Conveyor Types (Items, Power, Gas/Liquids)

William shared this feedback 2 months ago
Under Consideration

With the new grid system allowing for much smaller blocks, I recommend different conveyor types. Instead of grid-wide mystical power syncing, it should be hooked up to a power line running up and down the ship. Rather than gases and liquids moving on a conveyor belt (?), they should travel through pipes. This significantly increases immersion, engineering (while still simple to learn!), and potentially battles (e.g., ensuring your power is looped for redundancy: "Reroute power through a secondary conduit!"). It makes much more sense and would be cool to see and understand that it's all actually connected instead of wireless power transfers (immersion breaking). Power conduits could be very small to facilitate this addition. With the upcoming liquids, it'd also be a bit weird not to have proper pipes for them to travel through.

If the power lines are too tedious for things like hooking up all your lights, it it could be improved by creating substations that power small blocks near them, while big items like reactors, refineries, and jump drives still require a direct plug-in

Looking forward to the release!

Replies (38)

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Personally I’d like it, but it might me overwhelming for new players.

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I do think power should be a toggle even though it's simple enough just because it is an added system but I have no doubt new players will figure out pipe vs conveyor

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they could also add an all in one, along with the separate ones. I personally would like the power line system. So that way I can build smaller specific facilities and transfer certain resources to certain places. but I don't like how all the grids become one in the inventory and control panel.

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I don't know at a certain point you need to stop holding there hands because all it does is dumb down a game to cater to people who will drop a game in a few hours anyway. If it is actually a big concern then maybe we need to take accountability as a community and be open to new players instead of babying them for not knowing some game mechanic we have been used to for 10 years.

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If it has to be added, it should be a toggle. I've played SE1 for close to a thousand hours, so I think I'm not going to "drop this one in a few hours." It would make things extremely tedious for people who aren't interested in that degree of realism. Personally, if I wanted to have to manage things on that scale, I'd play Stormworks or something.

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It seems like they're completely focused on those players. See: https://support.keenswh.com/spaceengineers2/pc/topic/45406-acceldecel-feels-off

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Take a look at my post I think we have some similar ideas.

https://support.keenswh.com/spaceengineers2/pc/topic/45187-grid-utilities-expansion

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Interesting

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I do kind of like the idea. It increases the complexity of ship design and adds additional engineering challenges. Not everyone will want this though. If anything, if they add a feature like this, they could make it a game option in the world settings so that players could choose whether they want it or not.

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I agree that electric would be nice as a toggle for completely new players but hopefully pipes are standard, especially now that we have fluids theoretically moving through them.

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If you have ever built anything really big in multiplaye in SE, you'd know how bad conveyors impact performance. And that this sounds like it will murder the pcu limit, and the performance of your games. If the game works anything like SE1 this will be a really bad idea since you need 3 times the amount of conveyors. Anything mothership sized would be doomed to fail. Since every conveyor end is a calculation for the simulation to deal with.

I'm also guessing It'd make every block check for a nearby power source, which again is another calculation.

You can already make separate piping in SE1 by just choosing where to connect it and by what size connector allows passage of what type of material.


It's a neat concept, but i wouldn't want this over better performance on bigger grids

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We know nothing about how SE2 will handle it on the completely new engine. This new engine can be optimized in ways that would never be possible in SE1 without enormous rewrites. It would likely improve performance to have conveyors and pipes separated because now you have smaller networks to calculate attachment points for. Power handling may not even take more compute, unless your ship is damaged it will have one network which small items in proximity to a substation would inherit. They could be assigned the properties substationIDs[] and powerNetworks[]. When it comes time to check if it's powered, just check powerNetwork[] instead of gridPowerStatus or its current equivalent (no change in compute). There's only extra processing if you're ship is cut into more than one piece hitting a conduit, which is a pretty temporary state and will probably save more compute by shutting down half your systems. While overlapping substations might sound like a problem, you only have to check the first substationNetwork[] value during the 99.9999% that they're on the same network and you only have to update the item's substation and network properties when one is built or destroyed, which is not often at all on the IRL or digital timescale.

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Reposting my reply to performance concern: It would likely improve performance to have conveyors and pipes separated because now you have smaller networks to calculate attachment points for. Power handling may not even take more compute, unless your ship is damaged it will have one network which small items in proximity to a substation would inherit. They could be assigned the properties substationIDs[] and powerNetworks[]. When it comes time to check if it's powered, just check powerNetwork[] instead of gridPowerStatus or its current equivalent (no change in compute). There's only extra processing if you're ship is cut into more than one piece hitting a conduit, which is a pretty temporary state and will probably save more compute by shutting down half your systems. While overlapping substations might sound like a problem, you only have to check the first substationNetwork[] value during the 99.9999% that they're on the same network or first has power, and you only have to update the item's substation and network properties when one is built or destroyed, which is not often at all on the IRL or digital timescale.

Side note, if you're worried about having to wire a small ship, have no fear, 1 substation should cover it, or power generation blocks could be given their own power share radius. The power system could always be made optional in game settings.

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i see if they and up not making it part of the base game. but in stead letting moders do it, but giving the game same code's that the modders can us. in other words support the idee instead.

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It would be great if the electricity wasn't always automatically available across the entire grid, but instead you had to lay cables. With the new grid system, this shouldn't be a problem, at least from a structural point of view.

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Exactly. This would add realism and give us veterans a little more depth to play with.

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Even with noting else that would be a fun addition, gives a whole other aspect to survivability when designing ships.

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I feel like having dedicated electrical cables (or some equivalent block) would be tedious if not impossible for ships at both size extremes. However, limiting electrical transfer through blocks would be a good start. For example, glass windows shouldn't transfer power and Hydrogen tanks probably shouldn't, either.

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Thats really cool. Will it have multiple attachment points to the blocks? Maybe there’s whole sections of the sides where you just plug in the cable on big blocks and it looks right automatically regardless of where as long as it makes sense like it’s not an open space.

