Ingots - Keep them in

Steve shared this feedback 6 months ago
Under Consideration

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.

Best Answer
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I have played SE1 since week 1 so I have a very long history with this game. I am all for trying smooth over some aspects of the game to make it more approachable to the average consumer. However I disagree with this choice as it stands right now.


Part of SE1 was the logistics work put in to make a factory to build components to turn into ships and vehicles that help you do all of that better. SE2 with out ingots and back pack building being WAY to over tuned means that ENTIRE loop is dead in the water. There is currently no real reason to build a Refinery or an Assembler. There is no reason to craft a single component. Everything can be done with a hand drill and a welder this really cheapens the game for me to the point where it is extremely boring.


Refining ore into metal is not complex idea or concept and its not something any survival game player is going to struggle with. The hard barrier to entry for SE1 was not its logistics, it was the buggy physics, complex and clunky menus, lack of progression, and poor net code making it hard to play multiplayer. These things are what need to be addressed to make SE2 more approachable than SE1. This current removal of logistics gameplay serves only to cheapen your project to a throw away game experience that can be easily experienced in full within a few hours. Please consider not alienating your core player base by removing aspects of the game that we not only liked, but was the primary reason we played : Engineering around the goal of logistics.

Replies (46)

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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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Many metals are sold to manufacturers in the form of ingots or billets. Sometimes they're powders. If you weight steel heavily because of its popularity on Earth, then your argument is very close to realism. However, what about mods that want to use Cobalt in their blocks but all we have is Metal Grids? Or Platinum Electrodes? Or Stainless Steel. That one is the most interesting, given your argument that Ingots aren't a very popular feedstock of manufacturing these days. Stainless Steel in SE2 is...wait a minute...an alloyed ingot? Hmm. Then it gets turned into Steel Plate and likely 90% of other components like in SE1. Your realism argument is nullified.


I guess I'll call my old employer who exclusively bought magnesium and aluminum ingots as feedstock and tell them they're doing manufacturing all wrong.

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As others have said, not having a way of storing pure metal as a feedstock makes little sense. First, ingots in real life take up less space and have less weight than the raw ore they were refined from. But more importantly, what if you have a bunch of iron ore income and don't know yet for which type of component you will need them later?

If you could remelt steel plates directly into other components, they would work as "ersatz ingots" as well as as components in their own right. Obviously, it would not be far from that to actually having ingots, so Keen could go the extra mile and actually add ingots.

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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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As far as we know currently there will be probably 4 component tier (produced from lower tier components) with 4 production blocks respectively. So its looks like the production system will be more complex.

Source: https://www.youtube.com/watch?v=1ZL0Eko_Mc; Game files

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Very, VERY bad idea to remove ingots.

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I 100% agree. Some people are trying to justify it by saying "they are not removing the ingot stage, they are just creating a new stage to replace it"... but in my opinion, that's literally the problem. It's not just that they shouldn't be removed, they shouldn't be replaced either. They need to stay and the devs should add more to the production stages.

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The crafting aspect of space engineers always has been severely lacking. As a Engineer I would expect to engineer large factories, think of creative solutions to optimize it. And instead you build an advanced smelter and advanced fabricator which is a 2x2x5 space and you can build everything in the game.


Stripping out the ingot stage is making it even more simplified and less about engineering.

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That is bang on! That is exactly what I wanted to do. Build a big, expensive factory and then fly throughout the cosmos to collect resources (transformed to ingots for easy transformation) and then bring them back to the factory. When returning resources to the super factory I could then resupply and go out to find more resources.


Not only is it about having a large industrial system, it is also about the system "looking right". So ingots just seem like a natural part of an industrial step. It really can't be skipped or replaced.


Replacing ingots (as some try to argue that they are not be "removed" but rather "replaced") is like changing the game so that when you chop down a tree it spawns tables and chairs - instead of wood. Then to make up for the lost "wood" stage, they create a "polish your tables and chairs" stage. Same level of complexity, but seems less believable.

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I think people are forgetting; that ingots in SE1 are basically Ore 2.0, that simply uses less cargo space. From an engineering stand point, it was just another step; that was simply, in ores, out ingots. It doesn't really challenge the player's engineering skills. Also, as far as, cargo consumption is concerned; that can be fixed by rebalancing values, or making the basic parts a substitute for ingots. As such, Ingots are not that integral to the overall gameplay.


I can understand people liking them though.


