Mining and Production: Current Issues and Potential

4Peace shared this feedback 20 days ago
Not Enough Votes

I’ve read and upvoted many suggestions related to ores, mining, and production systems here (I’ll link a few at the end). Not because I fully agree with every detail, but because they all point in the same direction: the current system has a lot of potential, but also room for improvement.


Before getting into suggestions, I’d like to summarize the current state of mining and production in SE2, to establish a clear snapshot at this point in time.


Snapshot

We have many new ores added to the game. In addition to the 10 ores we had in SE1, we now also have Copper, Lead, Chromium, and Titanium. No aluminum so far, but more ores can likely be added later. The biggest change is that we are now missing many basic ingots. Instead, we have a much larger variety of components split into different tiers. The concept of ingots is partially replaced by tier one components. For example, instead of smelting iron into ingots as the first step of production, you can now directly create basic components from iron ore, such as steel plates, tubes, and construction components.

Mining, in principle, is not very different from SE1. You still mine either with a hand drill of different tiers or with drill blocks. Ore patches are relatively small and scattered around the world. All basic ores can be found nearby on planets and asteroids, while some rare ores require traveling to other sectors. The biggest mining-related change is that stone is no longer collected at all. If you mine regular terrain, you get nothing, and if you mine ore, you only get ore and no stone. As a result, there are currently no blocks or components that require stone or gravel.

That was a brief recap of the current state of mining and production in SE2.


Positives

First of all, I want to praise the developers for putting survival foundations into players’ hands at an early stage. A lot of work is clearly going into this system. Below are some aspects that I personally consider positive, many of which are also frequently mentioned by other players.

The early game is now more accessible and convenient. You can find everything you need close to your spawn location and progress quite quickly. There is no longer a need to search for cobalt for a long time, no more grinding through stone, and no more waiting for large amounts of stone to be processed. You can also survive without relying on a survival kit, which feels very good.

Sector-specific ores are a great idea. They promote logistics, transportation, and potentially trade between sectors.

The production chain is now more complex with higher-tier components, which adds depth and progression. This also adds variety and feels more realistic overall.

The gearbox block for crafting and upgrading character equipment opens up interesting survival scenarios and is more accessible, as you do not need assemblers of any kind.

All production blocks seem to remain relevant from early to late game and are not obsoleted once you unlock better blocks. There are no strictly “better” blocks, as the production chain requires all block tiers.

Backpack building is a very nice addition. It helps a lot with early game progression and is very friendly for new players. Even later in the game, it can still be useful for building interiors, decorations, tables, chairs, and similar blocks, or for doing quick repairs. Overall, it is a great feature, although it might still need some balancing, and area welding would help a lot.


Iffy Parts

There are some issues that may be temporary, so I will not focus too much on them. That said, ores and mining now feel very similar to SE1, which can be seen as a good thing, but also as a missed opportunity to improve or rethink some aspects.


One downside is that we now have even more different ores, which means more mining trips. Ore veins could be made larger, but the overall number of times you have to go mining increases together with the number of digging sites. At the same time, the lack of ingots limits our ability to efficiently stockpile resources or recycle materials from existing components. As soon as you run out of a specific resource, the only solution is to go and mine that ore again.

Stone is another big topic. Many players, myself included, miss stone for several reasons. Nobody wants to deal with massive amounts of useless stone like in SE1, but instead of removing it completely, it could be given more meaningful uses. Stone could reinforce gameplay around waste management, logistics, and infrastructure. Removing it entirely simplifies things, but also removes a layer of gameplay that many players actually enjoyed despite its issues. More about it later.


Possible improvements

First, the biggest elephant in the room. Removing ingots did not really simplify the game and, in some ways, made it more complicated and grindy. Many issues often associated with ingots were not actually caused by ingots themselves.

One common argument is that ingots add an unnecessary production step and make players wait. In SE1, refining times were indeed exaggerated. A better solution would be to drastically reduce refining time or make it scale with power input. Removing minimum power requirements would also help in certain survival situations, while still allowing faster refining when more energy is supplied. Ideally, with a small number of refineries and sufficient power, all ore could be processed in a reasonable amount of time, and likely be finished while players focus on some other survival aspects like base building or mining. On the other hand, components crafting time can be reduced so actually you end up waiting less.