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Yes, that's a good idea for implementing it. They could designate a flat area where it can be plugged in anywhere and maybe the cable block changes it's appearance to show that it's connected, or the block could have a predefined visual that's placed wherever it connects so that it doesn't need multiple images of the same block to be created. Or just one or a few preset power connection points. I'm open to anything.

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Happy to help 😄

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In terms of calculation surely only the end points matter. You have a transfer network and a goods type and a rate of transmission. Networks can be disrupted by a block failure, but if source and destination still have an intact network path then no new calculation needs to occur until goods transmission is complete, or a new one is initiated. If the network is broken between source and destination then resource transfer operation becomes zero and would require no calculation until restoration occurs.

Alternatively, if conveyors and pipes 'leaked' this would require an additional calculation to determine flow.


As for power, use a power conduit that would assume multiple internal power pathways. Then use a power select control option to pick a power pathway system on each block that uses power, including the sources.

I would like to see broken power cables spark and be a hazard until correctly isolated.


Power, conveyors and pipes could run combined through a single block type when running through the length of a grid and break out into their singular form at junction points when needed.

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Yeah, I really think that people don't understand that this wouldn't harm performance at all, and could even help it. I do think damaged conduits sparking (and maybe draining power) would be super cool

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If the maths is being handled on another core or in the GPU, would that be a problem?

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I can't reply directly to your addon comment, so I will leave it here;


I like the idea, I really do, but this will complicate the logic check for power on grids. In SE it's a simple have power enough power -- work, not enough power -- don't work.


With your proposal, first it's going to have to check for a connected network before it checks to see if there's enough power. You are doubling the number of checks on the power grid.

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It will only need to check it if there is a change in the network. I would assume it currently checks it's grid's network for power, with this it will check it's electric network for power. It doesn't need to recheck what network it belongs to unless a power-conveying member of that network is broken, in which (computationally rare) case, it will recheck what previously connected blocks are still attached to it (a top-down approach rather than bottom-up). I wish I could delete or edit my previous comment to simplify and clarify it but it's an imperfect forum.

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Are you saying that blocks in SE only work as cellular automata and do not have super systems above them to integrate shared processes?

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I foresee hours of troubleshooting if the front end of your ship loses power... Space Troubleshooters...

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Fair point Dirk, you could probably troubleshoot it quickly in most areas by finding the location between things power on and things power off, but in some builds it might be harder to locate so a way to visualize them would be nice. Maybe in terminal you can select each network and if you have access to over 50% of it's member functional blocks, you can set it to show on HUD and the lines will be highlighted, even through blocks.

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I think the absolute easiest implementation would be to determine which blocks can transfer power. Glass, for example, wouldn't. Partial blocks would only transfer to the places they actually connect, in similar fashion to airtightness checks. Detail items like lights, control stations, button panels, and things would not transfer power either. Conduit/pipes/etc could be used to transfer power, just to keep things simple.

A slightly more complex version would be to have power system blocks that transfer power. To ease troubleshooting, there could be an option in the menu to either select, or automatically pick, which other power transfer blocks it's connected to. Blocks and detail things (interior lights) that use power would display which transfer block they're connected to. In theory it sounds simple but may be too complex.

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Having 20cm conveyor pipes purely for gases would be excellent, making fuel and oxygen lines much easier to protect and armour due to their reduced cross-section, but 50cm is fine too, so long as we have some way of restricting conveyor connections to only gases, perhaps even specific gases.

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I believe this is already going to be an option. I don't really see the need to have pipes vs conveyors unless its cosmetic like in SE 1. I do know that from a recent video by Zero Legion they already have an idea in place for moving waters. link below:


https://youtu.be/Q3UHMA4W44Q?si=fSY3U0CrMfxNJ38I

now obviously this uses pumps and i personally have no problem with that (would love to see a fire truck or water cannon defenses). I know in SE 1 they are trying to make a new block for allowing you to connect small grid conveyors to large grid blocks which would be game changing in many ways. In this case though blocks having 3 different sizing option or at least 2 different sizing options should allow use to use smaller conveyors for stuff like hydrogen and oxygen transversal which would cut down on resource costs and space. it would also make hiding and protecting those pathways a little easier.


As for the electrical idea mentioned by the OP I don't hate the idea, but I feel it should be a mod vs a feature. That just makes far more sense to me. even currently they already have it set up like they did in SE 1 or at least presumably so. As such I'm find with keeping it that way and personally I just assume that conveyors double as a power distribution method as well as a resource distributor. the only time that doesn't really fit is when a ship or station isn't using a hydrogen engine and/or reactor. But as someone that has both played ASE and 7 days to die. wiring can be a large hassle and look ugly. given in 1.0 they updated wiring to be invisible unless you have a wiring tool. a different solution that i wouldn't have an issue with would be how they did electricity and many other things in ASA which is by having an area of effect. I don't believe it should be as large as it is in ASA, but the area could work similarly to how the area of a gravity generator work. have it be spherical or square then adjust it to fit your desired area. stuff further from the main power source would suffer from reduced input, but having power conduits placed at certain intervals (based on size) could extend that effective power coverage.


example, one small reactor (0.5) would be able to supply power up to 20 (0,5) blocks away without anything receiving less power, but once you go out past 20 blocks the supplied power drops by about 5-10% per 5 block increment. to prevent this the power conduit could be placed which would increase the effective distance that reactor provides full power by another 10-20 blocks. now the real question becomes linking them. personally I don't think that should be necessary. instead the conduit should just have a max input like anything else and it can pass it on without a lose of power. larger ones would be able to pass through more power while smaller ones less. alternatively they could be connected to specific power sources. same as we currently connect turret controllers in SE 1 and event controllers. simply have a drop down that selects a reactor, battery, or engine that it specifically extends the range of which then just causes it to act as a passthrough

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*I meant 25cm, my bad.