Though, people, need to give keen more benefit of the doubt on this decision, and see how it plays out first; before complaining about it.

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No change or idea is owed support or benefit of the doubt purely for existing. While I believe we should at least hear them out, with what info we do have I'm not impressed with the removal of ingots. It dumbs things down too much and makes production facilities that much more barren. Rarely can we take raw materials straight from the ground and just put them into something as it wouldn't hold up as well due to impurities. Having the refineries gives us the processing bit and makes the raw materials into useable ingots that can then be transported or immediately turned into other components. Point blank it's a solution in search of a problem that doesn't exist and fixing what isn't broke.

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The ingot step added routing, power, and space requirements which created design problems for a factory setup in a game that had almost none of them. It was something, rather than nothing.


Additionally, refining ore down to ingots helped flesh out the production narrative, added detail, and the reduced bulk of the refined product created an incentive to refine before transport, which is another one of those engineering considerations for the production chain in a game that had almost none. Or trade considerations for time and energy spent, rather than just shifting raw bulk around.

SE2 won't have those considerations. Parts combining into other parts is a partial compensation, but only a compensation, and later into the game progression. This reiterates the point above that an engineering game needs problems for the player to engineer themselves out of in order to create a sense of progression and accomplishment. Removing those problems from the start of the game doesn't make for a better engineering game, it just delays how long it takes the player to get to the point where they have a problem to solve when it comes to building a production facility.


Sure, maybe building their first vehicle is a problem to solve, but then what? Slapping down a smelter next to a battery and solar or wind generator for your first factory is a step backwards in complexity. It's unearned progress that creates no problems to solve or technical considerations that allow for improvements to design later on.

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Well said!

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I will admit, the size of refineries did pose some challenge.

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E.g. there were times when I needed to mine ore in remote planets and transfer it back, and I had to build on-site refinery complexes to efficiently transport it.

Other times it was more efficient to use land vehicles to transport a large quantity of ingots, since they can carry a lot of weight, and ingots are far more compact.

They should expand on the usefulness/gameplay of the ingot stage instead of streamlining it out of the game. What kind of design is that.

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I don't agree that we should give them the benefit of the doubt because I don't really see giving feedback as an argument or saying to keen "You're wrong". Rather, feedback (provided it is done respectfully) is just telling Keen what we like. It may be that they have a great idea that we will like even more, but giving them feedback can help them refine that idea and take our desires into account. It may even be that everything in our feedback is already part of Keens plans - and so they can be reassured that they are on the right track. I doubt this though.

But feedback is valuable to everyone - especially in the early design phase were it is not too late to change course if Keen discovers based on feedback, that they are going down the wrong path.

For me, I really want the actually physical "ingots" to be in game. It was part of my plan with SE2 to mod shelves into the game that I could hopefully pile up with ingots and transport them back to main base. If there are no ingots in the game, it is going to be a hassle to mod them in (and may be outside my skill set) before I even come to modding my ingot shelves into the game.


To me, one of the big benefits of ingots was the ability to visually display (via my ingot shelf mod) all the resources you had collected.


Even if I am prevented from making an ingot shelf (the plan was that placing an ingot on the shelf would "upgrade" the shelf visually to a new shelf with an ingot on it) because you can't upgrade blocks, I still want ingots - although it is slightly less important.

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Crafting is my favourite things to do in all games. Making crafting easier is not the way.

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I agree. Even if the ingot stage is just being "replaced". It is a terrible idea. The ingots are the best representation of that particular stage in the crafting process. They need to be there. And then in addition to that, they need more stages - more complexity.

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I don't quite understand where the advantage of ingots is supposed to lie...

it makes no difference whether the material is counted by weight in ingot form or by weight in powder form.

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https://spaceengineers.fandom.com/wiki/Iron_Ore


Way less volume, and less weight since the yield is 70%. And its realistic since ingots are compact and raw iron should have impurities.

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Have you heard anything about 3D printing metal products?

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Metal printing does not give the metal all the necessary properties that may be required of it.

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If there is such a requirement, it is not a problem to melt the powder metal and cast it classically. Or press and sinter/bake. Or... Or.

My point is that powdered metal is a more suitable input material than ingot for most technological processes.

By the way - assembler and other production processors probably use 3D printing methods exclusively - otherwise it's impossible to fit the necessary process equipment into the small space of a "building block".

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Powder form metal has a high surface area and is prone to being more chemically active.