Another argument is that ingots add complexity for new players. In practice, the large variety of components and higher-tier components adds much more complexity. Having base ingots actually reduces complexity by allowing flexible stockpiling and on-demand production, instead of forcing players to constantly mine and store many different components.

There is also the argument that ingots are unrealistic or outdated. This is debatable, and ingots are not unrealistic in general. What matters most is whether a system works well for gameplay.

Now about backpack building. It is a good and useful feature, but it does not necessarily require removing ingots or stone to be viable. Mining with a hand drill could automatically convert some ore into ingots at a lower efficiency than a refinery (less yield). This would reduce inventory mass and volume, allowing fewer mining trips). Players could still collect raw ore if they want, by holding an additional key or toggle mode. This would make backpack building even better rather than limiting it. You would not collect any stone, of course, unless we add some basic stone “ingot” to the game.


Speaking about stone, there are many potential uses for it. We could finally have long-requested concrete blocks, useful for base building as a cheap alternative to iron, while at the same time making iron more valuable for other blocks instead of using it so heavily for basic structures.

Another interesting use case is terraforming. Why not collect all voxel materials in a similar way to how ore materials are collected? This would allow some “stone-like” materials to be used for crafting concrete blocks, while others could be placed back into voxels, either by hand or using special “dispense” blocks. If the same material is used as before, it could potentially “repair” holes, effectively resetting voxel damage and improving overall performance and save file size.

Imagine placing grass material to form parks, even inside a dome in space or on a planet without atmosphere. Forming roads for rovers, building walls around your base, creating ramps, creating leveled landing pads without using large amounts of blocks, or fixing voxels in tunnels or underground bases. With all these additional uses, dealing with stone and other voxel materials being collected while mining would be more than justified.


Ores

Lastly, I want to shine a light on alternative ores and different ways to collect and refine them. As mentioned before, an ever-increasing number of unique ores creates an additional burden by requiring more mining. Reintroducing ingots can partially mitigate this issue, but not entirely. What if, instead of having dozens of dedicated ores for each individual element, we had compound ores?

Compound ores would contain certain concentrations of several elements. There are many real-life examples of such ores, and for gameplay purposes there could be interesting combinations, for example an ore containing 20% gold, 10% silver, and 5% platinum, or one with 30% nickel, 30% cobalt, and 20% magnesium. Of course, there could still be rich single-element ores, such as hematite (70% iron) or magnetite (75% iron), as well as two-element ores like nickeliferous limonite (50% iron and some nickel). Cobalt (irl) is primarily recovered as a by-product from the mining of other metals such as copper, nickel, silver, gold, and lead, rather than being mined specifically for cobalt.


This approach would not only reduce the number of mining sites that need to be excavated, but also make sector-specific resources more interesting. Sectors would not only differ by which ores are available, but also by how rich and concentrated those ores are. For example, nickel could still be found almost everywhere, but in certain sectors or planet biomes it would simply be more efficient to mine and refine.

Conclusion

Overall, I have mixed feelings about the mining and production systems in SE2. Some changes are clearly a big step forward, while others feel like a step back or a simplification that removes interesting gameplay. There is still a lot of potential to make the system deeper, less grindy, and more engaging, and I hope this feedback helps guide future improvements.


Thx for reading.


References:

Keep Ingots

Keep Stone

Keep Stone 2

Stone Usages

Underground Ores

Meaningful Ore Deposits

Best Answer
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I spent a good amount of time reading through topics on this support site, all the comments under them, and countless debates on Keen’s Discord channels. I’ve seen a lot of interesting ideas and opinions. Now I want to summarize and systemize them into one post, so a casual reader can get a big-picture view of the mining and production feedback (you are still invited to read in-detail discussions I have referenced before doing any quick conclusions).

Of course, this will inevitably include my own bias, but I’ll try to stay as objective as possible and also point out possible compromises, especially for ideas that tend to divide people the most.


