Ingots - Keep them in

Steve shared this feedback 4 days ago
Not Enough Votes

Hi there,

Just giving some feedback about the smelter.

Just reading the recent update - SE2 will have a smelter and skip the ingot creation step. I personally like having an ingot step. I think it is good to have lots of things to do while on a long distance journey so you can be moving stuff around to refineries, smelters, assemblers etc etc while the spaceship flies towards a planet.

Not only that, but I was looking forward to stockpiling ingots in SE2. For me, it is very important to my enjoyment of the game.

Please keep the ingot step ingame. A lot of people seem to want it to be kept in.

Replies (13)

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Please leave the Ingots as a step in production. I for one feel that more industry is a good thing. I'm certainly not asking for satisfactory levels of industry but being able to make large industrial looking ships or structures is always nice

But besides just wanting more industry having the ingots as an intermediate step between the raw unprocessed ores and components makes for easier stockpiling and storage

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Ingots are the logical thing and removing them is a solution in search for a problem.

The point of them is to create a standard for material input for the creation of different simple components that is very dense, to maximize the amount stored per volume, and very compact, to minimize rotational inertia (for turning when you are holding them) and reduce other problems like having to watch out both far-away ends so you don't hit something (in the case of tubes) or so it doesn't get snagged on something (wire). Also, almost all materials can have the same shape, which simplifies storage and creates uniformity. Ingots are a solution for so many problems, and that's the beauty of them.


Why did you think it necessary to remove a step of the industrial process? The current one is too simple and fast already: last year with friends we wanted to do the classical run from the Earth to space, and the planetary stage was almost instant, with no real reason to keep a base on the ground. There is zero struggle, which is what would produce fun. Instead, we breeze through the progression and then for most people there's nothing to do. Instead of the current concept, you should have two block types, refinery/smelter and assembler. The first would turn ores into ingots, with internal or external tiers (modules, or basic/normal/advanced types for say iron, silicon, or uranium), and the second would turn ingots into components, also with internal or external tiers (modules, or basic/normal/advanced types for, for example, plates, computers, and turbines). The formula was already perfect in SE 1.

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I would add that it would be cool to have storage for ingots that allows you to visually see them. For example, ingot racks.

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From my understanding when first hints of SE2 started to be given, the game was supposed to be a space engineers game, just with a newer engine.

Now you people are changing everything that functioned well thus far, for no clear reason? You changed menus, tools, block and engineers looks for what? a waste of time.


And i bet in time, it gets to keep all the same bugs as SE1 has, in a new and facelift package.

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It's set 10000 years in the future lad.

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10 000 years in the future, in which humanity slept and traveled in their sleep.

Meanwhile in our reality nothing has changed. its still 2025, and its still the same Keen.

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There is some controversy over that in another topic already. A compromise both sides might be able to live with:

Use steel plates in place of ingots. If there is no other build order in the queue, refine iron ore automatically to steel plates. Those could then be used directly as components (you will need a lot of them anyway) or remelted on the fly to other things.

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> 10000 years

Is nothing from perspective of geology. Rocks are still a mix of elements and refinement processes are inevitable.

If this bad idea will be implemented, one of the first and most popular mods will be "Get ingots back", along with "Colorful Icons".

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Sorry, but colorful icons are as bad of an idea as removing ingots

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You are wrong there laughed the fat controller.... a human eye can see wavelengths from 380 to 700 nanometers.

There is no valid reason on heaven or earth to limit us to only shades of gray!

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> Sorry, but colorful icons are as bad of an idea as removing ingots

Colorful Icons mod is one of the most popular, thousands of players using it, it is in many top 10 mods for the game. All this tells me that not having the icons colorful in vanilla game was a really bad idea. What are you metrics ?

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I don't want to derail too much, but there are good ideas and there are bad ideas, regardless of popularity. Blue icons fit with the rest of the blue UI and create a cohesive layer. All screens being blue creates a reality-based lore in which for some reason the minimal amount of color LCDs needed was used: very engineer-y and creates an aesthetic. It creates some sense of harshness of the environment. In the same way, ingots offer a standard and easy-to-store-and-manipulate unit of material, which is also sound engineering-wise. If everything is so convenient that you are able to forget about whole steps in the productive process, is this really the frontier of Humanity, 10000 light years away? Maybe there could be an expensive helmet that in lore was commissioned by an extravagant and rich astronaut that would have a colorful and detailed HUD far beyond pure function.