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Under the conditions of Earth's oxygen atmosphere... And primitive storage technology.

Not in space.

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INGOTS ARE LOOT

5fafd22c68afff0bc34a7184d8afbde1

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Yes, it's aesthetic.

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Fungible and a store of wealth.

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This was my argument as well. Ingots were something I could dis-assemble unneeded components into and which I could refine mined ores into. In both cases, they were the most flexible form of material which I could haul around for any kind of adventure which awaited me. With the new encounter system rewarding me a curious player with components and occasional ore, both of them can be rendered down to ingots (loot) and be later used for what I want to build and not for what they appeared as originally in the game.

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@Semtex - Now I am confused as to how storage containers work, pressure vacuum and all.

Metals can bond with more than oxygen and then there is the exposure to full EM spectrum.

Storage containers must have many secrets!

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Mysteriously and enigmatically

Like so many other devices in the game, defying the elementary laws of physics

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Could it be that the cargo network is filled with an inert gas at 0.5atm? As the gas is inert it would have electrical properties that allow it to remain in the network when goods are moved in and out of it by means of a mystery field barrier.

I withdraw my point on chemical reactivity of powdered metals.

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+1 for keeping them in.


One of the things that is fun about a game where you build things like ore processing facilities and smelters is that at some point you get to use those things.


When you mine up a bunch of ore, there’s an expectation (not just in SE, in any survival game) that you get the little dopamine hit of sitting in your base and watching them convert to ingots/bars before using them in other production chains.


Not having that step feels weird, like it’s just creative mode with a few extra steps instead of survival. At that point, if the intermediate steps aren’t being included, just make creative mode the main thing and don’t waste time on survival mode.

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That is a really good way of putting it - "Creative mode with a few extra steps".

Seeing the actual ingots and watching them accrue over time is what made SE1 a lot of fun for me. You could kind of feel yourself getting richer in terms of how many ingots you had.

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ingots ftw - SE2 is looking worse and worse.

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I absolutely agree with you Sorry for the strange description but "the inner dwarf in me dies"If I don't have my ores

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I mean, I'm sure we'll still be accruing important parts and products in the inventory but I do like building that stash of platinum.

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Yea, it's all about the stash of ingots if you ask me. I want to have ingot vaults on my space stations.

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I assumed that the smelter was an early game device to simplify production, that would be superseded by the conventional refinery and assembler, with ingots, later as gameplay progressed.

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In my opinion it makes no sense to delete the ores These are relevant for transport technical reasons Why should you transport ores over long distances? If you can process them locally with refineries And then you can save a huge amount of weight and volume This makes sense for short or medium distances but not for long distances And in my opinion it feels absolutely wrong Jump from ores directly to primitive components This also applies to trade and all other steps related to it It should not be forgotten that one of the primary components of Space Engineers is resource procurement To cut out one step of resource procurement just because you then add several other steps elsewhere just feels wrong to me

Please just leave the ores in the production line

For me it is also a good feeling to have a huge amount of ingots

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The main reason to build is to deal with the complexities of crafting, storage and logistics.. Removing a level of complexity... reduces the need for plumbing..

Crafting items directly from ore could have penalties like higher power or material requirements or higher waste products. Even expensive higher end game machines to do it.

I like that complex recipes are being added for multi stage components. But this should be in addition to Pure metals not instead of.

Please keep pure metal ingots. ( I guess its too late at this stage to change your direction on this sadly )

I often play as a gold miner, just collecting all the gold because its GOLD! How can I do that if there are no gold ingots.

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So we are stuck with Empyion style magic building clothes and no requirement for ingots? Not a step forward from SE, a step towards the dumbing down of SE. If you like all the machines and componant steps etc. the Industrial mod for SE gives you that, plus more ores, ingots, and componants as well as multi step components. This is what SE2 should have been like. Instead we get missing steps and silly hardware (backpack)...Come on Keen you can do better than this, I know you can when you really try.

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Well I guess we will have to wait for the modders to fix these issues (as usual) as Keen seems set on ruining the manufacturing process for all. Not to worry the modders have fixed everything in past and added all the missing bits Keen left out of SE1 (missing conveyor pieces, etc). I just thought for once Keen could address the issues early and not simply kick it over to the modders to fix, silly me.

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Yeah, I'm getting a better idea of why Keen failed on their last couple of games. Good with the engine, bad at gameplay (and UX).


