Alternate Production Methods
Here is an idea to create more depth in the production gameplay of Space Engineers 2. I have chosen ammo production specifically, because a lot of different ammos potentially can be used (even by the same weapon), which enables the system to become modular, scalable and expandable with lots of different recipes. Having multiple and manual steps be required for ammo production together with potential risks that can result into explosions is the perfect opportunity to create some very engaging production-style gameplay. It would add a whole new dimension of gameplay to the game as the old production system was not really interactive at all. I think it would make the production in Space Engineers 2 a lot more fun and engaging and it might even be able to be integrated into different production processes later on.
High-End Ammo Production Block Chain
Block | Function | Gameplay Features |
---|---|---|
Chemical Doser | Precisely doses volatile compounds (e.g. explosive gel, oxidizers) | Manual calibration required; overdose = explosion risk |
Thermal Reactor | Heats chemical batches under pressure | Must be actively cooled; overheat = meltdown |
Guidance Core Assembler | Builds targeting/electronic guidance systems | Long crafting time; failures cause tracking errors or dud ammo |
Ammo Finalizer | Assembles shell, payload, and guidance | Safety interlocks must be manually confirmed |
Maintenance & Risk Mechanics
- Manual Input Required: Set chemical ratios on the Doser (e.g., 70% nitro-gel, 30% stabilizer) Control heating profile in the Reactor Choose casing alloy in the Ammo Finalizer
- Batch Processing: You must craft batches of explosive compound, then transport it (via pipes or carts) to next station Some batches must cool down before next stage
- Supervision: If you walk away, systems can clog, overheat, or build pressure Red blinking warnings; klaxons; automated shut-off systems optional
- Explosion Warnings: High-visibility signs and decals Option to require players to wear protective gear (e.g., engineer hazard suit)
Modular & Scaling Design
- Each block is modular: e.g., you can place 4 Thermal Reactors in parallel for batch scaling.
- Bigger setups = higher ammo throughput but also greater explosion radius if failed
- Complex ammo (e.g. plasma-tipped armor-piercing) uses more modules, more heat/stability tuning
- "Ammo Plants" become dangerous megafactories needing careful layout, cooling zones, control rooms
Example Ammo Types & Needs
Ammo Type | Special Requirements | Danger |
---|---|---|
High Explosive | Precise fuel-to-oxidizer ratio | Overmix = instant boom |
Armor Piercing | Denser metals (e.g. depleted uranium), high-pressure press | Jammed press = rupture |
Plasma Shell | Superheated gel injection, laser core alignment | Laser misfire risk |
EMP Round | Needs rare superconductors + delicate electronics | Faulty shielding = self-discharge |
Thermobaric | Long reaction chain; extra oxygen injection | Over-oxygenation = factory-wide fireball |
This turns ammo crafting into a real engineering experience, where mistakes can wipe your base and where crafting advanced rounds becomes a true team activity (someone watching the reactor, someone dosing, someone doing QA, etc.). This ammo-production specific gameplay can be added on top of general maintenance gameplay (e.g. leakages of cooling systems, general piping, air pressure cables, jammed machinery, worn parts that have to be replaced, etc.). A lot of player-made builds have had maintenance access incorporated in them already for years. There have even been blocks released by Keen that encourage a maintenance accessed building style. This system would only be complimented by what's already in place and in my opinion, the direction the game is (and should be) heading towards.
This system can be applied to any large scale process, e.g. fuel production, even complex reactors that generate power such as fusion reactors, but also making complex parts that require many process steps.
This system can be applied to any large scale process, e.g. fuel production, even complex reactors that generate power such as fusion reactors, but also making complex parts that require many process steps.
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