[IDEA] Planetary Terraforming

Ahmed Salah shared this feedback 12 days ago
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Adding to this https://support.keenswh.com/spaceengineers2/pc/topic/46645-planetenvironment-hostility-aliens-animals-weather-atmosphere and since Space Engineers 2 offers a chance to redefine planetary interaction, full-scale terraforming should allow players to reshape worlds beyond just aesthetics—altering atmospheric pressure, gravity, and environmental conditions to make hostile planets livable (or turn habitable ones into industrial wastelands).


Core Mechanics:

  1. Atmospheric Pressure & CompositionUse gas processors to extract or inject elements (O₂, CO₂, N₂, H₂), changing breathability and weather patterns.Low-pressure worlds (like Mars) could require atmospheric generators to prevent suffocation, while high-pressure Venus-like planets might need pressure stabilizers to avoid structural damage.Extreme changes could trigger storms, acid rain, or toxic fog, forcing players to engineer solutions.
  2. Adjustable GravityIntroduce gravitic manipulators (late-game megastructures) to tweak a planet’s gravity, affecting jump height, vehicle handling, and even orbital dynamics.Lower gravity could enable massive, floating bases, while higher gravity might crush poorly supported structures.Natural consequences: Moons with artificially increased gravity could pull asteroids or destabilize orbits.
  3. Terraforming ProgressionStage 1 (Hostile): Barren, no breathable air, extreme temps—requires sealed habitats.Stage 2 (Stabilized): Thin atmosphere, basic plant life, survivable with suits.Stage 3 (Habitable): Earth-like conditions, open-air farming, NPC settlements.Stage 4 (Engineered): Customized for industry (low O₂ for combustion safety) or luxury (paradise worlds).
  4. Visual & Gameplay Impact
  5. Watch ice caps melt into oceans, deserts sprout vegetation, or skies shift from toxic yellow to blue.
  6. Ecological backlash: Over-terraforming might trigger earthquakes or runaway greenhouse effects.
  7. Multiplayer strategy: Competing factions could terraform the same planet for conflicting purposes (e.g., one side wants a jungle, the other a mining hellscape).


Faction-Driven Terraforming Consequences:

  1. Rewards for Making Planets HabitableEco-focused factions (scientists, colonists) might reward player for terraformed worlds or keep living index for planet within range, offering rare blueprints, resources, or even allied outposts on the planet.Completing a "Paradise World" (full O₂, stable climate, vegetation) could unlock unique faction perks, like passive income from settlers or free maintenance drones.
  2. Punishments for Over-IndustrializationTurning lush planets into polluted wastelands could anger environmentalist factions, leading to blockades, sabotage, or fines.Extremely toxic worlds might attract scavenger factions who thrive in ruins, creating lawless zones with pirate raids.
  3. Strategic Warfare via TerraformingCorrupt a faction’s homeworld by pumping CO₂ into its atmosphere, forcing them to flee or surrender.Terraform in secret—mask your changes until it’s too late for factions to stop you.
  4. Faction-Specific Terraforming GoalsMining Guilds might pay you to strip a planet’s surface for resources, reducing gravity (via mass loss) and making it uninhabitable.Religious factions could deem certain worlds sacred—terraform them at your peril.


Why i see this fits SE2:

  • Deep late-game goals beyond just building ships , its planet engineering.
  • Realistic planetary science with creative liberties.
  • Emergent storytelling—players could "heal" dead worlds or exploit them until they collapse.

Replies (6)

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Endgame Terraforming sounds like a robust challenge. I like it!

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yes and even during mid game it might create a good purpose of why we actually do engineering and why we are creating huge ships, machines and different things.

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Terraforming in SE2 - absolutely not.


The authors of ideas like this have absolutely no idea what volumes and quantities of materials they are trying to talk about.

Even in the case of the miniature planets of the SE universe, we are talking about tens of thousands of cubic kilometers and billions of tons of materials.


Just to give you an idea - a kilometer thick layer of air on a 100km diameter planet has a volume of 32 thousand cubic kilometers and a mass of about 40 billion tons.

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it shouldn't be that realistic it might be just simple objective adding virtual atmosphere (just number and calculation not actual layer) to planets with known gas composition , density and atmospheric pressure and those numbers can be manipulated by planet changes and machine block build by players on this planet

like S2 some planets has already oxygen where player can breath on this planet but there is no actual oxygen cubes

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The idea of ​​terraforming sounds exciting. But as has already been said here, it may require too many materials. However, if there are many players in the game and they like to throw themselves Engineering challenges, then why not? Maybe even integrate it into the main plot of the game, but closer to its end and not as a mandatory plot line, but as a side quest, so that solo players do not grab their heads :)

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I've seen screenshots of "Mars", it just begs to have terraforming towers built on it, almost a kilometer high, emitting columns of smoke.

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If this were any other space game this could work, however SE has NEVER been that kind of game at all. In SE the planets are NOT procedurally generated at all but hand crafted. There may be some procedural generation with things like NPC stations and such to a degree, but not the kind that would be required for this kind of stuff. Also you clearly do not understand just how massive of an undertaking this would be and resource intensive something like this would be for a game like SE, not to mention lag inducing. It would take YEARS to develop something like this, and again SE is not that type of game. If I want to go to a more habitable planet in SE I can just go to earthlike or such. There is zero need for something like this in SE.

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Player:

- I've built a thousand oxygen generators and I don't see any change in the planet! It's broken...

Keen System Voice:

- Your thousand generators produce a million cubic meters of oxygen per day. The change in oxygen in the atmosphere is 0.000003125% per day.