Simplifying out Ingots "for new players" is delusional when newbies are probably bouncing off things like figuring out the gyros. Or why their initial vehicles handled so poorly or not at all for one vague and badly explained reason or another. Ingots are an easy, broadly utilized stepping stone in so many games for developing depth in production and logistics gameplay. SE1 vehicle logic is where everything falls apart for a new player. Getting rid of subgrids is a huge improvement in that regard. Removing ingots is stupid.

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I have to admit, I don't like the approach they are taking with the manufacturing process - even after the explained how everything works. I personally think that if it is too late for them to fix process so ingots have their own stage, they need to create a manufacturing cycle somewhere in the process where ingots are required.

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@Steve: It is less about requiring ingots and more about a convenient option to store refined metals for further use. Ingots are compact and lighter than the ore they came from.

This could also be achieved with basic components being directly and without loss re-meltable into other components. For example steel plates. Put some into the input of your smelter, and it will melt them down to give you metal tubes if you so desire.

Now you can use those basic components as ersatz ingots. The most dense would likely become the go-to option for people who want to store raw matals for further use.

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What would be the basic component that only uses pure gold or another component that uses pure uranium?

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No, that's wrong. Ingots are *the* convenient option to store refined materials for further use. It can't really be properly done with components, because it will feel constantly wrong. It's a game and you can program anything you want, so storing materials in statue form doesn't cost anything, but it damages immersion. It just steers too much away from what makes sense. Of course you are right in that given a set of components, the definition will be remapped so the densest one will be the "ingot", but this requires ignoring the obvious ideal shape that ingots are.

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Rashadjin I agree with you on everything except on the part about getting rid of subgrids. Any part that moves is really a subgrid if it's a grid that is on a grid.

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Sorry, Keen, but I don’t want this to be “solved by mods,” so you can say, “Now you have a mod for it, so we won’t add it to the game.”

It feels like you’ve added this new jetpack that can make components out of raw ore — and somehow that forced you to remove ingots from the game. That’s a very poor design choice, and an even poorer example of “fighting the consequences” rather than creating a thoughtful design.

You have the opportunity to redesign the entire production system from scratch and make it thousands of times better and more interesting, instead of inventing unnecessary limitations from the very beginning.

I like the introduction of more complex production chains, and you should absolutely build upon that. Ingots are essential — consider them the first step in the production chain after refining rocks. Production blocks should craft the next tier of components from ingots.

Add more variety to production blocks:

  • Some could be universal, but slower and less efficient.
  • Others could be specialized, yielding more of specific components and/or working faster.

This would be a natural extension of the new jetpack concept — it can make some basic stuff, but slowly and inefficiently. Then you’d progress to universal but slow machines, and eventually to dedicated production blocks specialized for certain components or groups of components.

Some of these blocks could require access to specific technologies obtainable from certain NPC factions, while others could be discovered through exploration — in deep space or planetary encounters.

This concept has enormous potential. It would encourage specialization based not only on local resources but also on strategic decisions and available technologies. Naturally, this would incentivize trade, as not every faction or player would be able to produce everything efficiently.

Make it so that all components in the game have real value — not just based on the abundance of raw materials, but also on production capability and efficiency. That way, when working on large-scale projects, players might prefer to buy and sell materials rather than produce everything themselves.


The same concept applies to ingots — do not remove them. Specialized refineries could yield better efficiency for particular ingots. Everyone might have access to nickel, for example, but only some can produce it efficiently — creating natural opportunities for trade and economy.

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One thing I always found missing in SE1 was the need to engineer factories.

One smelter and one advanced fabricator is all you needed.


Now I don't expect to have a full on Factorio kind of gameplay but a reason to make multiple bases and have some engineering problem to solve when thinking about production would be great. Industry expanded is basically in every single one of my worlds in SE1.


To me space engineers is about solving problems. So removing ingots is in my eyes a step in the wrong direction as it removes a problem, even if it is a tiny one, for me to solve.

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Thanks for this post. I really love it. I think it expresses a good portion of my own thinking quite well.


I very much want plenty of justification to make Space Stations, Planetary basis, Motherships, and smaller craft. To me the ingots would look perfect coming from a surface mining base and then being transported in a transport ship to a space station.

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Yeah stockpiling ingots was always very fun, I don't really like the idea of that going away. More steps in production, with some sort of factory-like system sounds more interesting, too. That said, I want to see what they have planned in-game and try it out before seeing any changes to it as it might be a lot better than what we expect. Aka, I don't think we should judge it before we try it.