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Removing ingots is a moronic idea that dumbs the game down too much. Maybe they will surprise me but I'm not holding my breath on this. It doesn't matter whether it's today, or 10k years from now, rarely can we use raw materials straight out of the ground due to impurities and so on. If we tried our buildings would crumble and so on. The refining process exists irl to remove impurities and get to a universal standard material we can actually use. Not only this but having a "smelter" implies you're melting it down to refine anyways, so you're not removing the refinement step at all as you claim, you're just changing which part of it is visible to players. Currently in SE1 we have the physical metal bars that are visible to players, and the actual smelting process is handwaved away where we don't see the liquid metal and such and it's assumed to have happened inside the refinery. With SE2 you're just waving away the physical metal bars and having the final molding process visible and the liquid metals which is still ingots in functionality essentially, just by a different name so nothing has changed. This removal of ingots is nothing but fixing what isn't broke and searching for a solution to a problem while no one asked for this.

Not only this, but I'm calling shenanigans that in 10k years they've found a way to just magically use everything straight out of the ground with no refinement. Even more so this dumbs down building so much it's not funny and makes production facilities even more empty than they already can be. I'm all for trying to improve things where it can be improved, but I also believe in not fixing what isn't broke either. Refining materials never bothered me at all, and in fact I expect it with most games. Heck even Minecraft has an ingot stage for metals as simplistic as it is.

I know for me personally adding ingots back is going to be one of the first things I do barring something super extreme that makes me not care, as this is just dumb. The game does not need to be dumbed down that much.

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People have datamined that there will be probably 4 tiers of components (which need components from the lower tiers to produce) and 4 production blocks (Smelter, Assembler, Refinery, Fabricator) respectivly.

So its not dumbing down the production chain.


Source: https://www.youtube.com/watch?v=1ZL0Eko_McQ

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@xyz xyz: I'm aware of Zero's video and I still stand by what I said above. Whether it's 100 years from now or 10k years from now, you will still need to do some kind of refinement before using raw materials. You wouldn't just try to shape a chunk of iron ore into a knife, because it wouldn't hold up at all, and you would have more rock than actual metal. First you're going to refine it to remove the impurities and THEN shape it into a knife. Going from actual physical ingots to "liquid storage" or however isn't removing ingots at all as they claim, but is simply ingots by a different name and storage medium. It's also far far more energy intensive to keep a metal heated to liquid form than to simply store it as a bar. It doesn't change anything save which part of the refinement process is visible to players, the producing of the metal storage bars, or melting of said bars to remove impurities. In other words it tries to fix what isn't broken based off what we know now. Not to mention it make production facilities even more barren by removing refineries. You can have an infinite tier of components and still only need the 1 ingot raw material stage.

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So I'm going to touch on the removal of ingots a bit. But I am not directly opposed to bringing ingots back. Neither am I very upset about their removal. My personal view is that I trust the devs and their design decisions. Therefore I usually reserve judgment until I see the bigger picture and have more information. With that said this is not meant to be a rebuttal but more of some theorizing or explanation.

  • Ingot is the most efficient for bulk storage, transport and trade.
  • Molten metal is the most efficient for immediate manufacturing, not storage.

It's important to note that on the manufacturing or assembly side, skipping the ingot stage is already what happens in modern manufacturing. Nobody grabs an ingot to make computers, phones, or anything anymore. At the base level it's all manufactured from molten metals. We only turn metals into ingots when we need easy transport to a facility that can manufacture items.


In my point of view this means when you smelt ore into molten metal, and it stays a molten metal, you are bringing space engineers 2 up to the standard of modern manufacturing, rather than something that might have taken place in Valheim. And keep in mind that space engineers is a futuristic game, if anything their manufacturing techniques should be even more advanced than modern ones.


That being said one possibility that I've theorized is that we are skipping the ingot stage because there will be fluid dynamics. Meaning ores will be melted into fluids and stored as fluids during the entire manufacturing process. The power to keep a metal a fluid is not that immense (as we do these things today easily) and would be equal to what it costs to power a refiner.


Part of why I theorized this is because we will have water, water transport and storage, water pumps and fluid dynamics for water eventually. So it's possible there could be liquid metal storage. (though technically inefficient as a storage medium because ingots get the most metal in a space, more than liquid or dust/powder does).


