that as a blanket argument to justify how every other technology must evolve the same way, that’s usually where the discussion stops being productive.

Technological progress is not linear, universal, or evenly distributed across all fields. Pointing at how far computers or phones have advanced and then assuming metallurgy, industrial processing, propulsion, or fabrication must automatically follow the same curve is speculation — not an argument.

Waste will always be waste — something you have to deal with in one way or another. At this point, you might as well imagine a Star Trek replicator that creates objects out of thin air using pure energy.

So where is the limit of that imagination? And, more importantly, at what point does immersion start to break?

People in the past were convinced we’d colonize the entire solar system by 2001 and commute in flying cars. That didn’t happen. Extrapolating one visible area of progress into sweeping technological inevitability is the same kind of futuristic fantasy.

So when the core response becomes “technology will solve it,” instead of engaging with structure, constraints, and design logic, there’s not much left to debate. At that point, we’re not discussing systems anymore — we’re just imagining optimistic future scenarios.


So no — your arguments are flawed, both in consistency and in reasoning. You’re trying to steer the conversation toward real-life examples, but that approach doesn’t really hold up either.

You’ve mentioned only a couple of gameplay aspects and haven’t provided any clear benefits to gameplay from removing ingots, while ignoring dozens — if not hundreds — of issues and counterarguments that others have raised.

At this point, this doesn’t feel like a genuine conversation. It feels more like a strong desire to push an alternative position without fully developing it — or worse, to provoke reactions from an otherwise reasonable community.

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OMG, you can go back and look through your own history and locate where I literally said the 'no mass loss' in production is wrong literally in conversation with you! I've never said the current mechanics were right nor good. I've word for word stated "with the current mechanics ingots are obsolete" multiple times. They are IRL too so???


My tone? LOL. Aside from a potty mouth, I've said nothing that should be irking any nerve unless the truth hurts???...


Explain to me your rationale about ingots, if realism isn't at play here because it's a game? You just literally contradicted your entire spew about the relevance of ingots in SE. You also claim you need purified ore for 3D printing right? WTF you think meteorite iron is hmm? 95% pure requiring no smelting, period, you lose! I already proved you wrong on the other post about that, yet you write here stating I'm wrong? LMAO who has probs here? It's scientific fact metallic ore(asteroids) is far more pure than oxide ore(earth metals), meaning any metallic asteroid can literally be fed into a 3D printer without any smelting needed whatsoever, today in 2026 not 60 years in our future. Google meteorite iron, because you obviously know I'm wrong and history is lying by saying meteorite iron was used by humans before smelting even existed or the iron age!!! King Tuts dagger is a hoax right?


Not once did I say the production blocks resemble 3D printers, I said they function like one... Bro, not trying to be rude here but is english your first language? You've twisted my words multiple times in this last reply alone!


I used computers and cell phones as examples of how far tech can develop in such a time frame as 60 years like THIS GAME, how small minded are you? How does this in any way shape or form, somehow negate the possibility of such technology, when we can literally do it today?


This entire time, you were the one claiming ingots are necessary because IRL they are a necessary step in engineering and production, yet somehow me using real life situations to prove you wrong is a problem? Yeaaaaaah... I haven't been consistent? I've had to restate myself over and over with you, and said the same thing every time LOL!!!


I haven't provided any clear benefits to removing ingots???? Nope you literally can't read at all can you? Again, multiple times I've said "with current mechanics they are obsolete" and not ONCE have I said I agreed with no mass loss(actually the exact opposite), so why, come on now, why, would I argue any benefits of ingots removal besides the fact they literally are OBSOLETE WITH CURRENT MECHANICS!!!


You're right, this hasn't been a genuine conversation! I've been talking to a brick wall... No worries, I'm done trying to explain every statement like I'm talking to a 4 year old simply because you can't read plain english text. You just went on an entire rant, about things I never even said LMAO!

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I’m 100% with the people saying modular suit backpacks are a great idea.

And honestly… if “ingots” is such a bad word, just call them filaments. That fits way better with the 3D-printer style production blocks we already have. They literally look like printers. Feeding them refined “filament” instead of raw ore just makes sense visually and mechanically.

Here’s how I imagine it in survival:

You start with a basic backpack that can turn raw ore into simple filaments — iron, silicon, maybe nickel. With that, you can build early survival stuff: armor blocks, interiors, and your first production block like the Gearforge.

