Refiners should only refine ores to ingots

Aeon shared this feedback 20 days ago
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Why do we have refiners full on manufacturing things like magnets?


I think a refinery should do what the name suggests: Refine.


Also, It would be super helpful if we could see what is needed in the G menu to actually make the blocks instead of having the place a hologram just to see what is needed to make it.


And finally, we need a way to see which production block makes what component. So many times I've wanted to make something like a refinery but don't know which production block to make in order to craft the refinery because we have so many production blocks! The smelter suggests it does the job of a refiner which is all the more confusing when you see that it makes crafting components.


Please go back to the old way of a refiner and assembler. It made sense! this new version of 4 or 5 different production blocks all making different components is just a mess :(

Replies (6)

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this idea is covered in another topic as part of a whole on the games current complexity level VS what it will eventually become once the "fast tracked" method we currently seem to be in to help the game develop quicker is pushed forward.


https://support.keenswh.com/spaceengineers2/pc/topic/53725-fix-this-to-make-the-game-more-accessible-instead-of-oversimplifying-everything#comment-115217

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There are multiple topics that bring it up.


At its core, smelters should take raw ore, solids/powders/concentrates/scrap and produce only ingots or die-cast single material parts (eg plates or beams/bars)

Refineries should take one liquid or gas and transform it into another liquid/gas or combine it with ingots to produce other materials.

The assembler should take two or more materials to produce a single output.


Like the problem with the current setup is that it feels like the backpack became the smelter step and feels redundant, when it should be the first step, while things like the assembler and refiner should be literally too big to backpack produce.

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Just rename them. Instead of refineries they can be "manufacturers" or "advanced assemblers"

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There is only one tiny problem: we don't collect any ore in this game any more :)


Think about what happens when you use a drill. When you drill iron ore deposit you get a lot of pure iron resource. When you drill a soil, you also get pure iron resource just less of it. The original voxel material is destroyed forever. You simply cannot collect raw materials in this game.


There is no need for the refinery to do what its name suggests, because there are no ORES. Your drills are now refineries filtering "ingots" straight from the ground.

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How to produce a motor in SE2

  • Preheat your smelter
  • Go and dig up some dirt
  • Put it onto a baking sheet
  • Bake it at 180 °C for 30 minutes

Done! Here is your freshly baked motor (be careful, it's hot!).

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(Sorry for that post)

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LOL =)))

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In the SE world components are made from either a single ore or multiple ores.

Multiple component types may be made from the same ore.

In SE2 the volumetric feature has not been included.

The recycling of components back to an earlier state(ingots) has not been included.

The naming of production machines is no longer intuitive.

The backpack is now a magic box capable of storing 8 tons with an ion drive flight system packed into a tiny bag that is able to propel the engineer in atmosphere at little energy cost.

On top of the 8 ton load and flight system, the backpack can convert multiple ores into fully manufactured components.

The hydrogen thrusters on my ship find it difficult to compete with the lift efficiency of my backpack.


Making blocks is a process likened to pouring water into a jug, the progression of build states is the only thing that would have you believe otherwise.

My hand drill can teleport material either into my backpack or into another dimension. It has a drill tip that can carve a hole large enough for the engineer to walk through, but the excessively heavy small block drill can hardly bore a hole larger than it's tip.

When a block is destroyed the debris will turn into ghosts and fade into nothingness.

After I have built the 5 component production machines and have bowed to the Colony Clanker enough times I become the master of the Almagest system.


SE1 is not perfect, the players of SE1 begged for SE1s short falls to be addressed. They were told that the VRAGE2 engine could not resolve many of those short falls. For years they asked for a new SE, an upgrade on the old system to boldly go where SE1 could not.

SE2 alpha gives with one hand and takes away with the other.

Taking away ingots will not expand the player base. It satisfies a number of impatient SE1 players who want to get from A to B as quickly as possible and have little care for the journey.

There are manly popular games that have greater complexity in their production build chains, there are mainly games with mining features that use ingots that cater for wide audiences and are not considered complex.


New players will find SE2 alpha as a disjointed legacy of the former game.

Ingots are not an additional complexity putting off a potential player base, but in fact ingots held the production chain gameplay together.

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2

The ingots step is necessary to "make sense" in keeping with other games and reality. All metals transform to ingots first with few exceptions (eg steel which uses iron ore/scrap plus a carbon source, and stainless steel (which is a more complex alloy requiring up to 6 materials))

Only Concrete (Calcium), Coal/Oil/Diamonds/Graphite/Graphene (Carbon) don't have a ingot step because their starting material is not a metal. Uranium also does not have an ingot step because it's processing is far more complicated (Ceramic Uranium Fuel + Deuterium reactor or Yellowcake Enrichment, then Enriched Ceramic Uranium fuel + water)


The Reactors in SE2 lack the waste process from Uranium as well, they just seem to consume Uranium and ... I don't know jettison the waste products, even while on the planet. The fact there is no water (or other moderator) is a missing part, and likewise no waste material left in the reactor when consumed, suggests that the 'reactor' is some weird hyper efficient RTG (Radioisotope Thermoelectric Generator) reactor. Even other games that recognize the nuclear fission reactor process, recognizes that you can't just stick mined uranium straight into the reactor, because uranium "ore" is less than 2% of the mined material.

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This is exactly what is logical and correct, and what all engineers are waiting for!

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Totally agree with everything here, seems like the production machines have just been turned into progression steps for the player to be able to craft the rarer components but if they go to a few unknown signals they can usually get some of those rare items and craft what they need, it seems pointless at the moment. Having the ingots in SE1 and having to figure out and construct systems to manage the sorting, storage and processing is one of the things I got the most enjoyment out of the game. Hope we eventually get it back again.

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