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@Semtex: I'm not sure what's scarier, the fact that's exactly how it would happen, or some modder would inevitably make a "super atmo generator" of some kind that does it in like 5 minutes.

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It seems to me that everything is not so bad. If the game has a T2, T3 oxygen generator, then there is no need to build thousands of generators. Plus, blueprints will help for quick construction. Yes, a lot of materials will be needed, but what prevents players from scaling up production and making automatic mining ships or mobile platforms? If there were no blueprints and T2 oxygen generators, and even more so T3, then yes, it would turn into torture. By the way, such generators would be relevant even on large space stations. I remember how in the first part of the game I built a large space station, installed only a few oxygen generators and had to wait a very long time for it to fill with oxygen.

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The problem is not only the performance of individual generators, but also the "logistics" of the production system - ice or water transfers, power supply and similar problems... For example, what to do with hydrogen, "where to go with it"?

The first conclusion is obvious - producing oxygen (and hydrogen) from water for terraforming is impossible, so it doesn't work...


Even in the real world, terraforming will be a centuries, more like millennia, operation.

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We could add electrolyzer machines to the game, they would extract oxygen and hydrogen from water. We can use excess hydrogen to power power plants. But here the difficulty arises in turning ice into water, on an industrial scale. It seems to me that a high-tech blast furnace (a large building) would be a good fit. Then we would be able to fully load power plants. All this, of course, complicates logistics, but we must not forget about full automation (a plus).

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"We can use excess hydrogen to power power plants."

Do you read after yourself?

With what do you want to burn hydrogen in a power plant? With just-produced oxygen?

I firmly believe and secretly hope that KeenSH will not repeat the nonsense introduced in SE1, where by burning hydrogen with oxygen to water can be produced more energy than is used to electrolyse water into oxygen and hydrogen...

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Hydrogen does not necessarily have to be "burned" with an oxidizer in the classical sense, you can simply conduct an electrochemical reaction with it. Hydrogen fuel cells are a type of power plant where this happens (they use a closed system).

1. Hydrogen (H₂) is fed to the anode.

2. The catalyst splits H₂ into protons (H⁺) and electrons (e⁻).

3. Electrons go through an external circuit - this is the electric current.

4. Protons pass through a membrane and combine with an oxidizer (a closed system that uses oxygen, but only 20% of what was produced during the initial electrolysis, for maintenance).


Yes, I do not argue, this is not a perpetual motion machine and you can not get resources from nowhere here. Solar panels and other energy sources will still be needed to maintain the entire terraforming machine. However, it is still a way to utilize excess hydrogen and some of the required energy. That is the point.

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https://en.wikipedia.org/wiki/Fuel_cell

500px-Solid_oxide_fuel_cell_protonic

Anode reaction: 2H2 + 2O2− → 2H2O + 4e−


Cathode reaction: O2 + 4e− → 2O2−


Overall cell reaction: 2H2 + O2 → 2H2O

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@Dmitry Nesterov: Again dude this isn't that kind of game. To terraform like you're talking about would require far far far more resources than it would ever given in return. The planets in this game are hand crafted and are static instead of procedurally generated. If this was a game like Spore or something like that, terraforming would be no big deal. However SE isn't that type of game or franchise. Without major and I do mean MAJOR work done the Havok physics and Vrage wouldn't allow it. Anything is possible if you put enough time, effort and resources in sure. However I would rather them focus on different features than something like this very few would choose to use.

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Start with the energy from the Sun. Using findings from IEEE. The Sun, the planets, everything below, and everything above is in electrical circuit. The rotating Sun, has twisting toroidal electrical fields, as do the planets. The fields in combination with rotation are akin to giant transformers. All of these systems are connected by Birkland currents which form what is known as the cosmic web. Stars are born in the z-pinch of these Birkland currents. The electricity coming from the Sun into the planets drive ecosystems, as can be seen by the relationship of the Sun spot cycle, the production of Elves and Sprites in the upper atmosphere, and then to the weather systems below affecting all life and the geology below the ground.

To some of you still following the Standard Model this may seem like fantasy. Do your research, there is crisis in cosmology.(Paradigm Shift)


My point is, use the energy provided to accelerate whatever system of terraforming you choose, it is a game, fantasize a little, use SE magic, and a lot of algae in pools. Giant domed towers collecting lighting may help. Latitude may be important.

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hmm... that's a bit of a different cup of coffee...

Birkeland current is admittedly extremely "sparse" - a flow of tens of thousands to millions of amps over an area of hundreds of thousands of square kilometers yields microamps per square meter.

And of course - it only works on planets with a (geo)magnetic field.

But so be it - as a massive engineering construction (what some call "end game construction") I would accept it too.


And harnessing a star to haul energetics ... That is a Feat worthy of the second degree on Kardashev's scale of civilizations.

I have nothing against imagination and "expanding physics".

However, I have strong objections to blatant physical nonsense. And the laws of conservation of matter and conservation of energy must apply in game worlds as well.

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There is a lot of background to this, and by more studied people than myself.

Take a look at the YT channel 'See the Pattern'.

The JWT has been revealing many counters to cosmological thinking.

Nonsense is a great term, have we been operating in nonsense for a long time?

Would the Wardenclyffe Tower have worked, if it were not burned down?

Can matter be transported along Birkland currents or in an electric arc?

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Strictly speaking - both the Birkeland current and the electric arc are mass transfers - in the case of the Birkeland current of electrons and protons apparently along the magnetic field lines in the magnetosphere, in the case of the electric arc of electrons and ions along the electric field lines between the electrodes

Wardenclyffe Tower - hard to judge if it could work... It was supposed to be a radio-telecommunications tower.

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