Maybe:

  • You upgrade your starter backpack at the Gearforge
  • Or in some scenarios you actually have to find your first Gearforge and filaments to build your first proper backpack

That’s good progression. That’s survival.

The Gearforge could:

  • Work without external power
  • Or draw power directly from your suit

Either way, it keeps early gameplay tight and meaningful.

Backpack building itself wouldn’t change. You still weld like now. The only difference is the flow becomes:

Ore → Filament → Components

Instead of:

Ore → Components

And once recycling comes in? Grinding blocks could return scrap that converts back into filament. Simple. Universal. No more useless steel tubes when you need plates. That alone makes logistics cleaner and more survival-friendly.

The backpack basically becomes a portable smelter. Open your character UI, queue filaments while sitting in a cockpit, waiting out bad weather, charging, whatever. That’s gameplay. That’s immersion. Way better than constantly holding weld and running back and forth for ore and recharge cycles.

Later, once you have real power and proper smelters set up on-grid, you mass-produce filaments and scale up fast. The backpack still has value for small builds — interiors, detail work, quick repairs. But advanced stuff? Rocket engines? Large systems?

Those should absolutely require real assemblers.

And honestly… how on Earth is one engineer with a hand welder supposed to assemble something like a jump drive? 😄

This whole filament + modular backpack idea fits the survival direction we’ve seen so far. Even the game art hints at modular suits. It feels consistent. It feels intentional.

I just really hope SE2 keeps pushing in this direction — deeper survival, clearer progression.

That’s what makes Space Engineers special.

And I’m honestly just excited that we’re even having these discussions this early in development. Huge respect to the devs for taking feedback seriously. This is the best time to shape the foundation.


Can’t wait to see where this goes. 🚀

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The backpack shouldn't be able to do everything, but it needs to be enough that you can reasonably start over from scratch if you have to. One of the chief issues with SE1 is that you needed to be given some kind of starter vehicle of sorts, starter tools, or something along those lines if you wanted a prayer of being able to craft anything. If you lost those starting tools and/or your vehicle before you could advance, you were screwed pretty much. This then raised the debate of, what kind of vehicle you should have and how much stuff to start you with. Too little and again you're screwed. Too much and you can blink yourself to end game tech. Backpack building and limiting it to very basics eliminates this concern. I'm not opposed to folks having a world option to disable backpack crafting and building, but the backpack crafting needs to be on by default.

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It already limits you by only crafting the basics... Try building things you would actually need to leave a planet in a ship with just your backpack... It's literally a mobile replacement for the survival kit in SE1 minus the respawn point! It's insane how many people post claiming the backpack is so OP you can go right to late game with no production chain... NO YOU CAN'T!

Everyone is also playing the tutorial and getting all this free stuff, making the game feel super easy, just wait until tutorial is the option the devs confirmed it will be... You won't hear all this whining anymore...

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I must be playing different version of game because I completed entire content and colonized available sectors without need for any production chain.

Actually I was completing contracts where only reward was to unlock production blocks which were not needed for anything because all I have to do is to go to contract site and repair things. I did not even bother to mine ore because I could just loot the location for everything needed for repairs.

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Keen will remove the contract block and replace with npc's. I assume the block will be repurposed for economy and general contracts. They apparently have plans for a continuing storyline, with npc's, for the colonizing quest line.

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> It already limits you by only crafting the basics...

Rocket engine is "basics", sure.


> It's insane how many people post claiming the backpack is so OP you can go right to late game with no production chain...

It's insane how many people want to skip 3/4 of progression by going straight to space. What is the sense playing SE at all ? SE is about ENGINEERING, it is not a quick shooter while you have an hour so spare.

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Yes, I would limit basic backpack to build only components for certain structural blocks, armor, interiors and decorations. Other than that, you should be able to build your first production block – the gearforge. To power the gearforge, you will connect to it with your suit. I would make it so you can connect to any functional block (with the CABLE) and share the power, so power it or recharge the suit. Which is not only realistic but very convenient. Your suit has plenty of power to smelt ore on the fly, let alone power a basic production block, like gearforge, which is meant to be "used manually".


In gearforge you will be able to upgrade your backpack. This new backpack will allow you to craft components necessary for the smelter and assembler, and a basic power generation, like solar panel, wind or water turbine. Alternatively, you could craft those components in the gearforge itself by using ingots produced by you basic backpack.


