SE2-worthy mining system | Better mining with skill but still beginner friendly

Perry Rat shared this feedback 21 days ago
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Mining in Space Engineers 1 and 2 is currently functional but lacks variety, immersion, and engineering depth (In a game called Space Engineers). I propose a modular, skill-friendly, and environment aware mining system that respects the game's ide

ntity as a true engineering sandbox.


This isn’t a complete redesign, it’s just an evolution. It keeps mining accessible for beginners, while offering meaningful decisions and satisfying mastery for those who want to go deeper.

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1. Environment Drill System

Just like thrusters, drills should come in types, for space, planet and under water:

The Default Drill is Perfect for almost any situation (like hydrogen thrusters)

The Mining Laser is Perfect for space and moons (like ion thrusters)


1.5 The Mining Laser

The Mining Laser is an advanced, no contact mining tool designed for use in space environments, especially on asteroids or airless moons. Unlike traditional drills, it uses focused energy to gradually heat and extract voxels without physical impact.

How It Works:

1. Activation: When aimed at a surface containing ore or stone, the laser emits a focused energy beam.

2. Heating Phase: The targeted voxel begins to glow, indicating rising temperature and material instability. (You can see a rising heat bar in the cockpit gui | one for the voxels and one for the drill)

Extraction Phase: Once a threshold is reached, the heated material is pulled in via a visible particle and suction effect, simulating vaporization and collection. (Visual)

Continuous Mining: After the initial charge-up, mining becomes smooth and uninterrupted, making it ideal for long-term asteroid operations.

Ineffective in atmosphere, perfect for asteroid ops, dangerous in caves

(The Mining Laser isn’t for early-game mining.)

2. Modular Drill System

  • 3-part Design: Drill Base – Mount type, power input, environmental compatibility Drill Head – Shape, behavior, yield efficiency, speed Modification Slot(s) – Add speed, cooling, etc.

This allows every miner to custom-tailor their tools to the situation.

3. Environment-Aware Mining

Mining should feel different based on where you are:

Location: Planet Surface -> Dense rock, stable atmosphere -> Mechanical Drill


Location: Caves -> Confined space -> drill on a rover or handheld

Location: Underwater -> Fluid, buoyancy... -> Mining Rig like a Oil Rig

Location: Asteroids -> Vacuum, risk of overheating -> Mining Laser

4. Drill Heads & Extraction Modules

Each head defines how the drill performs

Example for The Laser Heads:

Head Type: Fast Mining Head: High Speed = Low Efficiency (~50%) -> Used for: Bulk mining (e.g. Iron)

Head Type: Precision Extractor: Low Speed = 100% Efficiency -> Used for: Rare ore veins (e.g. Uranium)

Head Type: Balanced Cutter: Medium Speed = 85% Efficiency = A bit more Electricity Consum -> General purpose mining / noob Drill

Modules can:

  • Boost heat resistance
  • Increase scanner precision
  • Auto-stop on overheating
  • Add passive cooling or vent systems
  • more...
  • 5. Instability System (Risk vs Reward)

    Each ore type has an Instability Bar shown in the HUD:


    • Some materials are volatile (e.g. Uranium, Platinum)
    • If overdrilled or overheated, they may explode, outgas, or contaminate
    • Space vacuum increases volatility = careful heat management required
    • Surface drills are more stable but can overheat themselves during sustained use

    This turns mining into a cautious, skill-based process – not just digging.Each ore type has an Instability Bar shown in the HUD:


    • Some materials are volatile (e.g. Uranium, Platinum)
    • If overdrilled or overheated, they may explode, outgas, or contaminate
    • Space vacuum increases volatility – careful heat management required
    • Surface drills are more stable but can overheat themselves during sustained use

    This turns mining into a cautious, skill-based process, not just digging.

    6. Skill-Based Depth, Not Frustration

    "This system isn’t about difficulty – it’s about mastery."