25cm gas pipes in particular, if we also get 25cm connectors, would allow for very small player-made missiles. As for having separate lines: I wouldn't mind all conveyors being capable of transferring anything that makes sense for their size by default and just having better restriction options. I just want dedicated gas lines for the sake of organisation.

Also yeah, I agree on the electrical part. Fallout 4 had a good power system in that regard, with some things such as lights receiving power wirelessly from any nearby conduits. I don't know how to feel about manually hooking up power lines, though I wouldn't mind it for large, power hungry machines such as refineries.

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Yeah thats a big NO. Doing this will make your grid alot larger then it needs to be because you have conveyor power, liquids and gas threw various conveyors. Dont RP this too much guys. Keep it simple. This is not a build your grid and put it on a display kinda simulator. While the idea might be cool i dont see it being a thing simply because it would be a logistical nightmare. 1 conveyor type for all is the only thing you need. "Ohh cool showcasing my nightmare cool ship with pipes going all over the place but is completly dead in the water when fired on" You would have to make so many redundencies that the power, gas, liquid checks would go ham on the performance. But i can see it being a thing. But i would suggest to not implement it into the base game but rather as a possible mod. Someone will mod it.

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Did I miss something or is the word "Engineer" not in the game? What engineering is involved in randomly placing things without an ounce of thought?

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I'm not sure how having effectively small grid conveyors running hydrogen/oxygen would increase the size of the ship. If anything because of the new grid system it should reduce the size of ships as 1) you don't have to build it larger to fit large grid tubes. 2) now fuel and oxygen can be embedded into smaller walls which inherently protects them more. 3) the only need for large grid conveyors is for transferring specific resources/ammo types/o2/h2 bottles and anything else they add that can't be passed through small conveyors.

Overall it should be a reduction in total material costs and it'll make hiding conveyors far easier


Now, having a different conveyor system for each one would be ridiculous, but for RP purposes there isn't any issue with having the pipe conveyors from SE1 and the standard rectangular conveyors and just RP them as having specific purposes. At that point it's just a cosmetic thing

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Some things have to be sacrificed for an enjoyable experience. Having it as an option would be perfectly fine, but having it be a feature you couldn't turn off would be a major downside for a lot of players, myself included. Sometimes, fun is better than realism. Obviously some people would enjoy that feature though, which is why I think if they do this it should be a toggle or something on world creation.

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Honestly I'm down for Conveyors. I can live with liquid conduits because it's just different. Running power conduits sounds like a pain/chore. Especially with the capital ships I've built. OMG. That would be nuts.

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I'm in with the say small gas pipes and say different size conveyers keep them separate more realistic.

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I kind of like the idea of power conduits, but with a different approach. The decorative 0.25m blocks would be an ideal block size. They would be a booster ?meta, to various functional blocks, Like providing extra power to a thruster, or boosting some sorta of efficiency meta in refineries, fast charging battery bank, or allow High power surge from battery bank to boost recharge to hyper-drive. Separating liquids from solids ... Using separate piping systems for liquid\gases and solid items would be cool, but there should also be blocks the can handle combinations of such systems. So one could make like a core ship system that feeds sub-systems..

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...forgot to mention keeping the powered grid as current in-game. Power conduits as an extra(?bonus,?power-booster)..

  • ..(one mans random rambling thoughts from this point on ->>).
  • Core-like blocks (straight, corner, T-sec, X-sec) caring all 3 liquids, solids, Conduit-Power;
  • Standard(or other combos)-blocks, for liquid-pipes, conveyor, power

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This sounds like a pain in the ass, I'm sorry. Individually wiring every powered block on a ship? That sounds insane. Specific pipes for liquids and gas doesn't sound too bad, but the power would make the game a chore to play and less fun to make things in. If you really want power conduits, I think building fake ones for aesthetic purposes should be enough.

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Yeah i agree personally would make building ships far more tedious then i needs to be

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I have 2nd thoughts about power cabling. I like the idea initially, powering functional blocks would be OK, many of them would next to each other and could pass electrical supply by proximity. Then there is lighting, that really would be a pain, especially for exterior lights and for things on the tips of extended grid like a pylon, crane, or antenna.

Proximity powering may be a better option, with cable greebling for extra fun, or power to box cabling in a mod.

My main concern with power, universally across the grid, was the means for reserve power for essential services, like the medical room.(without separate grids and landing pads)


Now, if there was an electrician bot to sort out the efficient cable lays and the direct cabling was discreet(sub 25cm) and tidy.....had no problem being channelled through walls...and isolation boxes were easy to find and sensibly placed(does not happen in the real world)...and...never too much spaghetti...

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So, yes, but, no. It would be neat to have something like this, and may even be a little fun at first, but it would be a total pain to actually have to do something like this. Especially if you have to do it in survival where now all of this costs resources. There would be some benefits such as being able to isolate certain resources nicely, but largely speaking, having to run an ammo pipe from storage, to magazine and a completely separate gas pipe from fuel tank to thruster, when magazine and thruster are clustered together and the tank and storage are similarly close, costs extra resources, time, and effort to do. While it would be nice and fun for maybe a little while, universal pipes are a little better for game play. Additionally, as others have pointed out, wiring up all the various things that require electricity would also be a massive pain. As I did see, the idea of some ability to have a reserve power for the medical bay, I would say could be solved by perhaps allowing us to provide a level of dedicated power supplies as well as component slots on blocks with the ability to put a reserve power cell in blocks. effectively something like an item which would only provide the block it's in with power, or designated subsystems we could assign power sources to. Like the target focus of SE allowing AI weapons to primarily target things like weapons or power, perhaps allowing power sources to be able to designate things such as: industrial, weapons, medical, atmosphere, maneuverability.

