Crops/Farming

Valourant shared this feedback 4 months ago
Under Consideration
  • Crops could be earth-like or alien
  • Materials harvested from alien crops could be used in the construction of explosives or more durable and lightweight armor panels.
  • Alien crops could only be grown on alien planets.
    a) More complex system could allow players to mix gasses in rooms and create alien atmosphere for growing crops indoors. Would require you enter the room with your helmet on (optional).
  • You could have automated systems to plant, water, and harvest crops. Crops could contribute to O2 production in your ship/base.

Pros

  • This type of farming could improve base/ship aesthetics by contributing to greener looking bases.
  • It would add to base/ship functionality, as more rooms a player can create would have specific functions or purposes.
  • It would add depth to the crafting system, another angle in survival to unlock certain technologies and blocks.

Disclaimer

This is not a suggestion for survival mechanics. IE the character has to eat food to survive. It's just an enhancement of game play. More to do in the game, more to build, more to explore/craft.

Replies (14)

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A optional requirement to have to eat and drink would be great though

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eat and drink in real life. this game is not about survival. This game is about translating ideas into mechanisms.

if you want to fry meat over a fire, go back to your Conan Exiles

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What's wrong with having it be optional just don't enable it and why do you have to be hostile about it. Your acting like a two year old throwing a fit

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because I'm 2 years old?

I am negative about this proposal because I, like many other people, do not like survival. This is a game about construction. Survival elements are simply unpleasant moments when you are distracted from your main activity.

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What part of optional do you not understand. Google the definition of optional. Basically a feature you can turn off. There's nothing wrong with having a feature you can turn off if you don't like it, plus it already has survivor features as in oxygen and power so your point is invalid

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So you enjoy a game all about choice and customization, so long as everyone does it your way. Just like in SE1, if you don’t want to worry about air you turn it off. One button click.

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Exactly my point,

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I support the idea. There is nothing terrible in the fact that the need for food can be turned on and off with a checkbox. This eliminates imposition. Everyone finds their own in this game. Someone builds ships, someone concentrates on exploring the world, someone plans huge industrial production, etc., etc. The player himself decides which side of the game he wants to reveal for himself.

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I just wanted to throw a few things out here. It's not entirely up to one person to decide what the game is about because the game means a lot of different things to different people who like different aspects of the game. Not everyone who plays space engineers is a pure builder. Not everyone who plays space engineers is a pure factory management player. Myself for example; I enjoy building, exploration, crafting and survival, combat, and factory management in that order. This is on a scale of things I completely enjoy. Meaning even if it's the last item on that list it doesn't mean I don't enjoy it — I just happen to enjoy building the most.


That being said. I don't think we can say "Space engineers is a building game only/or is not a survival game" and seriously mean it, knowing that players are here for an array of different reasons, and get enjoyment out of a lot of aspects of the game.


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On steam, space engineers 1 is listed within all these categories. And if I opened the tags even more I bet there would be factory management and crafting etc.


I've always personally seen SE1 as a building survival game. And I think a lot of people see it that way too. There is something to be said about trying to build a ship on Pertam. You can actually die if you get hit by lightening etc. There is a struggle to progression, which gives it a survival feel. How much the game leans into survival is really up to the developers. I don't think survival would affect the sandbox nature of the game if it was implemented in a good way.


This is a game about engineering, and I think engineers could figure out how to implement deeper survival systems without copying other games or it feeling grindy, repetitive or interrupting what you want to do. Perhaps you will only eat food and drink water, once a day. Which brings this more in line with real life and removes the interruption making it more casual. Something you might do anyway on your down time between building projects etc. Perhaps your suit has a water reservoir, and you just fill it with water, and it lasts for long distances.


You may ask what is the point if it's too easy? I would argue that survival is not about difficulty, instead it puts emphasis on locating and having access to water and food, and perhaps building things to assist with that. But it also creates immersion with the game world. Like you are there experiencing it and tied in with it, not in an extreme rogue lite you are on the brink of the death way.


Finally I'd like to point out what Marek wrote on his blog: Which highlights there will be changes coming to SE2, the developers want more progression, and more gameplay loops. And they have a vision for SE2 to fit the other genres associated with it. It doesn't necessarily mean we will be eating and drinking. But it means the developers might be open to exploring these concepts now.

"The heart of Space Engineers 2's gameplay is the new colonization system. We've divided the Almagest solar system into distinct regions, each offering unique resources, challenges, and opportunities. As you complete missions and establish infrastructure in these areas, you'll increase your "colonization index" – a measure of humanity's foothold in this distant star system. This creates a clear, visible progression path while maintaining the sandbox freedom that defines Space Engineers.