There's no reason to turn something to an ingot that will just stay where it is anyway, only to have to be melted again so you can pour it into a mould or 3D print it into something else. And lets be honest, anytime I refined ores into ingots I also assembled them into parts in the same location. They didn't make trips across space in ingot form to arrive at a manufacturing facility where they would have then needed to be smelted into a fluid and then manufactured.


Some people have claimed ingots weren't removed and liquid metal is ingots under another name, or that nothing has changed. But technically, literally, logically, in every sense of what is going on, ingots were removed. Ingots is the name we give metals that we moulded into a shape for transport/storage. If hypothetically that shape were a gear? And we remove gears from the game, but still have molten metal, can it now be said that gears are still in the game, because they are still molten metal and therefore nothing is changed and it's just the same thing under a different name? No. Gears would have been removed. It's literally illogical to claim otherwise in this example.

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You need enormous amounts of energy to keep metals liquid, and energy, electricity or gas, costs a lot so industry only heats up metals when they are to be forged, cast or otherwise processed.


One exception being Hot-dip galvanization pools, there zinc remains in a molten state as if it solidifies its a nightmare to resolve.

I have no idea where you get your info but it is all false.

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Interesting point of view. For me, I had planned to collect ingots from one location in the galaxy and then transport them back to a main base. So you go to different planets that are rich in different resources and mine them and then return the resources to the base where your main manufacturing takes place.

It would have been extra cool if we could have actually seen the ingots stacked up inside my ship when you enter the cargo hold.

Not only that, but I think it is super important for the enjoyment of the game to have something to do inside your ship when you are travelling long distances. Organising the ingots, and creating new ones, was going to be part of what I did on the journey.

It sounds like they are going to simplify logistics to the point it is boring. And you just sit in your spaceship and fly around with nothing to do but sit in the spaceship.

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While it's true that manufacturers technically skip the ingot stage, consider the whole chain. We can't, and many of us wouldn't want to, order materials from a supplier (in SE) and forget about it. Personally I like the existence of the whole process: Prospection, mining, refining, assembly, construction. Each is a very characteristic step, if you take part of assembly and merge it with refining it becomes kind of weird.

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You need enormous amounts of energy to keep metals liquid, and energy, electricity or gas, costs a lot so industry only heats up metals when they are to be forged, cast or otherwise processed.One exception being Hot-dip galvanization pools, there zinc remains in a molten state as if it solidifies its a nightmare to resolve.I have no idea where you get your info but it is all false. 
I was explaining energy requirements relative to other things. For example, how much metal are we keeping heated? How many gallons? Is this relative to powering a modern day city or even a rural neighbourhood? Because it doesn't take as much energy as powering a city. So in that sense, it's not a lot of energy. In terms of a futuristic setting, where they have technology refined to a point where they can power spaceships in space, would this be a lot of energy? Not likely. Would it be more energy than firing a ship with 20 rail guns? Or using a jump drive? etc. Like I said it's not a lot of energy in the modern world, and certainly not a lot in the context of space engineers. Most modern manufacturing happens with metal being liquid, nobody is grabbing ingots. Ingots are for transport.


I think Steve makes good points. Ingots for transport, and being able to see piles of ingots would be neat. So in other words an ingot would be something you can craft, just like other crafting components, but it wouldn't be apart of crafting those components until you melted it down. That is if they add in a liquid phase for all smelted ores.


In other words you would melt your ore, craft components and only make ingots if you wanted to transport to another planet. In which case you'd melt the ingots down once there too.

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To all who think this will dumb down the producation chain:


People have datamined that there will be probably 4 tiers of components (which need components from the lower tiers to produce) and 4 production blocks (Smelter, Assembler, Refinery, Fabricator) respectivly.

Source: https://www.youtube.com/watch?v=1ZL0Eko_McQ

If your are interested in looking at the game files yourself, you can find references to the components in ...\SpaceEngineers2\GameData\Vanilla\Content\Components

and the producation blocks in ...\SpaceEngineers2\GameData\Vanilla\Content\Blocks

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Man keen are trying to "discover hot water" as we say it in my country, we just needed a new engine for SE to fix clang and other shit, all this madness is redundant.

There is a working system in SE, why fix it if it aint broken????