TL;DR

  • Mining in SE2 is simple (no stone) but a bit tedious, Need larger ore veins, compound ores, and better UI grouping for nearby deposits.
  • Planets should be more desirable for mining, with larger and more predictable deposits compared to asteroids, giving a real reason to mine planet-side early on.
  • Stone can be its own ore, like calcite
  • Voxel interaction in survival (collecting and placing non-ore voxel material) would be nice to have.
  • Recycling is currently incomplete: only components can be recycled, but there’s no way to recover base materials.
  • Scrap should exist as a basic recycling output and act as an ore-equivalent for component making.
  • Backpack building is popular because of convenience, and players overwhelmingly prefer using raw materials instead of micromanaging dozens of components.
  • Ingots stay strong, I wish we did not need them, but they "are just begging to be used in the game".
  • Maximum flexibility is key: backpack building recipes should accept raw ore, scrap, or ingots, prioritizing convenience while preserving balance (energy cost)
  • Overall goal: reduce tedium, preserve progression, support alternative playstyles, and reduce complexity when it comes to large scale multi base setup with recycling involved.


First: Mining


Mining in SE2 is not bad. It is easier now because you collect no stone at all. Stone is completely absent from the game.

As a compromise, for players who want concrete blocks (and we don’t know if Keen will ever add them, but I see no reason why not), there could be a dedicated ore for it, such as calcite.

Speaking about the number of ores in the game, my idea of compound ores received positive feedback from many community members. The same goes for making ore veins much larger than they are right now.


Having lots of small ore deposit icons around you is a bit annoying. At the very least, ore icons (or GPS points) that are close together could be combined into a single icon, which then expands into a detailed list when you look at it.

Personally, I still prefer compound ores on top of that, since they also reduce the number of mining trips you need to do.

Ore veins could be even larger on planets than on asteroids, to make planets desirable for mining at all. Drill blocks might also benefit from a slightly larger mining radius. Right now, you can barely fit through the hole your small miner creates.

Stone aside, collecting and placing voxel materials in survival is still something I would really like to see in SE2.



Recycling, Scrap, and Backpack Building


Full recycling seems to be missing from the game right now. You can recycle only components, and since there are many of them, it quickly becomes annoying to manage.


You can’t grind blocks down into scrap to recover materials, and you can’t disassemble components back into base materials (ingots are also not in the game right now). Adding scrap feels like a no-brainer to me.

Hand grinders could easily be changed to grind blocks into scrap instead of components. Then, component recipes could use either raw ore or scrap. This would make more sense from many perspectives and for all players.

For backpack building in particular, it’s arguably much easier to manage raw ore or scrap (which is basically an equivalent of raw ore) than to deal with dozens of different components. The main convenience of backpack building is that components are created on the fly.

I’ve talked to many players, and no one wants to constantly run back to the smelter just to make components. Everyone uses raw ore instead, and I think that’s a good thing. I like the convenience, and I would even like it to be more convenient for the limited, small-scale building backpack welding is meant for.

Grinding blocks into scrap to recycle materials gives you even more freedom. You no longer need to worry whether something is a steel tube or a steel plate. If you need iron, you recycle anything that contains iron and build whatever you want from it.

Many people argue that BP might not be balanced, and I tend to agree that it could come with higher energy costs when building from raw ore or scrap. But I still don’t want to constantly run back and forth to micromanage components, even if energy usage is higher. The main strength of backpack building is reducing tedium in small-scale construction.



Large-Scale Recycling and Production

With scrap, you can recycle materials for backpack building. But what about large-scale refining and manufacturing?


How do you effectively recycle at scale?

Yes, you can mine everything again and manage hundreds of components. That might be fine if you enjoy a pure mining-focused survival game on a single base. But what about players who prefer scavenging playstyles? Or large factions in multiplayer later on?

Scaling mining and production as they currently work will quickly spiral into complexity and tediousness. I’ve asked these questions to many people in the community.

Some argue that ore/scrap can be used just fine as the lowest common denominator for all production needs. But I think we already had a perfect solution for this in SE1: ingots.

I won’t go into deep details here, since I’ve already written many in-depth posts on this topic, including a dedicated “keep ingots” discussion. But I want to emphasize that ingots solve all survival gameplay issues currently handled by raw ore or scrap — and they do so much better.