Every engineering project, exploration mission, and combat encounter contributes to your colonization efforts. Complete a power station? Your colonization index rises. Establish a mining outpost? The index grows further. Defend against threats? Your settlement becomes more secure. This system gives purpose to your engineering projects within the broader narrative of humanity's expansion.

We're framing this experience as "The New Space Race" – where players collaborate and compete to establish humanity's presence across Algamest. This creates natural objectives that are always visible and clearly communicated through mission markers, HUD indicators, and detailed objective panels. You'll always know what your current mission is, where to find essential resources, and what rewards await completion – all through intuitive visual guidance.

While Space Engineers 1 excelled at engineering, physics, and sandbox elements, SE2 will enhance these foundations with stronger gameplay loops and progression systems. We've designed the game to provide a satisfying rhythm of challenges and rewards – you'll experience meaningful accomplishments every few minutes rather than hours, keeping engagement high while building toward larger achievement."

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Would you need blocks for mechanical seeding, weeding, harvesting, ploughing and hoeing?

Hydroponics does not always give the most efficient yield. It can require a lot of energy.

The Sun and soil can do that job too.

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I'd think you would just have a Block that would require sun and water that grows the food and you go into the inventory to get it

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No Agri vehicles then?

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Something like that sounds like too out there but would be cool

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I rely need a micro robotic laser slug killer. They eat everything!

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SE1 has token survival elements. I would love to see more. If creative is your thing, just don’t enable it in your game.

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Exactly, I'd like more optional survival elements also

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I still think eating food as a survival element is a different concept which doesn't need to exist at all when related to the benefits of crop farming. I wouldn't mind it that much so long as it wasn't frequent - and because I could turn it off if I so desired. But I didn't want to include it as the main reason to add crops/farming.


Because to me the main idea of crops/farming, is to build agriculture vehicles, have automated systems, build new blueprints and unlock new tech, and to have reasons to explore and travel to other planets. And also for aesthetic reasons.


I didn't want people who were against a survival element of crops/farming to not upvote it despite all the other amazing reasons to add it. So that's why I didn't list it in the suggestion. I do agree, that if people who don't want to bother with it can just disable it then it would be fine.

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There's a mod called plant and cook that I think is a great concept on how it could be

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The solution to the dispute is actually primitively simple.

In vanilla SE1 there are blocks like beds, kitchens, bars, tables, even toilets and showers, green cylinders with some seaweed or algae... Why actually, when the player's character doesn't need to eat or drink or sleep? Decorations? OK.


In the plugin that Jordan Davis mentioned there are also other blocks for growing plants - and I can imagine a block for making meat: for example the "Lab Counter" block - also actually just a decoration, but easily convertible into something more useful. The player sacrifices a kilogram of his own body (wound for 25-50% health), or gets a trophy from a killed opponent (or "earthlike" animals) - and in a few days the block will grow more meat...


So the solution?

A simple toggle in the game world settings.

Want the need to eat, drink, sleep in your world? Whatever. Food system blocks are functional, producing plants and processing the food needed for the player's character.

You don't want more "unnecessary complications" in your world? Whatever. Food system blocks are purely decorative.

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Exactly, you said it better then I did

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I personally would love to see this feature added to the survival portion one thing that always drove me crazy in SE1 was the fact that we had a lot of nice kitchens, living, and plant blocks that were just for decoration. Having the challenge of creating a hydroponics wing to a space station as well as a water recycling system would be a great challenge to those of us that like that style of game play. This would also add the immersion in the game.


Working this system into a hardcore survival mode would give the game replay ability, especially as players get to the end game stuff and find them self without a challenge.

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Exactly, we just need more votes badly

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First I was not sure because some games you have to eat all the time and it's annoying but if the time when you have to eat is long enough it's fine. Or perhaps like some games food just heals a little. We have kitchen blocks in SE1 and it would be fun to have them some function. Other option would be that NPC crew needs food but not the player character. Anyway it would be fun to build a ship like in the movie Silent Running.

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Exactly,

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Finding the right time to eat and drink is essentially the same problem as determining the right time of oxygen supply.

If it's too long, some screamers will be unhappy, if it's too short, everyone will be annoyed at the setting being turned off.

It's basically a question of what is the ratio of real time to in-game time.