But its always the same with keen, you post a bug or a reasonable improvement and it takes months for a response and 6 years for a partial fix, but when they get an idea of a new toilet they spend all the time and resource into it.

They are doing wrong, they need to wake up.

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Even if it is not dumbing down, they should be adding depth. They are moving in the wrong direction. They can add more tiers of components - not decrease or change the same tiers.

Not only that, I just think it is cool to have stockpiles of ingots for transport.

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I think if they were just adding the smelter as an additional step, it would be kind of beautiful. Refineries would be the only block that would use heavy melting to get ingots, smelters would use lighter melting to produce simple things like pipes and wire, assemblers would use these simple things to create simple components, with lower energy operations such as welding, cutting, or pressing, and the fabricator would use very low energy but high precision processes to assemble complex components. Maybe something like this, but more thought out. All steps combined could create a double gradient of energy and complexity.

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I love this I dea @Usernamenotshown. I thought the smelter was going to be cool when I thought it was an additional step. But replacing ingots just ruined my excitement.

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Ingots are a solution to a logistic challenge and a irreplaceable part of the production line.

Do not remove mechanics that encourage us to find and implement engineering solutions. Create more of them in instead!

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I would be a real shame if Keen removed the ingots.


It can;t be stated better than above.

"Don't remove mechanics that encourage us to find and implement engineering solutions. Create more of them instead."


ALSO. Lets think for a minute. As a company making a game sequel.


People play the first game... because they like it. You have a dedicated customer base. These people enjoy the game with the current engineering process. If you can make it better, fine. If you change it substantially... NONE of us want a NEW game. We want a BETTER version of the SAME GAME. If you change the base game too much. You will have failed. You will have let us down.


I purchased SE2 the day it was on sale, not because I wanted to play it. I knew it wasn't playable in a way I would enjoy... and I expected it would be YEARS before it would be. I purchase all DLC, because I want to support Keen. I want to support the game they create that I love.


Please don't take away SE1 game basics. We're trusting you not to screw this up. We're handing you our money ahead of time. We're spending our "free" time in Space Engineers. We love SpaceEngineers. We're SO excited for SE2.


Please don't let us down.

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"People play the first game... because they like it. You have a dedicated customer base. These people enjoy the game with the current engineering process. If you can make it better, fine. If you change it substantially... NONE of us want a NEW game. We want a BETTER version of the SAME GAME. If you change the base game too much. You will have failed. You will have let us down."


Yea, I love this thought. Removing ingots is a substantial change to the game. It is one of the reasons I loved Space Engineers 1 - building spaceships to transport the Ingots to different locations. For SE2 to develop in the right direction I would have wanted them to incentivize building certain assembly type blocks on planets or space stations - not make it impossible to do it on a ship, but make it so that people have an assembly hub on a planet or space station and then they fly their ships to locations to obtain ore, convert it to ingots, and then fly it back to a base for use in assembling things.

For example, if there had been more variety to assembly blocks, the player might want to avoid putting them all on a ship as it makes it too heavy and results in too high fuel consumption to travel long distances. So the player, as an engineer can choose to limit the amount of assembly blocks on their ship to save space and mass and have the main, most efficient assemblers on a space station or planet. Perfect reason to travel back and forth!

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Don't ruin this like they did with "Serious Sam 2".


If anyone played "SeriousSam", the second version added cool new things... and changed everything that made the first one great. The second one wasn't worth playing, and I wish I hadn't purchased it.

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What I would like them to do is replace the current Smelter with a dual function starter block, where you have a mini refinery and mini constructor inside it in order to get players used to ingots being converted to parts in the simplified way Keen is taking this. Like Satisfactory with their craft bench. This alt block could be your mobile builder.


Then for tier 2, have a refinery feed ingots into smelters for an efficiency and speed boost, then smelter into constructors like the current plan appears to be. The alt block into constructors would be your lower efficiency, bootstrap approach.

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Completely agree. Omitting the ingot stage would make it too simplistic and as stated above, removes the need to find engineering solutions. Personally I quite enjoyed the ingot stage in SE. I guess that it wouldn't be much of a practical difference in an automated conveyor system, just a matter of routing stuff a little differently. But I intuitively feel like omitting ingots would remove some complexity, which I really love.

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Very, VERY bad idea to remove ingots.

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