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Yeah I had a lot of fun setting up complex production chains in the industry overhaul mods, ore->ingots just made transport convenient and eliminating it doesn't really make the process for a new player less complicated, its one of the most common tropes in survival/production games and people understand that if you need to make complex components you need to break down raw materials, focus more on explaining how the production chain works instead of simplifying aspects of it, im all for making it really complicated as long as the order is explained somewhere

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Summary of the “Ingot Removal” Debate

Overall context:

Keen announced that Space Engineers 2 will not include ingots as a separate stage between ores and components. This sparked a massive discussion about design philosophy, realism, gameplay depth, and player motivation. Opinions are divided, though the majority oppose the removal.



1. Arguments in Favor of Removing Ingots

a. Simplification & modern logic

  • Some players argue that skipping ingots aligns with modern manufacturing where metals are refined and kept molten or powdered for direct fabrication.
  • Supporters believe this fits a futuristic setting where advanced power systems make keeping materials in molten or fluid form feasible.
  • It’s seen as a natural evolution beyond the medieval-style “ore → ingot → item” loop.

b. Streamlined gameplay

  • Ingots in SE1 were essentially “Ore 2.0” — an intermediate item used mostly to compress mass for storage and transport.
  • Removing them reduces redundant steps and UI clutter.
  • Devs could rebalance ore density or storage values to keep logistics meaningful without needing an extra stage.

c. Trust in the developers

  • Some players express confidence in Keen’s design choices, suggesting judgment be reserved until the full production system and progression are revealed.
  • The community is encouraged to “wait and see” what replaces ingots before assuming oversimplification.



2. Arguments Against Removing Ingotsa. Loss of engineering depth

  • Many players see the ingot stage as a core engineering challenge — refining, transporting, and organizing production chains between mining sites, refineries, and assemblers.
  • Removing it eliminates logistical decisions about mass, energy efficiency, and base design, making early- and mid-game factories too simple.

b. Reduced immersion and realism

  • Ingots are physically believable as refined metal storage.
  • Jumping directly from ore to components “feels like creative mode with extra steps.”
  • The absence of a tangible refined material breaks immersion, as components would appear to form out of “magic ore.”

c. Damaged progression and satisfaction

  • Players described watching ore turn into ingots as a reward loop — a visible sign of progress and wealth accumulation.
  • Losing that stage removes a key feedback mechanism for survival gameplay, where stockpiling resources and managing production is a major motivation.

d. Economic and logistical consequences

  • Ingots are essential for transport, trade, and stockpiling.
  • Without them, long-distance operations lose purpose — there’s no efficient form of refined cargo to move between planetary and orbital bases.
  • Multiple commenters argued this breaks the foundation for in-game economies and resource specialization.

e. Missed opportunity for deeper production systems

  • Several users argued Keen should expand on the production chain, not compress it.
  • Suggestions included: Multiple tiers of production machines — early, universal, specialized, and NPC faction-specific. Efficiency differences between refineries. Specialized technologies or faction blueprints to encourage trade. Making ingots part of a broader, modular economy where production capability defines value.
  • In short: ingots could be the foundation of a more complex and interesting system, not an obstacle.

f. Reliance on mods is not a solution

  • Many objected to the idea of leaving ingots to modders.
  • They don’t want essential gameplay features outsourced to community patches.
  • Mods should expand, not replace, core mechanics.

g. Aesthetic and creative reasons

  • Players enjoy displaying and organizing ingots in storage rooms or aboard cargo ships.
  • They create a sense of tangible wealth and visual satisfaction.
  • Removing them undermines one of SE’s unique appeals: building and seeing your progress in physical form.



3. Neutral or Middle-ground Opinions

  • A few commenters note that molten or powdered metals could work if the system introduces real fluid dynamics and temperature management.
  • Some are open to change if Keen adds compensating complexity — for example, waste management, energy costs, or advanced crafting stages.
  • Others simply want to try it first, believing implementation might surprise them.



4. Philosophical DivideThe debate ultimately reflects two design philosophies:

  • “Engineering Simulation” players want tangible systems with intermediate products, logistics, and constraints that foster problem-solving.
  • “Streamlined Gameplay” players want smoother, faster progress and trust developers to abstract complexity while keeping the spirit of engineering intact.

The majority of comments lean toward the first group — valuing depth, realism, and immersion over simplicity.