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I agree, having to route power to every powered block would be tedius, but having dedicated (not exclusive) 25 cm pipe block for gases and (not or) liquids would be nice, what I mean by this is regular conveyor should be able to carry everything including gas and liquids like SE1, having big and small conveyor is good, and having the option to route gas and liquids (simultaneously like a 25cm conveyor but too small for components and only suitable for gases and liquids) would be nice


TLDR:

  • power works like SE1
  • Big conveyor carry everything (all comps, all gases, all liquids) simultaneously like SE1
  • Small conveyor carry small comps, all gasses, all liquids simultaneously like SE1
  • 25cm pipe (not conveyor) carry all gases, all liquids simultaneously

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@Ricardo Escobar


I don't agree at all when it comes to electricity.


I don't think it's great that electricity is transmitted via the grid. Building ships and bases would be much more fun if you had to lay cables. So I think if you want everything in SE (1 and 2) to be quicker and easier, you don't need to play it. As far as I'm concerned, it could be more complex.


So please lay cables for electricity. The 25 cm would be great for that.


My buildings in SE1 have always had a really extensive conveyor system. Electricity cables would be the highlight.

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Side note: I have started a topic on Conveyor Sorters , if anyone has ideas on the subject post away.

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@Tino

Don't get me wrong, I'm not advocating for the game to be easier nor quicker, but having to lay down cable blocks sounds like a chore to me also If we had to route 25cm blocks I foresee way too many ship sections being offset in some way or another by 25cm just because they had to route some cables

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I'm not a licensed electrician. I've never wired a house. I couldn't imagine the level of detail and crazy that will go into wiring a capital ship. or trying to get a fighter to not be chonky as hell because all the power conduits need protection.

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I have similar opinions on power cables as the other fellas here, but I had a thought about shutoff valves. I figure when thrusters are blown away by Klang, I'd prefer to not hemorrhage hydrogen until I repair the leak. I figure if liquids are going to be added, then we can suck them up and spit them out or feed equipment as necessary; that being said I also figure pipes can inadvertently spit where you don't intend them to as well. It would punish poorly designed thruster systems or systems too compact for valves. Just spitballing

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What's the difference between these specialised conveyors you want and current conveyors plus a sorter? I say 'no thank you' to this idea simply because there's too much other stuff to spend time and attention on.

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Okay, second attempt at this reply!

I think that the proposal here would just add unneeded tedium and detail to builds. When applied to massive ships and stations I think it would be a game-killer, or at least a fun killer.

An alternative proposal is to have dedicated Power Distribution (PD) blocks that you can place which would have an area of effect for providing power to blocks. In addition, existing logistics blocks (conveyors, sorters, etc) would have an area of effect for power distribution. The PDs would have the functionality to designate power priority so that critical areas and systems would get power in case of damage, mismanagement, or changing conditions. Perhaps such blocks could have upgrades allowing for more power output, local power storage (keep critical areas powered even if all else fails), or a larger range.

An idea I might flesh out more and submit!

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I'm in favor of this. One thing that mildly annoyed me in Space Engineers was during combat I could eviscerate 70% of a ship, but because it had one hidden-away reactor somewhere and used ion thrusters it could still keep maneuvering and firing. It made it very difficult to disable and seize a ship - they almost always ended up as raw scrap metal.

I think it would make sense to have power lines to provide power over a long distance and substations which can provide power within a certain radius locally.

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I don't particularly want three types of conveyance (solid, liquid/gas, power), where those blocks want to occupy the same space. I have played a lot of Satisfactory, and this can be a real pain.

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What would be interesting is circuits/channels for power without a separate grid or powerline.

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In my opinion this type of stuff should be a mod.

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Like Eddie I would not like those power lines flooding my interior or on ships without that .. omg, even worse.

BUT, the idea that power does not magically spread makes sense. Power could be distributed by the conveyors OR specialized blocks. That would mean that it can be destructed and that ION Thrusters need to be "connected".

Power lines as a mod for those that need it, is the other Idea I like.

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I think this can easily be resolved by just giving every block that requires power to have a conveyor connection. A few blocks should be excluded like doors, but any block that has storage or and several settings.

Most lights and doors should be excluded from this, but larger lights like the spotlight probably should be included in this, but the lights we put in hallways shouldn't.

The. Conveyors just have 3 different sizes that correlate with the 3 block sizes of .25, .5, and 2.5 (if I got those wrong sorry haven't gotten that familiar with sizes yet). But effectively it should reduces the space conveyors use by being able to run the smaller more dedicated lines.

Personally I hope they add a conveyor port to the armory blocks so we can fill them remotely instead of by hand

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Electric cables as mods don't make sense. that would just be decoration. Because if it's just a mod, the power is still transmitted by the entire grid and everything else is decoration. Then you can save yourself the trouble of voting and commenting here.


Sorry, but those who are against electric cables. SE2 without the grid size restriction offers so many opportunities for the developers to make things better right from the start. But you're clinging to the old and closing yourselves off to cool ideas. It's Engineers. Not arcade and fast-forward. If I don't have time to lay or build something like that, etc., then I'll look for another game.

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Thank you Tino,

Even if they don't go with my power cable idea, I am really worried about the amount of people who don't want other changes. This is the perfect opportunity to add more depth to the game but people want to pass it up for the same experience. Like you said, it has Engineers in the name, but people complain at any suggestion that requires engineering. Right now we have Space Minecraft and it's fun, but there's an opportunity to go further. Whether it's my idea or somebody else's, I really want to see more depth and engineering added.

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I don't think people are against change or new features. They are against adding unnecessary complexity to builds. For example the idea of wiring is lots of complexity and fine detail for minimal return. There are ways to make power distribution engineering a thing without having to wire and conveyor every block that does a thing. Make specialized blocks that need to be placed to distribute power. Allow those blocks to have logic settings to make grid optimization and control more granular for those that want it.

In my mind solutions should be more like how Event Controllers work to assist with docking and other things. Sure you can manually dock and shut down systems and such, or you can place a specialized block and do a bit of logic set up, and Voila! Automated docking.

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It is a concept that could be done in a few ways more ways then I have thoughts of.

My thought that could make the electric part of this idea work would be instead of running wires all over the place the blocks could transmit electricity.

