SE2-worthy mining system | Better mining with skill but still beginner friendly
Mining in Space Engineers 1 and 2 is currently functional but lacks variety, immersion, and engineering depth (In a game called Space Engineers). I propose a modular, skill-friendly, and environment aware mining system that respects the game's ide
ntity as a true engineering sandbox.
This isn’t a complete redesign, it’s just an evolution. It keeps mining accessible for beginners, while offering meaningful decisions and satisfying mastery for those who want to go deeper.
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1. Environment Drill System
Just like thrusters, drills should come in types, for space, planet and under water:
The Default Drill is Perfect for almost any situation (like hydrogen thrusters)
The Mining Laser is Perfect for space and moons (like ion thrusters)
1.5 The Mining Laser
The Mining Laser is an advanced, no contact mining tool designed for use in space environments, especially on asteroids or airless moons. Unlike traditional drills, it uses focused energy to gradually heat and extract voxels without physical impact.
How It Works:
1. Activation: When aimed at a surface containing ore or stone, the laser emits a focused energy beam.
2. Heating Phase: The targeted voxel begins to glow, indicating rising temperature and material instability. (You can see a rising heat bar in the cockpit gui | one for the voxels and one for the drill)
Extraction Phase: Once a threshold is reached, the heated material is pulled in via a visible particle and suction effect, simulating vaporization and collection. (Visual)
Continuous Mining: After the initial charge-up, mining becomes smooth and uninterrupted, making it ideal for long-term asteroid operations.
Ineffective in atmosphere, perfect for asteroid ops, dangerous in caves
(The Mining Laser isn’t for early-game mining.)
2. Modular Drill System
- 3-part Design: Drill Base – Mount type, power input, environmental compatibility Drill Head – Shape, behavior, yield efficiency, speed Modification Slot(s) – Add speed, cooling, etc.
This allows every miner to custom-tailor their tools to the situation.
3. Environment-Aware Mining
Mining should feel different based on where you are:
Location: Planet Surface -> Dense rock, stable atmosphere -> Mechanical Drill
Location: Caves -> Confined space -> drill on a rover or handheld
Location: Underwater -> Fluid, buoyancy... -> Mining Rig like a Oil Rig
Location: Asteroids -> Vacuum, risk of overheating -> Mining Laser
4. Drill Heads & Extraction Modules
Each head defines how the drill performs
Example for The Laser Heads:
Head Type: Fast Mining Head: High Speed = Low Efficiency (~50%) -> Used for: Bulk mining (e.g. Iron)
Head Type: Precision Extractor: Low Speed = 100% Efficiency -> Used for: Rare ore veins (e.g. Uranium)
Head Type: Balanced Cutter: Medium Speed = 85% Efficiency = A bit more Electricity Consum -> General purpose mining / noob Drill
Modules can:
Each ore type has an Instability Bar shown in the HUD:
- Some materials are volatile (e.g. Uranium, Platinum)
- If overdrilled or overheated, they may explode, outgas, or contaminate
- Space vacuum increases volatility = careful heat management required
- Surface drills are more stable but can overheat themselves during sustained use
This turns mining into a cautious, skill-based process – not just digging.Each ore type has an Instability Bar shown in the HUD:
- Some materials are volatile (e.g. Uranium, Platinum)
- If overdrilled or overheated, they may explode, outgas, or contaminate
- Space vacuum increases volatility – careful heat management required
- Surface drills are more stable but can overheat themselves during sustained use
This turns mining into a cautious, skill-based process, not just digging.
6. Skill-Based Depth, Not Frustration
"This system isn’t about difficulty – it’s about mastery."
Safety
Speed
Specific environments
(Or to stay Undetected by enemies maby?)
Benefits Summary:
Let miners be engineers :)
This system could be a core pillar of SE2’s identity!
If you support this vision, upvote this suggestion pls
Here are some Visuals:
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