5. Key Takeaways

  • Consensus: Ingots are symbolically and functionally important. Their removal risks flattening the survival experience.
  • Opposing view: Ingots are redundant, and modern or futuristic production can justify direct ore-to-component workflows.
  • Common ground: Players want meaningful complexity and visible progress. Whether via ingots or new systems, the production chain must feel engineered, not automated.

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I want to bump/support this because ingots are very important for space-saving. We need to be able to move around resources without making them into components and raw ore is very impractical in this regard.

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Thanks for the bump. I 100% agree - and they just seem more authentic!

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I can't agree that ingots by themselves are i portnat in any meaningful way. They are just an intermediate step in production that provides no real challenge in core gameplay.


As long as there remains production chains, of which we see they've expanded and diversified them, we should be good.


Of course we shall see. Honestly I'd personally keep ingots out and add a layer of to of late game crafting complexity on top of whats advertised in VS2. Something that takes massive energy input or has other unique properties to design around.


We shall see how it all lands! If it feels flat without ingots in practice I'll get aboard but not until I try it!

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Plates and other components are just an intermediate steps too and has the same meaning as ingots. If to take a look at the large picture, then everything is intermediate step towards end-goals and these intermediate steps gives the game deepness. SE1 has ingots conception already proven, no need to fix what is not broken.

Ingots are important as a natural step, nobody in real world casting an end-products from ores, there are many stages of refinement. It would be good to make late-game ores refinement even more complex than just "ore came in, ingot came out". Satisfactory is a good example, iron and copper are easy to process, aluminum and uranium are way more complex.

Alloys would be very nice to have. You want to build a rocket-engine, then produce inconel alloy first.

I'm expecting more complex and deep mechanics from SE2, not less.

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Right now, it appears to the player that the drill is also the refinery, at least in the case of basic ores. Because they are shown in the backpack as "iron" and "nickel", not as "iron ore" and "nickel ore". Which takes some getting used to, but I agree that it does not fundamentally alter the game play. You don't need the basic refinery any more, the rest stays the same.

Perhaps someone will make a mod where the smelter takes the place of the basic refinery, and we are back at the SE1 system. Personally I would install that mod.

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> Because they are shown in the backpack as "iron" and "nickel", not as "iron ore" and "nickel ore".

They actually shown as an ores, while titles are "iron" and "nickel". And from these ores you build a rocket engine. I'm sorry, but it looks really dumb. It would be better to have a permanent fix, not a mod.

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I think ingots should be added as an alternative to ores, you can use ores like the devs planned, or you can turn them into ingots and use those

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At this point in time, VS2, the ores are more versatile than the basic components, almost to the point of the components being obsolete until you need them for other more advanced components. It not only doesn't make sense, it actively feels bad playing. It cuts out a quarter of the game play loop, cutting the depth of the game severely. Just make the backpack have a slow basic refinery for starter ores, if your going for simplicity for the sake of new players. It's okay to have some starting grind, especially with the new missions letting you know what you need to do. Look satisfactory has refiners, even NMS(No Man's Sky) has refining. It's not the mechanic that drove new players away, it was the sandbox with no structure and goals, which you are very much on track to solve with the colonization/contracts system. Put Ingots back in, and throw the volumetric storage limits back in too while you are at it.

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They want the game to be accessible for new players and they focus a lot on it. On the other hand, they want us, veteran players, to provide a feedback in early access. Those 2 things are just incompatible. A seasoned player will always want a more deep and complex production chains.


I see 2 possible ways to solve this.


1. Make 2 production systems: arcade and realistic. Arcade mode will have current OP backpack and simplified production chain. While realistic will have potentially dozens of different universal and specialized blocks for a deep and interesting survival/economy gameplay. You can check many of related suggestions on this forum about it.

2. Nerf backpack. make it much slower and inefficient to produce componets from raw ore. Add ingots. Backpack can produce basic components faster from ingots than from raw ore. Add specialized refineries to smelt different raw ores into ingots. Other production blocks will use ingots and not raw ore.


Starting missions can have less blocks to be welded or repaired to compensate for nerfed backpack if needed, but I think it is very (too) fast anyway.

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I've only been playing for a few hours with the new update, but I also was surprised that I can't take a component made with materials and break it back down into those raw materials. This was a core part of playing SE1 where I would need Gold or Platinum -- can't find any deposits with those (or I don't have a full sized refinery), but I do have an assembler, and I just found a crashed ship with Ion Thrusters and my brain immediately says "Jackpot!" because I know I can break those thruster components back down into their raw ingots to use for other components.