Having an assembler will finally allow you to build components for other basic functional blocks.


What do we have now? You drop to the surface of a planet and in 10 minutes you are building a freaking spaceship out of your backpack. The whole early game progression is skipped over.


If you really want a simplified start, you can always include an option to begin with the advanced builder’s backpack, allowing the player to craft almost everything an assembler can — more or less like we have now. This could even be the default setting for a new single-player world if there are concerns about new players getting lost.

That said, the early-game learning curve doesn’t necessarily need to be removed — it could instead be used as part of a well-designed campaign experience.

Early progression can be turned into engaging starting missions, such as:

  • Building your first production block
  • Unlocking your first upgraded backpack
  • Crafting or earning your first jetpack

Rather than bypassing these steps with an overpowered starting setup, this kind of structure could provide a more meaningful sense of challenge and growth.

A player who earns their first jetpack or advanced backpack is likely to value it much more than someone who simply starts with everything available.

Strong early-game progression can be a powerful tool in campaign design — not a restriction, but an opportunity to create a more rewarding experience.

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You people not know you're playing the tutorial right now or what? Apparently can't read either. All of your replies are tied to the tutorial LOL! Noobs! You were able to get to space in the first place thanks to the TUTORIAL in order to start your colonization mission!

The ONLY thrusters your BP can make are the smallest thrusters, so good luck progressing to end game with your tiny little ship with tiny little thrusters, tiny little battery, possibly no weapons besides gatling, no drills, etc! Yup, you got real far with your backpack.... Love to know how you plan to mine up all the ore you need to build a REAL ship, with no drills haha! Tier 2 tools, nope can't make those without blocks either! You got so far with just your backpack, I think you hold some kind of record....


"The early-game learning curve"? Dude, it's the freaking tutorial.... Which the devs confirmed will be optional! You won't be starting with all this free stuff unless you play with tutorial on... You literally have no idea how survival will start, because it isn't what you're playing now!!! Survival isn't even fully implemented yet, but somehow you know how it starts even though EVERYONE starts with tutorial right now? You won't have all the blocks you can interact with like smelter and gearforge, the free ships, none of it. I would highly assume with tutorial off, the entire base and everything tied to it go poof! If not, you could just search the planet for your free crap anyways(which would be a huge disappointment)...

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By the way, no heavy armor without production chain either, so again, you got real far...

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@Jrolla Yes, of course we are all dumb, can't read, and you are only enlightened one...


Please read carefully, twice, especially chapter "Storyline Introduction & Base Contract Systems": https://2.spaceengineersgame.com/space-engineers-2-vs2-planets-survival-foundations-live-now/


Also, try to press Ctrl+F on this long page and search for word "tutorial" to be 100% sure.


Then go to Roadmap and point all dumb people here to statement in which slice the survival gameplay will be delivered: https://2.spaceengineersgame.com/roadmap-2/#current

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What, you couldn't understand where it says VS2 - Planets and Survival FOUNDATIONS and VS2.2 - Survival EXTENSIONS? Looking at the roadmap you literally linked! The roadmap in game is more in depth... I've screenshot the in game roadmap and attached.


As for the tutorial, no it's not stated on the roadmap, but it's been all over blogs and videos from devs... Again, I'm not the one who can't read or listen... It's been talked about numerous times on the steam forums as well. The devs literally said we're testing the tutorial, asked for feedback, and confirmed it will be optional later!!!

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> Um? Ok, see you have no argument here... lol

I gave you an argument, if you wasn't able to understand it, then it may be not a problem with the argument.

OK, I'll elaborate: you can say "mechanic X of game Y is not necessary" about any mechanic of any game. "Ingots are not necessary, that is just an extra step to plates", "plates are not necessary, that is just an extra step to ..." and thus we are gradually coming to a simple philosophical question: if everything in a game can be called an extra, not necessary step, then maybe playing a game itself is a not necessary activity ?

> The Calypso left it's home planet 60ish years in our future, with tech that is far more advanced than ours

It didn't change physics and by geology measures it is basically nothing. Ore is still a mix of many chemical elements and you need a complex refining pipelines to filter out everything what you don't need.

> Why would you suggest factorio(no f-ing thank you), when I'm literally spelling out minimizing BS instead of complicating it?