Space suits (the real ones, on the ISS) have a minimum of eight hours in working mode and a 50% safety margin, so their oxygen and batteries will last at least twelve hours. American moon suits, used more than half a century ago, had a similar endurance. But also the Russian "Krechet"... Which is to say, "professionals" can agree that eight hours is a reasonable time.

Similarly with food - we normally eat three times a day. We usually drink more often - about six to eight times a day.

So if a "day" in the game world lasts two to four hours of real time, a pretty reasonable duration for a suit's oxygen supply would be roughly an hour of real time. And similarly for the duration of food and water supplies.


Similarly, we could start from the duration of one game session of a typical player.

How long does it take? An hour? An hour and a half? Two hours? Three? Probably more only on the weekend...

So a typical player has to refill his suit and eat 1-2 times per game session of normal length. That doesn't seem like much, but it's also enough that the player can't ignore it.

Translated with DeepL.com (free version)

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So if you're not suggesting a survival mechanic then what are you suggesting? Because as structured here, all I see is unnecessary complication for the sake of having complication, which is not even remotely fun at all. Even worse in some instances is it has the potential to force people to interact with a system they may not have no desire to interact with at all if they want to get the better blocks in game. I don't mind a crop system within reason, but this current structure as proposed is 50 pounds of nope in a 5 pound bag and has not been thought out nearly as much as it needs to be.


"Materials harvested from alien crops could be used in the construction of explosives or more durable and lightweight armor panels."

No, just no. I'm all for us having more durable armors, but this isn't the route it needs to come from. I have no issues going out and mining for my materials or trading for them (assuming trade system will be a thing), or even stealing them from hostile factions should the need arise. Because in those instances I have my choice of how to acquire the needed materials and I'm not forced into one particular way of doing things. Yet this system would essentially force me to play Farmville: Space Engineers 2 Edition to get access to the better armors.


"Alien crops could only be grown on alien planets.

  • a) More complex system could allow players to mix gasses in rooms and create alien atmosphere for growing crops indoors. Would require you enter the room with your helmet on (optional).
  • You could have automated systems to plant, water, and harvest crops. Crops could contribute to O2 production in your ship/base."

So not would I be forced to play Farmville in space, but I would be forced to do it only in the "approved" location as evidenced by the first bit in bold. Again no, just no. I've created content for games for over 20 years now and one thing I've learned is you can't force people to play in a way they don't want to play. Because when you pull the whole "play this way or else" card or try to lock content or stuff behind mechanics they absolutely hate, one of a few things is going to happen. They'll tell you to do anatomically impossible things, find a way around the restriction, or simply not play your content thus costing you players. I'm going to ask the obvious question here, if I don't want to interact with this system would I have an alternative means of accessing these stronger armors you speak of, or I would I just be SoL?

Another thing, if you want people to play a certain way, you have to give them reasons to want to play that way on their own. When I created maps for certain games I would often sprinkle extra bits around the map to draw people out of their bases. In a game like Timesplitters Future Perfect, sometimes I would put a semi-exposed area in the middle of the map, along with extra health, armor, and a gun or two to draw people out. While they could find these elsewhere on the map individually, this gave them some incentive to try and hold that area and fight for it but never forced them to do so.

Now you say we could mix gases to grow different stuff, yet what would the purpose of said gases be? Because less can often be more in terms of development. I can see nitrogen being a viable gas for stuff like this and crop growth, perhaps even a coolant should a heat mechanic of some type ever be a thing, but beyond this I don't see the need for extra gases. Also what would make this method of crop growth better than just me processing some ice or using your basic Oxygen Farm blocks? So far the second bit in bold is the only functional thing that could provide value I see coming from this.


"This type of farming could improve base/ship aesthetics by contributing to greener looking bases."

If one likes that kind of look for their base, sure. However this look could easily be accomplished with something as simple as ye basic deco block I place and forget, and without all the setup and maintenance.


"It would add to base/ship functionality, as more rooms a player can create would have specific functions or purposes."

And those extra functions and purposes would be what exactly? Because again if you want your base to look greener, this can be done with skins and basic blocks without all the extra work. And you can put out alot more of those blocks and skins far faster than you could a massive system like this. I also don't see enough reason to make me want to interact with this aside from cosmetics that doesn't come off as "do this or else."


"It would add depth to the crafting system, another angle in survival to unlock certain technologies and blocks."