This makes components way more valuable than just their use in blocks.

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Why are you casualizing the production chains instead of making them deeper and more interesting? If I wanted no-brain, one-click production I’d just play No Man’s Sky or some other similar junk. Please stop chasing hypothetical new players and focus on the needs of your core audience. Many of us actually enjoy complex logistics: moving ore to refineries, smelting, stockpiling ingots and then feeding assemblers, especially during long space flights. Removing the ingot step takes away a whole layer of engagement. Keep ingots in the game, or you risk your most dedicated players simply dropping it.

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Totally agree. Biggest let down so far has been the removal of this fundamental mechanic. Ingots have a most important function in the production logistics of SE1. SE2 resource management feels...dumbed down at the moment - although yes, I know it's early days. And I also know things change later in the game with the introduction of new production blocks. But the absence of ingots kind of breaks the game for me. I just do not like this suit-building mechanic. That a fully functional block can simply 'manifest' from a bunch of raw ore? It feels more like black magic than space engineering. I want deeper gameplay, not cheaper.

I'm all for change when change equals improvement, and I'm all for SE2 forging its own identity. But this feels more like a step back than forward.

I want to see Ingots back on the menu.

Let's say a chunk of raw Iron ore is only ~30% iron, the rest being rock/dirt/dross. The refining process, the ingot-making process, is designed to remove that dross. With the resulting ingot being a fraction of the original bulk, it becomes lighter to carry, and requires less volume to store etc. That's the logic behind it, and it makes complete sense. It adheres to a more realistic - and more immersive - production loop, and is by degrees superior to the current 'magic spacesuit' mechanic.

I love that SE2 is trying to do new things, but - and I think I speak for many - we want to see the things we love in SE1 being preserved in this game. Ingots number one.

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I have played SE1 since week 1 so I have a very long history with this game. I am all for trying smooth over some aspects of the game to make it more approachable to the average consumer. However I disagree with this choice as it stands right now.


Part of SE1 was the logistics work put in to make a factory to build components to turn into ships and vehicles that help you do all of that better. SE2 with out ingots and back pack building being WAY to over tuned means that ENTIRE loop is dead in the water. There is currently no real reason to build a Refinery or an Assembler. There is no reason to craft a single component. Everything can be done with a hand drill and a welder this really cheapens the game for me to the point where it is extremely boring.


Refining ore into metal is not complex idea or concept and its not something any survival game player is going to struggle with. The hard barrier to entry for SE1 was not its logistics, it was the buggy physics, complex and clunky menus, lack of progression, and poor net code making it hard to play multiplayer. These things are what need to be addressed to make SE2 more approachable than SE1. This current removal of logistics gameplay serves only to cheapen your project to a throw away game experience that can be easily experienced in full within a few hours. Please consider not alienating your core player base by removing aspects of the game that we not only liked, but was the primary reason we played : Engineering around the goal of logistics.

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I LOVE backpack building for early game, but I feel that it doesn't mean that ingots should be removed, and I believe that there should be more incentive to build production blocks. I don't really understand what you mean by "there is currently no real reason to build an assembler", because the backpack can't produce every component that the assembler can, so you'd be limited in what blocks you can build if you don't make an assembler, however I do think the smelter has no purpose atm unless I'm misunderstanding how it's supposed to work as it seems to have the same efficiency and build capabilities as the backpack. I haven't unlocked the refinery yet so I am unsure how it works.

Either way though I feel like backpack building should only be used at the very beginning or emergency situations, with production blocks being better, even if not necessary, in other situations. For example, perhaps more efficient.

Also, none of this means ingots should be removed imo. They're just a better way to store resources than ore I don't understand the removal. Components are too specific unless you have a script managing your production to ensure you have the right amount of each, but at that point it's more complex than SE1 so I don't get the point.

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With this I agree. Backpack building solves a real problem (it wasn't possible to truly start from nothing before, you always needed a functioning grid or components), but the internal simplification is a bad idea, especially if it's exported to the whole production chain. If it's in the backpack, the ideal would be to have it automatically make ingots and store that as the excess from making components, so that the chain would be the same as in proper industrial systems, but it's only a small problem if the lack of ingots stays in the backpack, because, okay, it's not the worst to simplify the start. It's an acceptable sacrifice to make the start simpler and easier for new players.

