My thoughts, opinions, ideas and feeback

aleliabro shared this feedback 31 hours ago
Not Enough Votes

Heres some feedback, thoughts, opinions and ideas that I thought of whilst playing Space Engineers 2. Disclaimer: I obviously wont know whats in the future pipeline and I'm not up to date with all planned features and bug fixes but I thought I would make an extensive list anyway.


Jetpack boost can be bypassed by turning inertia dampeners off. I personally don't like how this works


5.25 drills should be able to dig slightly wider so 4 can be placed with a gap of 1.5(3x0.5"conveyor short"s).


Drills have issues emptying to the conveyor network, might be an issue with the side ports.


When the grid inventory is full drills seem to try and empty to other drills very quickly. Drill sounds continue to play and the grid shakes. To fix I have to turn off the grid, manually empty the drill by dragging to a container then turn on again. Have the same problem with smelters.


Conveyor tube riser/ramp, to connect two 2.5m pipes that are 0.5m above the other. A 0.5m and a 2.5m width tube. Same with the smaller conveyors.


Random blocks keep disappearing off my grid after reload.


Drills sometimes are activated by unknown means (possibly turning a grid off and on again. which can happen when the grid is overloaded), have to go into the cockpit to stop them.


Mounting points aren't where I expect them. Ion thrusters have some sort of hitbox on the side block out placing the 2.5 blocks. Couldn't place a projection of a cap for the front of an ion thruster even though it had worked on 3 of the 4 already.


Sometimes is difficult to weld/grind. I point towards the block and nothing happens. I have to find a specific point on the block for it to work.


Searching in inventory needs to show container names as well as components.


When searching for components it should grey out components that don't match the search. At the moment it ONLY shows components that match exactly. Sometimes its faster to grab components from the same cargo container as its usually the same only one.


Search should allow for partial names for example: "st ate" in SE1 would bring up Steel plates in SE2 they do not.


Clicking an inventory should select it so that shift clicking can move components to that specific one, at the moment I have no idea where they end up.


Right click to drop from inventory is far too easy to accidently do, should be a drag and drop to somewhere outside the inventory UI.


Batteries should only start with 1 or no power modules. You can just grind them down and rebuild them. You can find plenty of them around on npc grids.


Descriptions/Names for components in production blocks only works when hovering over the specific icon, it should occur when hovering over the square that contains it. Or have the name underneath each one already, or be an option.


Inventories cannot be accessed from control seat (unable to move compenents around)


Large ore detector needs a larger range considering the tiny one has quite a far distance


A way to mass cancel projected blocks that sometimes are no longer accessible


Need to have merge blocks or a way of attaching a grid to a station or asteroid.


Conversion to station needed


GPS on the HUD should be smaller and more transparent the further away it is. Arrows need to be smaller around the edge of the screen.


GPS's should be able to change icons and colour.


HUD is far too cluttered with GPS coords


GPS names and distance should be different colours, so when they are stacked above each other its easier to differentiate between them. Or distance should be smaller that the name.


The pop up when hovering over squares in the inventory sometimes sits under the cursor and affects the shift clicking


Identical blocks projected can sit inside themselves unable to be deleted unless you grind the constructed block


Blueprints of projections don't mirror


Frost should start build up around the HUD/visor when energy is below 5% in space etc


Planets need more "halo-ing" to make them seem more like a ball


Increase radius with upgraded hand welders to affect 0.25/0.5 blocks etc


1.5x1.5 conveyor node junction


0.5X0.5X0.25 armour ramp


There is no power off button on the battery


More interior wall height heights, increments of 0.25


Half height interior pillars


Even block width small windows


Quarter armour block (half a half block, 0.25x0.5)


Consumable item icons on the HUD. Alert when one is depleted.


Rather than each production block having a deconstruct option, which I assume would be an option in the future, I feel it would he better to have it as a separate deconstructor block.


A projector base station, so you can build off of it on a grid and be able to copy it without copying the whole grid. Ability to turn them on and off too. This would enable the projections to move with the grid also.


Automatic "Add GPS Ore Marker" that will list all the ores currently detected by your drill or ore detector into a GPS name as a list. Options to use full names or their chemical symbols. My format at the moment is Cr/Co/Fe/Ice etc etc


Automatic conveyor tube creator, placing a start then an end. It will automatically calculate and project a tube from A to B that uses the least amount of components and the biggest blocks available. I've found it a bit of a headache trying to fit in conveyor tubes because of the smaller width grid blocks.


Change CTRL and C uses. I'm used to using CTRL to crouch and its much easier to place my pinky than having to contortion my index on C whilst I am trying to barrel roll or something


Introduce the weapon wheel, holding down a button (maybe MMB) and a radial menu pops up and you move the mouse towards the segment to chose it. One of the things ive found annoying about both SE1 and SE2 is having to go back to the correct hotbar just to switch welding and grinding and drilling

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