Each power block could be able to power so many blocks away from the block itself. Could also include substations which would allow the power to go farther from the area of a power supply block, this I think might be a mid complex system that would allow a degree of realism but also a more simple system then having to connect everything via power lines.

Another idea is similar to the above but the substations and large systems (jump drive, refinery, etc) needing to be connected via power conduit blocks which could be like a normal block that is design to look like power cable running through it and as long as the substation/large systems are on the conduit block it would be powered smaller systems would run like my earlier idea and would be powered by the power supply block/substation as long as it is so many blocks away from it.


One thing I would suggest instead the power going down completely when the demand goes to high the system should start shutting down phases until it balances out.

Idea Shut Down Phases

Phase 1: Any items that be considered High Power Consumption

Phase 2: Any items that be considered Mid Power Consumption

Phase 3: Any items part of offense system (Attacking Blocks)

Phase 4: Any items part of the defense system (Blocks used to defend from attacks)

Phase 5: Life Support Systems

Phase 6: Total Power Failure (Could be a fun feature that could have a on off feature in the world but with total power failure that any reactors would lose their ability to cool themselves and essentially go in to meltdown and explode.)

-------------------------------------

Now dealing with the conveyor system now I do think its not realistic that items and gas passes through the same conveyor but like stated here how would it effect performance but could also still be used in a way.

While the basic thought is that you would need to different conveyors one for items and one for gas which would make the designs needing to have much more conveyors.

My thought on this is just change the design of the block to look like a conveyor and pipe with it

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And again, you have to remember that you are not limited to the grid size. What's the problem with laying multiple 25cm or 50cm cables or conveyors? You can still make great designs etc. because you have no grid size restrictions. In SE1, the space around such a line or conveyor would be gone and unusable. But that is not the case with SE2. The space is still usable and can be built on.


You have to think and design away from the 2 grid system. Then you can also imagine how cool it would be with cables etc.

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I've said it before. If we just get cosmetics it can be role played in this way easier. Especially if we get converters to go between conveyor sizes. I can also see the .25 size conveyors only being able to transport gas/liquids and basic ammunition. Assuming they allow us to set up sorters in such a way that it actually filters out water/gas. It's effectively be what's being asked for.

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All fine with such idea.

BUT

Balance how complex building becomes (want it to be beginner friendly but have a feeling of complexity for the people that have been playing for who knows how long or likes some complexity.)

Also need to keep pcu limits balance so that everyone can enjoy the game and is able to make great functional designs.

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IRL power and water is routed inside the walls ceilings and floors. so maybe keep it like that, and then just have an "in menu" virtual grid-based management system like in some other games. That could at the same time generate a grid view (top, front, side).

i honestly don't find the current (SE1) system lacking. but better management of electric current, signals and fluids could also include or lead logic gates as either a compliment to the current event controllers and timers or completely replace them and save on the PCU block-count.

2 for 1.


Making it physical with pipes and wires would exponentially complicate building ships etc. - not necessarily in a bad way. Personally i would welcome it but it's juts not a "one size fits all". feature.

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Well, you can also lay cables in walls in SE2. Thanks to the new grid system, I don't lose any space, etc. I don't think it makes building any more complicated.


I find it more complicated in SE1 because you don't have the same freedom in terms of grid technology as you do in SE2.


But you've already seen in SE1 that many people want to keep it simple. Even when constructing ships or bases.


You can see in 90% of all blueprints that landing spots on bases, ships, etc. are not suitable for playing with the "engine damage on" option. Or everything in a container. That's always a shame. I always rebuild these things. Engine-proof armor on landing spots. Complex cargo system with sorters and ingots, components, ores, ice in their own system and a perfect circuit, etc.


Most people either have no idea how or simply don't want to deal with the grid size restrictions.


In SE2 all these restrictions would be history. Building would be even more awesome and realistic.


And what do people want instead? It should be exactly like in SE1 and ideally even faster and less complex.


Sorry but please go play Minecraft.


SE (1/2) is about being creative. About constructing etc.

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Yep. It's an engineering game.

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I understand that you are very passionate about this and I don't want to be rude. But I think you should come to terms with the fact that the majority of the player base love the game because of the Balance of complexity and simplicity. Increasing the complexity too much would be just as badly received as dumbing it down too much. You personally want more complexity, but you are at one end of the spectrum of SE Fans. That's what I mean when I say this kind of stuff is what mods are for. I'm sure there are many more people who would welcome additions like power cables or different conveyor types. But they will never be the majority. I hope in the future there will be mods that give you what you want, but I am very sure that changes like that will not find their way into vanilla SE2.

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^ THIS

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Tbf even in SE1 you could do what's being described with the exception of maybe the wiring. You can actually run small grid conveyors through a big ship to handle hydrogen thrusters, oxygen, ores/ingots, and most ammo types. Ive never actually considered doing it till now as it would be ludicrous and painstaking in a survival environment. But it is doable.


If you wanted dedicated hydrogen/oxygen lines you'd simply have to decide on your connection type being connectors or hinges/advanced rotors. From there you simply connect a small grid head for the latter version and build off to where you need it. With this you could run all the conveyors through hallways, but it wouldn't be perfect and you'd be welding by hand a bunch. You could even run it through the duct blocks, but it would be a huge pain. However, theoretically it would allow you to slim down ship designs or add more armor.


The new grid system would just make it 99% easier and likely avoid the wrath of klang

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""Sorry but please go play Minecraft."


"SE (1/2) is about being creative. About constructing etc.""


Hmmmmm.....


This is uncalled for, i also believe that i mentioned i would welcome it. - never played minecraft, never will - i honestly find that comment very demeaning after 11 years and 5000 hours in SE1. But since you didn't know, i guess it makes it ok!?!?


SE might not be to others what it is to you. While i believe you and i see it the same way, others might not. That is essentially what i said.