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Start from scratch is kind of an issue indeed, but It could be solved in more elegant way: make stone pickaxe, stone axe, stone kiln, a simple workbench, then mine some ore/rock and firewood, make some ingots, then make some simple parts of it using workbench.

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from engineer with more than 5k hours on record - PLEASE, leave ingots in the game.. :-) Thank you

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Ingots were removed, but the logistics were not. You cannot make everything with the suit, and you cannot make parts with the suit at all without welding directly into a block. You need a smelter to make the most basic components (think of these as your ingots), and the suit cannot make all of them. Gold thread is a perfect example, which is needed for the tiny ion thrusters. An assembler makes the first stage of complex components, often requiring items from the smelter in addition to raw ore. The refinery makes yet another type of component, many of which are literally ingots, such as enriched uranium or magnesium bars. Instead of just one refinery and one assembler, you now also need the smelter and fabricator. The fabricator makes the most complex components, requiring inputs from all three of the other production blocks.

This fixes a common complaint in SE1 where the basic assembler and refinery became obsolete once you could make the big versions. In SE2, you need all four blocks. It is more complex than before, not less.

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I feel like your missing the point, yes needing all four blocks is more complex. No, that doesn't change the desire for ingots and the refining process being brought back. People are arguing for ingots to be back and keep the additional complexity. The additional complexity does not replace the ingots for a decently large group of players. logically you can argue all day that they are just being reskinned as basic components but that doesn't change the "feel" of the game play loop. For many it is not just logical arguments for ingots and refining, it's also an emotional/nostalgia appeal. This happened with some tabletop RPGs as well, just because the game system math was tighter didn't necessary make it feel better to certain groups of players whom had a preference for crunchy or more simulation systems.

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OP specifically mentioned that they liked having the complexity of moving things around and making things while the ship was flying about. That's all I was commenting on. It feels a bit different in SE2, but it's still there, even more than before.

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The biggest change is that you cannot disassemble components back to ingots and assemble something else. There is no ore-ingot 1-1 correspondence , once you have made something from ore(s) you can’t get back to ore again, while before, we could always get back to ingot(wafer or whatever representations of the refined ore).


So the biggest question is not about do we need ingots just for the sake of having them, but do we want disassembling of components.

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Now that I agree with. We definitely need to be able to disassemble components back into the raw materials. Maybe with an option to include some % of loss, both for disassembling components and deconstruction of blocks. - I see a lot of that in scrap mods for SE1, such as the one that Splitsie uses in Survival Impossible, so it'd be nice to have that as a built in setting.


I also feel I should point out I'm not against bringing ingots back. I also like the idea. My first reply was only a comment on the complexity still being there, and nothing else. Getting the right words is always a problem for me. I'm sorry if it came across the wrong way.

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There needs to be Ingots for all Resources

Refinery should refine all ores and should not assemble anything because its not what it supposed to do

and move it to the assembler

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If there is no ingots, then what refinery produces ? Metal plates, Factorio way ? Then metal plates basically becomes ingots.

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Keen, not having ingots is too much simplification. Smoothing a tire saves material but also makes it dangerous to drive in the rain.

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Bring back stone is also very related to this.

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As part of this, you should have a 'recycler' device to turn components back into said ingots (even with some loss). It's jarring and odd that if I have a bunch of copper wire for example, I can't turn that back into something usable (i.e. ingots) to make something else reuqiring copper and instead have to go get more copper ore. I have coppper, it's just in wire form vs. ore form!

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A lot of people seem to feel pretty strongly about this...But can we just take a moment to think about this...What are we really asking here...for more complexity....adding stone...refining...ingots? these all sound like difficulty vectors...For example Let us look at SE1...backpack space, grinding, welding speeds, refinement cycle times...those are all difficulty vectors making the game easier or harder based on the settings. I am in the crowd of lets have ALL the complexity and difficulty...but really these should be options of the masocist Engineers. Let them build and design the game to get AS MANY engineers up and running as possible and give us the difficulty vectors later as we got with SE1...I can wait to torture myself...but I also want my seven year old to WANT to build cool stuff like his dad and not have an existential crisis.

In conclusion I think we will probably get ALL these things in the end and if not there will be a mod for it eventually but I am completely ok with that not even being a thought right now at KEEN...focus on making the game playable, fun and engaging for a wider audience....add features, smash bugs and give us all the blocks and goodies....then lets really think about giving us those difficulty vectors and complexity.

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