If engineering challenges are not what you need, then maybe you playing wrong game ? We are still talking about Space Engineers, not No Man's Sky or Everspace 2.

> My tone? LOL. Aside from a potty mouth, I've said nothing that should be irking any nerve unless the truth hurts???...

Who told you that everything you're saying is true ? Ministry of True ?

> You people not know you're playing the tutorial right now or what? Apparently can't read either.

I'm feeling that I'm talking with a 16 years old who accidentally got to wrong forum, with all these "LOL", "LMAO", "Noobs", "You all don't understand", "You can't read". I'm going to conclude here my attempts to have discussion with you.

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If you're going to attempt a discussion in any language, I would first suggest learning how to read said language. You just completely rambled a bunch of jibberish in response to everything I had said, including completely changing subjects from what you were quoting me of saying.... And you call me young? HAHAHA go back to school...


And FYI, meteoric ore is not "mix of many chemicals", as pointed out ALREADY, meteorite iron is 95% pure and needs literally no smelting. How about you actually read what is said!

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It is being posed that some meteor craters are if fact arc discharge craters and are not the result of material impact. Small spheroids have been shown to have been produced during an arc discharge, this effect has been repeated in the laboratory and is believed to be possible at great scale.

New data is being discovered all of the time, sensors are more accurate and data analytics have superior function, old assumptions have to be re-evaluated, old established ideas are now not so certain. Science is moving on from what most of us were taught.

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Not craters, aka here on earth or other planet bodies... Where do you do most of your mining in SE? Me, most of mine is done in space, where asteroids have PURE metals. Ore on earth is classified as oxide ore(mix of chemicals as noted above and far from pure) HOWEVER ore in space is classified as metallic ore which is quite PURE!!! Pure ore can be put right into a 3D printer today in 2026, so how is this not feasible in a FUTURISTIC GAME???


Science is great isn't it? Somehow all these "brainiacs" know more than actual scientists though, and refuse facts given from them because in the other game called SE1 ores had stone too.... Meteoric iron was used by humans on this here planet, before smelting was even discovered, that's how much these clowns don't know! LOL(OMG the LOL makes me look 16 even though it's expressing my ability to laugh at your ignorance).


EDIT: I graduated high school in 1996, so the excuse of science changing from what we were taught is not relevant! Research shouldn't stop the moment you leave school, or our society is screwed...

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Over my 12K hours in SE I probably spent 99% time on planets or moons. Not in easy mode of space.

And I hate mining so I usually setup a faction with trade or salvage business or use automatic mining drones (yes, on planets) if I really have to.


Graduation in 1996 might give some clue about age and explain some behaviors.

Don't worry youngster, this comes with age and will only become worse. Trust the elder.

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How exactly is space easy mode? You don't worry about O2 on planets(most), and most moons are basically in space, so? My home base is usually on planet or moon also, but mining runs to asteroids are a necessity for ore you can't mine on planet, so why stay completely on planet? Planet ships use no fuel, need no O2, yeah but space is easy mode? Literally the hardest start in SE period is starting in space with nothing LMAO! Doesn't matter though, because like I already stated, 95% pure iron is right here on planet earth too, just not in large quantities. That however doesn't mean other planets/moons aren't pure, or must I explain to you what oxide ore is in comparison to metallic ore? Why does everything in games need to 100% replicate earth?


What behaviors? The fact I use my brain to research and not just spew verbal diarrhea? The fact I back my words and hold ground instead of bending over? TBH, I've been quite patient while having to repeat myself multiple times because people either don't read or play ignorant and continue to argue. Not my problem the facts proved others wrong and they can't handle them...

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Hi Keen, is there any moderation on the forum ?

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A lot of this can be traced back to one simple question: Is the ore deposit we mine in SE2 pure ore? Which means, a basic loop would be:


1. Mined iron ore => pure iron stock

2. iron stock + other stock => alloy

3. Alloy => product


We currently mine pure iron, so Step one is done. There are no incorporated alloys, so step 2 is not needed. We currently put pure ore stock, at different ratios, into the actual production blocks, so Step 2+3 are combined.


If ore deposits were a ratio of impurities, then a bloomery and the smelting of ingots would make sense. If not...the argument dissolves into a version of the 'Stone' argument, lol.


4Peace - Keen has concept art for a 'Hyper spatial-compression' slot in you backpack, along with other equipment slots, as well. They seem to be already looking at modular individual equipment :)

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