But - When i said "complicate the build exponentially", it's not just regarding time and ingenuity. I for one always welcomes options rather than restrictions. (Bought a new computer only to be able to continue a space station build - 4 years in the making now). But every block (currently) comes with a PCU price, even the 25cm detail blocks taxes on the system on its own as the grids gets bigger and more complex.

I have faith in Keen to find a solution if it comes to that, but we need to keep in mind that every feature taxes from the same pool. Hence my suggestion of keeping something like this out of the "physical realm" while maintaining the features it would provide. Because i also think your suggestion is a good idea, but sometimes i find it good to provide alternatives. I see now this was not one of those times.


"SE (1/2) is about being creative. About constructing etc." - And here I'd like to add - overcoming engineering challenges set by either the environment or current need... and all this without being rude.


I understand that all of us here are here with a passion, but If you want drama then go get a dating app, otherwise please try and contain comments like - "Sorry but please go play Minecraft." and maybe if we bump into each other in the future it could lead to something fun and productive in stead.


I think I'm getting a little to passionate here my self, so I'll unfollow this suggestion and cross my fingers it'll lead to something good.

Best of luck.

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I fully understand the argument for pcu count and performance issues in SE 1. But let's not forget that it didn't initiate release with optimization for multi core performance. As I recall that was add in later and it did help performance, but not largely.

SE 2 seems to have been built with multi core in mind. If course that's speculative. Though seeing as the PCU limit was increased from the default 100k to 400k if I recall correctly. It's fair to assume that performance and optimization was and is one of their primary focuses. As a result running 3-8 individually dedicated conveyor systems per grid shouldn't be that performance intensive. Especially considering the primary issue in SE 1 regarding conveyors was the primary conveyor block and not the tubes, curves, and sorters.

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PVE'rs/RPrs want complicated RP cables, power, gas and luquid conveyors. From a pvp standpoint its not really viable too many redundencies that would prob affect performance. Sure its an engineering game. But that doesnt mean every piece on the grid. Being creative isent limited to how conveyoring/power/gas/liquids work. Conveyoring or cabling everything on your grid is a tedious task when its being split into 4 parts. And the performance side of checking conveyor paths is a performance draw allready. And then doing it 4 times over for anything that uses power, liquid, gas or inventories.


Sorry but go play some Starbase instead or Storm works.


Keep it simple clean and performance friendly and spend more time on the actual estetics of the grid. Honestly i prob wouldnt play the game if things become overly tedious.

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So do you want the game arcade like? The game is called space "engineers", there should be more variables in ship redundancies beside just conveyors since when the the grid is connected in any way it gets power. Also having other ways to disable or incapacitate a ship would do wonders for PVP combat in regards to the actual fighting and designing of a ship. There is almost always a comment on "performance" with any new suggestion and frankly its getting old since it makes some people throw out ideas that can be genuinely good. They are making a new game and engine, and if something is deemed to difficult or has a high performance impact it will be dropped, but if it is a half decent idea it should be considered. Also how is conveying everything on a grid tedious, you place a block or directional block and hook it up, if you want to be more performance minded you be more mindful of how you do so, its stupidly simple. If you are more focused on participating in PVP combat with cool ships where all that matters is performance and ascetics go play Elite dangerous.

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@stephen I pretty much agree with you. I think where people are concerned about performance is in 2 cases. The first is separate convertor systems for hydrogen, water, and oxygen. Then you'd have another stystem for storing/transporting resources and ammo. And then some people want the power lines.


The thing is, even if it's 3 different conveyor systems. It won't actually hurt performance all that much. Pcu limit would be the primary concern, but as I've stated above it's currently base 400k in SE 2 and presumably you can just remove it on servers/solo like you can in SE 1. Even if you had to run 3 separate systems. If thought out well it would likely save on performance as I doubt a .25 block will be the same pcu count as a 2.5 block. So 1 2.5 conveyor system for supplying ammo and o2/h2 takes to weapons and cargo/cryo bays. If you localize h2/o2 storage takes close to cargo areas the the bulk on the 2.5 conveyor system would be just for weapons which becomes very stream lined. Then assuming you use hydrogen thrusters you'll need a system to go from the h2 tank to the thrusts, but that could theoretically be .25 or .5 builders choice as it just has to take pass gas through it. Ores and ingots can easily be handled by .5 and just needs to go from cargo to refinery to assembler on large ships.


Frankly I think people are just assuming it'll be to hard to do. The real tedious one would be running power, but that part should be a mod or roleplay option.

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People, please stop with the "Go play X Game", don't shove people away because they disagree with you, we are here to provide feedback and campaign for the ideas we want, not to push people away from the game

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In fact, to Broomer's point, that kind of behavior is more likely than not to cause devs and product managers to dismiss your opinion outright.

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The only real way i see this happening so its fair to all is having the standard conveyors that does all and then also specific type conveyors. And also then like a toggle on/off for either in the world settings for example. So everyone gets what they want no matter how many is for and against. The thing is tho if the conveyor system they allready have in place would require a major overhaul to make this possible considering the conveor port size of existing blocks in the game that would require some adjustments also. But the conveyor system itself will decide if its even doable and justified to do so. Or if its just easier to leave it up to the modders to aquire this. Modding seems like the better way because then its induvidually selected. Hence the modding suggestion. The things is tho having it as a mod will also make it more scaleable and configureable while also being viable for future additions. Majority will find induvidually conveyoring or cabling everything tedious tho. And dont come with some BS about "ohh its an engineering game". Is engineering specific to the conveyor system alone? well ofc not. So ill leave it at that.

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For a game calling itself "Space ENGINEERS" it's lacking in any actual form of engineering. I would love deeper and more complex mechanics like OP suggests!

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There is so much text to read here now and some of the words a little fiery.


So I am ready for the flak.

This is only a compromise suggestion it will not bring joy to all.

It appears many people are OK with some separation in resource supply, but power has been more of a challenge.

If power was divided into two forms high and low.