And how exactly would it add to the crafting system and such? Because you say here it would give another angle to survival, yet say right after you're not suggesting a survival mechanic. Okay then what are you suggesting? Because respectfully I don't think you know what you want from what I'm reading here. If you're going to suggest a full on crop system you may as well just bit the bullet and do a full on food system. Let people adjust the rates hunger/thirst so it doesn't become all about "Farm Engineers" and they can adjust to their liking. Would also let people trade their crops to acquire supplies and materials. Only thing is there would also need to be some kind of upside such as temporary buffs for interacting with the food system other than it being "eat/drink this or die." As long as the tech and such you mention isn't exclusive to the farming method, this could work but would need to be thought out more. However if they're exclusive to this farm method, yeah that's a no from me. Because then it's like those devs in MMOs that say "oh yeah we're making this all new optional content we hope people like" but then tie your ability to do anything in game to that new feature and say "see we knew people would like the feature", when in actuality it's them giving people the illusion of choice.

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You already can get specific resources from moons for example? Is that not the case? And water or Ice can only be found in certain areas in the galaxy? Crops and plants by their nature work the same way both in games and the real world. "Life" can only be found in environments suitable for life. Certain types of plants might grow in different harsher planets and conditions. These plants could be suitable for crafting specific technologies. I never stated that the plant product would be the only means of obtaining such technology.


I don't go into details with my suggestions, I leave details for the devs, my suggestions are more broader concepts. Which is why my suggestion states that "it could work this way" or it "may work this way" not that I necessarily need it to work a specific way.


There is nothing wrong with farming simulator. If you don't want to farm don't farm. If you think it will be more grindy than mining and setting up automation systems for ore, then don't do it. But it's on par with ore collection, and probably even better and more interesting if implemented correctly.


As for survival, I'm not going to make a big gameplay decision for the devs about having survival tie in with food or water consumption. If they choose to add more in depth survival mechanics I would support it. And this idea would support that vision. But until the devs announce they plan to do that, I'm suggesting plants and farming from the exploration, building, and crafting angle.

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Toilets and showers will need plumbing, and waste processor would be needed.

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Much of this and more is also covered in the thread "SE2 Progression IDEAs"

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I was also thinking today, another side reason for crop/farming could be the introduction of Space Engineers own drink brand. I was thinking it could be called Clang Cola (I mean it was a bit of a joke at first) but it's actually a nod to clang which is something that is apart of space engineers (especially the first game), and also adds more lore/depth to the game through details.


There could even be commercials that play on monitors in your base for it, and a Clang Cola machine that you build. Obviously if Cola is proprietary, than call it Soda or something else. But I notice a few other games have done similar things? Maybe Bioshock? Maybe Borderlands? and Fallout had NukaCola etc.


And you could eventually make your own clang drink through farming/crops. Which might be kind of cool.

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If we talk about the idea in general, how can we imagine it? The following thoughts arise: a small and a large greenhouse, vertical hydroponics, hydroponics in the form of a wheel (like in science fiction films on space stations, I would even buy this as a DLC), a simple metal block with soil with automatic watering and lighting (small and large options). A simple block without the auto-watering and lighting function (here the player will have to manually water it from a watering can and it will grow slower). A seed DNA synthesizer (you can put different seeds to get a new variety, or improve the characteristics of the plant, for example, its growth rate or nutritional value). A composter (organic waste is placed here, for example, some new types of resources can be obtained from this, maybe organic liquid fuel). How could the progress of agricultural automation work in the game? Let's say at the beginning you landed in a survival capsule (as usual), and then you need to run to the nearest bushes, look for berries, nuts, maybe small mushrooms (in alien worlds there can be giant mushrooms). Or hunt wolves and get resources from them. Cook food, eat. Then, as the technology tree is unlocked, manual beds become available to the player, then automated beds, greenhouses, hydroponics, maybe even a livestock farm. This reduces the load on the player, he will need to be less distracted by feeding himself. But under the final touch of technology development, the player gets access to an item for insertion into the character slot, this is an auto-food dispenser, you know, like long-distance runners have in real life, so that they are not too distracted from running and can eat. So, the dispenser in the game works on the following principle - you load food cartridges into your inventory and the dispenser automatically uses the cartridge when the hunger bar becomes less than or equal to 25%. Well, this is an example.

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Food should not spoil if you are capable of space travel.

Food spoiling/rotting mechanics are tedious and off putting.

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I completely agree dude, the food could be dehydrated or something

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I'm excited they are adding food and stuff

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Yeah apparently SE1 is getting food added. Obviously they are different games, and one can't assume that means SE2 will have food. But it seems promising since Marek has outright said on his blog that they want deeper progression systems, and gameplay loops.

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