  • Beginners can use simple setups to get resources just fine
  • Advanced players can optimize their gear for:
  • Max yield

    Safety

    Speed

    Specific environments


    (Or to stay Undetected by enemies maby?)


    Benefits Summary:

  • Adds depth & progression without alienating new players
  • Encourages exploration, ship specialization, and environmental design
  • Introduces visual feedback (particles, glow, suction, heat)
  • Fits seamlessly into the game’s identity: Space. Engineers.
  • Let miners be engineers :)

    This system could be a core pillar of SE2’s identity!

    If you support this vision, upvote this suggestion pls


    Here are some Visuals:

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    Replies (2)

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    OMG,

    another one who has no even idea about reality and just ... write...


    The drilling equipment does not select the drilled material. It only prepares the drilled material into a form suitable for subsequent transport. The selection and sorting of the material is done by the refinery or by sorters on conveyors.


    In the real world, it is not possible to generalize the ore separation process.

    There are products for which it is advantageous to first process the entire volume of mined rock and first select rare products (e.g., gold, platinum) and then select common products (iron, aluminum, etc.). For other ores and products, on the other hand, it is advantageous to first separate the “main ore” and produce the “main product” and then work with the ‘waste’ that contains the “minority products.”


    In the game world, we (so far) have only one universal device for processing ore - a refinery.


    In its basic form, a refinery should produce “basic products” with a certain degree of efficiency. It therefore produces the required material from part of the input raw material, and the rest is labeled as ‘waste’ or “tailings.”

    At the same time, any natural rock material contains many components that can be used. Rock material, referred to as “ore,” is characterized by the fact that it contains some components in increased amounts. At the same time, it is typical that a particular ore containing a main component also contains typical “accompanying components”.

    Additional refinery blocks could/should make it possible to extract these “accompanying components”.


    To understand this, we can look at the composition of "ordinary stone," which in our solar system—and probably throughout the universe—is rock called granite and basalt. There may be hundreds of types, but they are all very similar—simply "ordinary stone."

    A worldwide average of the chemical composition of granite, by mass percent, based on 2485 analyses (by wiki):

    SiO2 - - - 72.04% (silica)

    Al2O3 - - 14.42% (alumina)

    K2O - - - 4.12%

    Na2O - - 3.69%

    CaO - - - 1.82%

    FeO - - - 1.68%

    Fe2O3 - - 1.22%

    MgO - - - 0.71%

    TiO2 - - - 0.30%

    P2O5 - - - 0.12%

    MnO - - - 0.05%


    Basalts:

    SiO2 - - - Ranges from 45-52% (Silicon Dioxide, silica)

    Al2O3 - - Ranges from 14-18% (Aluminum Oxide, alumina)

    FeO, Fe2O3 - Ranges from 5-14% (Iron Oxides)

    CaO - - - Around 10% (Calcium Oxide)

    MgO - - - Ranges from 5-12% (Magnesium Oxide)

    Other oxides: Includes Na2O, K2O, TiO2, MnO, P2O5...


    However, these components are not separated in rocks; in fact, they form more complex compounds - feldspars NaAlSi3O8, KAlSi3O8, CaAl2Si2O8, silicates Me2SiO4, where Me can be Fe, Mg, Ni, Mn... or even biotite - K(Mg,Fe)3AlSi3O10(F,OH)2 and other, even more complex compounds.

    But what do we see? Silicon, aluminum, oxygen, iron, and magnesium are actually all around us... What's more, SiO2 is quartz, thus glass, and glass fibers, while Al2O3 is corundum, the hardest natural material after diamond...

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    Lunar surface chemical composition (by mass)

    formula . . Maria - Highlands

    SiO2 . . . . . 45.4% - 45.5%

    Al2O3 . . . . 14.9% - 24.0%

    CaO . . . . . . 11.8% - 15.9%

    FeO . . . . . . 14.1% - 5.9%

    MgO . . . . . . 9.2% - 7.5%

    TiO2 . . . . . . 3.9% - 0.6%

    Na2O . . . . . 0.6% - 0.6%

    Again - these components are not separated in rocks; in fact, they form more complex compounds, mostly same as on Earth

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    Thanks for the detailed breakdown – it’s really interesting how complex this is in reality!