Low power would continue to run through the grid as it does in SE1, but it would be limited to lighting, LCDs, vending machines, doors, and all of the items associated with what was small grid.

High power would be required on large functional items, like the large refinery, assembler, gravity gen, large reactor, 5x5 wheels, large antenna, large gyro, large ion thrusters sizes 3 and 4, gates, hanger doors and O2 generator.

And here is the big one.

All conveyors will carry high power regardless of build state.

If conveyor ports are joined high power is passed.

Hangar doors? Discuss


Where no obvious connection is available I suggest that the neon tubes are used to carry high power, and that more of the access panels have a functional role.


The blocks that could be an issue would be the large piston, large hinge, and large rotor, the mech builders have a hard enough time as it is. Discuss this.

What this compromise does not do is provide complexity through block building.

As a solution to this is that power management could run through an optional menu panel where electrical usage is represented symbolically in a similar fashion to the control systems used by power companies. Power flows, relays, and breaker points and a map of the connections could be controlled and fault points high lighted for engineers to be sent out on repair. This control menu panel would be arranged by the engineer it would be like building a puzzle with tracks, switches, labels and indicators.


This will result in virtually no extra spaghetti, may be a little.

None of this is perfect.


There are many blocks that I have not mentioned and I leave you to decide their fate, if you believe that this is a functioning workaround.

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I believe those in support of my initial suggestion would be satisfied with the majority of this. Letting power run through conveyors should satisfy our opponents too since they won't need to do much extra work. The high and low power differentiation is a good balance between immersion and QoL.

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I would like to keep it as simple as possible.

0,25 conveyor - Gas, Liquid, small amunition

0,5 conveyor - 0,25 + smal grid SE1

1 conveyor - 0,5 + larg grid SE1

Power line - connect Power station or some power cluster of battery pack to supply energy weapons

OR

Make energy weapon dependant to connected battery pack as power buffer to increase weapon damage or fire rate.

Let be energy weapon modular. Just Rod connected to hinge with some battery buffer.

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There's been few suggestions I wanted to vote 'do not want' so badly. Do not add this, do not consider this.

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Yes please. I really want this. I want some parts of my ship to fail or have a power outage in a battle, or the possibility to reroute power if I don't have enough for all systems without having to turn of all specific blocks.


Even if it doesn't get added in game, I would try to make a mod and hope the new modding system allows enough access for it.


And for those that don't want it, why not make a world toggle like for programmable blocks, "use power distribution" and "unified resource distribution"

those would make the blocks like power cables and gas/liquid pipes just into pure deco blocks.

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>And for those that don't want it, why not make a world toggle like for programmable blocks, "use power distribution" and "unified resource distribution"

Because having this option would require creation and support of _a lot_ of vanilla blocks that some fraction of players aren't using. Not to mention, in the case of having power conduit blocks, it would require forking the way power is considered in the game. That's a lot of extra effort for what imo amounts to a tedious addition. Lots and lots of more fun things to be working on in this game than the specific routing of every_damn_thing.

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well power would work the same like any other resources. the game wouldn't care if the machine consumes power or hydrogen, so that wouldn't be any extra work. you just have a resource provider class and a resource consumer class.


and for no power cables you just grab all blocks and loop over all providers and then all consumers in a foreach loop or something. that wouldn't be difficult and might even be possible to do as a mod.


and all the blocks that a fraction of the players aren't using. (i think you mean "are"?)

even if only a small part of the players are using these power cable blocks, the other people can just use them as deco blocks. what about Vents in SE1 for example. you can turn a setting of and they turn useless.


for a programming standpoint I would say:

Implement a Resource provider and Resource consumer, implement Resources (hydrogen, oxygen, water, electricity, etc.), would be cool if modders could add different ones too.

and then its just a matter of how to connect the different blocks? physical (conveyor, pipe, cable, ...) or gridwide (magic i guess?)

and the physical would make use of a Resource Transport class which defines which types it can transport and if they can mix. (conveyor -> items, true; pipe -> fluid || gas, false)

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> well power would work the same like any other resources.

Precisely. It would have to stop every time it considered that block and check it's power routing to see if it still has power, which means finding a path from power through power blocks to the consumer. For every block consuming power. As opposed to now where if the block is on the grid and the grid has sufficient power then it's fine. Tree traversals are expensive, and we see that in SE1: large conveyor networks quickly tank the game. That's a real world issue and not one you can wave away by saying 'optimisations.' Even optimised, it adds overhead multiplicatively for, imo, very little benefit.


Now, do the same sort of thing for every block that has another kind of resource it must have to function, like H2 or whatever, also every tick the block is functioning.


No game developer is going to consider forking over something like this, it won't be an option to have or not have power conduits.

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I understand what you a pointing out, but there are ways to make the impact neglectable.

Only if the grid changes (add/remove/damage/repair block) then you have to rescan the grid and see if there are valid paths. and then you can just save a list of the connected ones. no need to rescan it again after that.


and if that is still not enough then move the time delay into the game world.


After changes the conveyor system need to boot up first before it can be used, and that will take a few seconds with a progressbar in the grid terminal.

As long as they could prevent constant rescans and find a "excuse" to not need to squeeze a rescan into 1 frame then everything should be fine.


But honestly, we are just here to make suggestions/ideas of what features we want. And I feel we both made our points regarding that clear.

Implementation is up to the Devs at keen since we both can't do anything anyways. (at least till we get the tools)

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> But honestly, we are just here to make suggestions/ideas of what features we want.

I get that. This is one that threatens to be just a source of aggravation though. And for what, only to have 3,4, and 5 times as many conveyors going through my grid. I do NOT want any subsection of factorio in space engineers.

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As Marco said, you don't need to rescan the path unless there has been a change in the blocks involved. Another commenter has addressed your concern about not wanting to run more conveyor-like blocks by suggesting that conveyors themselves be allowed to transfer power and that only large blocks require being connected to power conduits. This seems like a good compromise

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Tbh I think this will scale horribly in mp. Lots of ships taking damage and not only conveyor network calcs but power too, the gameplay/cost balance isn't there imo. I think rather than the tedium of having to link up every large block to a power line, other additions like cables/rails/more mechanical blocks would add to the engineering aspect while being much more fun.

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Nearly 200 upvotes and a few loud nay-sayers. I think that speaks for itself.

This kind of stuff would be great, I want some actual engineering in Space ENGINEERS, not just a sandbox with nothing noteworthy to do like SE1...

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Think if posts had a downvotes then you would the the real facts. 200 upvotes isent much. 1% of the community. Wait for it to be a mod instead then you 1% rs can build your imersion/Rp grids to your hearts content. It just doesnt fit in with SE2 and adds too much complexity to an allready complex game.

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I like this idea. It could also feature in the inclusion of utility corridors and crawl spaces to run the cables and pipes and affect how resources are moved through the ship, including when resources are cut off to certain areas due to damage that then needs to be repaired.

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@JabZ


There are always loud people on both sides of an argument, and many more that say nothing (spectating). For those that truly believe they are right - on both sides of the argument - I invite you to upvote this so we can see proof :)


https://support.keenswh.com/spaceengineers2/pc/topic/46452-enable-down-voting-for-se2-feedback

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Rather than dedicated seperated types of conveyers, I would just make it so that you set the one connected net of converys to a certain filter that it can pass and that is it, then you get blocks that work as seperators to another net with another filter that way, you do not need 1 mio blocks for converys all doing basiclly the same but for something else. visual different types like round and cornered would be enough for me.

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So every time I want to put a light, button, door, screen, etc on my build I now have to dedicate a full row of blocks to just power the device? Cool, no thanks. A small power cable could easily be "imaginarily" integrated into armor blocks so I see no reason for power cables.

Gas/liquid lines would be interesting though, but only if they could scale down to the size of detail blocks. Perhaps with max flow rates based on the diameter of line and the potential to leak if a line breaks.

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Read completely what he has written. He has already named a solution to this problem, namely an energy node that can transmit the energy in a field around it directly to other devices. This allows you to supply a smaller section of a ship with energy and if the energy node fails, this section is without energy.

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A more balanced way to do this could be to make "specialized" network that would have better performance.

Plain conveyors behave as they used to. Grids transmit power by default.

Some 25cm "power grid" blocks between a power source and a power consuming block could make it use 25% less power, or negate the loss when charging batteries and such.


Some 25cm Oxygen/Hydrogen pipes could be available for small consumers like cockpits, medical stations, smaller air vents or such.

And then the previous small conveyor / large conveyor item size separation like we had in small grids.


That'd make more interesting designs for ships, where optimisations could be added.


Having some "isolator" blocks would be nice too, for power. That way, it'd be doable to have a self-contained refining/assembling system within a grid that could run off it's own power source, and just shut off when out of power without draining the whole grid. Or a life support-backed isolated area with it's own battery/reactor that wouldn't die if the rest of the ship ran out.

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Hard disagree.

I played Starbase for a while which required dedicated networks for power, gas etc. On the surface it seemed like an immersive and fun idea, but after a while it became an absolute chore and really got in the way of enjoying the game and building aspect. That might just be my personal take, but I forsee this becoming a nuisance rather than a gameplay addition.


This feels like it could be nice as an opt-in mod, but I really don't think it would benefit the base game.

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Stop saying it's better as a mod. That doesn't make sense as a mod. If power cables are to be better as a mod, then the power transmission over the grid must be deactivatable.


Otherwise, as a mod, it would ONLY be decoration. Then I don't need it as a mod. It's completely pointless. As a mod, it should also have the function of power transmission.


Think further and outside the box instead of just looking at your own forehead.

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That's an incredibly naive and weirdly aggressive viewpoint. Having a mod API would allow you to do exactly that, I've no idea why you've decided mods must be purely decorational?


I don't think it should be in the base game, but I think it should be possible in the modding API. If it's not, the devs should add it in.

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> On the surface it seemed like an immersive and fun idea, but after a while it became an absolute chore and really got in the way of enjoying the game and building aspect.


Especially when the grid in question is taking damage. All of a sudden there's up to 3 times the blocks to repair to get things working again.

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I think if they keep an "All-purpose" conveyor, that would be fine. Maybe it has a debuff, like it can't move everything simultaneously. Maybe it queues things up to move through it like an assembler when you queue things up to be built.

So you could still use it.

But, for more intricate builds, you'd have dedicated conveyors for various things.

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I like gas and liquid pipes but they should be smaller than conveyors so they are easier to put and don't take too much room.

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... And how would then conveyor a subgrid with more than one sort of thing? Special multi-type rotors/hinges/pistons? This idea doesn't work.

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What kind of subgrids? This is SE2 and not SE1. There is no small and large grid anymore. There is 1 grid. Stop thinking in SE1.

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Anything attached to the other end of a rotor, piston and hinge is a subgrid

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With the 25cm grid system, any of those blocks can fit a small cable and a conveyor or pipe input on the same side. There could also be a slightly longer variant that allows all three. Most subgrids don't need both conveyors and pipes, typically only having things on them that use one, but the option for a slightly bigger connection block can exist for the special cases where desired.

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>With the 25cm grid system, any of those blocks can fit a small cable and a conveyor or pipe input on the same side.


So, the pivoting blocks can handle everything going through them, but conveyors can't? Can I just make my conveyors out of whatever the mechanical blocks are made of and skip having differentiated ones?


Like I said before, you can do your idea right now by simply having sorters and running as many different conveyors as you want. It's a sisyphean task for no extra benefit, and a lot of extra cost (when 25cm blocks are already going to increase avg pcu cost per grid) in terms of both time and pcu.

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I'd still like a general one. Maybe it is not as efficient as the dedicated ones (-25% to transfer speed, or something). But requiring dedicated conveyors in all cases would really make some small builds a lot bigger.

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