    My suggestion isn’t meant to turn SE2 into a geology or refinery simulator though. 🙂

    It’s mainly about gameplay and immersion: giving mining more variety, skill expression, and satisfying depth.


    Most players (myself included) don’t have that level of technical knowledge, and a big part of the future audience won’t either. The design goal here is fun and accessibility first – realism can inspire the mechanics, but it shouldn’t overwhelm them.

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    Note that processed "general rock," including granite and basalt, contains relatively large amounts of Al2O3. This is a material from which aluminum can be produced as a construction material. But Al2O3 can also be processed into synthetic corundum.

    So our mining drills could have corundum cutting heads. And these can wear out and become damaged, so after a certain amount of rock has been mined, they need to be replaced. This means that the player must monitor the condition of the drills and regularly maintain and repair the corundum heads. This means they also need to produce spare parts.


    The content of structural metals in rocks—aluminum, iron, titanium, magnesium—shows that they are not at all "rare" or significantly scarce in space. On the contrary, there is a relatively large amount of them "everywhere you look." However, apart from iron, they are not used at all in SE1. Yet aluminum and titanium are typical structural metals for "space" structures.

    There should be extensive use of aluminum and titanium, which make up a significant proportion of the metals extractable from rock.

    Similarly, there should be extensive use of quartz (SiO2), which makes up at least half of the mined material. Therefore, there should be materials such as fused quartz, various types of glass, synthetic ceramics, etc. They can be used as structural components and as part of a ship's armor.

    My opinion is that the entire structure of raw materials, ores, and construction materials in the game should be reworked. This, of course, involves reworking the capabilities of refineries.

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    Random mining thoughts.


    We have a lot of chalks and limestone shales near me, and where would clay be in this?

    I know that clay can clog up mechanisms and would require a lot of water to extract.

    How does underwater mining work?

    Cinnabar would be a good resource ore.

    Coal could be hazardous to mine.

    Should some mining suffer the danger of collapse? (2d games do this, Minecraft has mine collapse)

    You could have progression in mining technologies that gradually opens up the extractable resource sources as your mining functionality improves. Resource sources could vary in difficulty and yield without limiting access to resource types.

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    Chalk, limestone, dolomite (and marble), coal... These are all rocks of organic origin. They can only occur on planets where life has existed for a sufficiently long time. They cannot occur on terraformed planets. (Okay. Some types of dolomite and limestone can also be formed by processes that create deposits of rock salt (NaCl, and also other halides, borates, sulfates...) and gypsum (CaSO4). This does not require the presence of life, but still require an atmosphere, precipitation, and flowing water on the surface.)


    Clays, loams, loess – these are products of erosion by water and wind and transport by water and wind. They can only exist on planets with an atmosphere and precipitation, and flowing water on the surface.


    Cinnabarite (if you mean HgO) is a hydrothermal "low-temperature" ore. It forms at temperatures around 100 °C together with opals (SiO2.nH2O) and marcasite (white pyrite – FeS2). It requires the presence of water in "macroscopic" quantities.


    The problem of mine collapse, especially large caves, is a question of the mechanical properties of local rocks and gravitational acceleration on the planet.

    Caves in the South American table mountains – tepui – have been stable for millions of years because they are formed in very hard Precambrian quartz sandstones. Mining works in the chalk cliff can become unstable after a hundred years, and in loess layers after ten years... A lava cavern with a diameter of about a hundred meters has been found on the Moon, which has been stable for at least a hundred million years, but possibly up to a billion years.

    Offshore mining – if you can mine in space, you can mine in the sea, from the seabed. It's just a question of having the right equipment.

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