Ingots also allow much more flexibility when it comes to separating refining and manufacturing.

Some people also suggested crafting ingots into physical stockpile blocks, and I really like that idea. It would allow players to showcase wealth (for example, stacks of gold ingots), serve as an alternative to cargo containers, and be used in missions, encounters, and storage in general.



Back to Backpack

Building Component recipes should accept raw ore, scrap, or ingots for maximum flexibility.


I want to be able to carry a bunch of ingots and backpack build for much longer without constantly restocking or recharging. Making components from ingots would require less energy, so I will use smelter not for components but for ingots.

Replies (17)

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Problem with removing stone and them trying to bypass ingots is several fold and I'm glad to see more folks talking about this.


First, I'm glad to see you mentioned that some of the issues attributed to ingots and stone aren't their fault, because it's 100% correct. In SE1 as it sits currently every time you stick a drill to terrain you're getting something that you can turn into a resource, even if it's just trace resources via stone. By removing stone you're pretty much at the mercy of the spawn generator and where it throws you. It makes every part of the planet that's not a dedicated ore vein completely useless and needlessly complicates things while adding unnecessary grind. Stone shouldn't outright replace dedicated ore veins, but it should give you enough in basic trace resources that you're never completely without the ability to build. In SE1 even if all you have is stone, you can still do some basics. So that's one thing that SE1 absolutely gets right. Every bit of the planet has some kind of value. Removing stone and make it useless means that I'm wasting my time resource wise if it's not a dedicate ore vein, and there will only be so many of those.


Next, gravel piles up and is considered largely useless in SE1 not because it's a bad ore/ingot type, but because SE1 the game itself doesn't really do anything with it and it's a forgotten ore type. Outside of a select few things which use very little of it, gravel is forgotten about and basically left to languish. That's not a fault of gravel or stone, that's bad design on the part SE1 forgetting about one of its ores. For some of my mods I've started attaching it to various recipes to give it some use and so folks don't feel like they've got to just throw it out. For most folks however they're just going to toss it because they have no use for it. If the game itself and Keen can't give people reasons to want to use it, they can't logically expect people to just magically think reasons up to use it either. It may happen eventually but if you're not going to do much of anything with it, why include it. Similar is the "organic" ore type. Point being, gravel should've had more uses for as abundant as it is. That's not a fault of gravel, but bad planning on the development side for its uses.


For ingots, even 10k years from now, we will still need to process various materials before we can use them or get the most benefit from them. In real life as it is right now, very rarely can we take a raw material straight from the ground and make it into something. If for example I took a chunk of raw iron ore, I could certainly try to forge that into a sword or a knife, but it's going to be super weak and brittle due to impurities which will break easily. That's assuming I can even get it into a knife/sword shape without it breaking to start with. In real life refining materials like raw metals into an ingot serves 2 purposes. First is that it removes impurities could weaken the material and removes excess weight. Meaning that when I am ready to craft something from that material, it's pure metal and not a bunch of junk elements that will weaken it or make it unnecessarily heavy. On top of this, forming the material into an ingot allows me an easy form for storage that I can stockpile for later use, transport easier without excess weight, or even sell/trade for other materials. Then when I am ready to use said materials, all I have to do is go grab one of those ingots and I can start forming it into whatever I want or need. Ingots are also typically marked with their purity and other critical info stamped into the ingot itself.

With ingots I can craft them into whatever I need when I need it. If for example I've been crafting a bunch of steel plates and something changes so that I need something such as steel tubes, I can just change over to the new component without issues. If I'm stuck with basic components and the ingots are removed, then I'm up the creek. I have to go get more resources because I can no longer break down excess steel plates into resources like I can now in SE1. Even if yes I eat a partial loss by breaking down the excess steel plates, it's better than a complete loss of being stuck with components I don't need and can't use at the moment. Being able to break down the excess steel plates into a raw/scrap resource guarantees I'm able to keep going even if that's the only resource I have. However if I'm stuck with the "basic components" then I'm up the creek, especially if there are no other resources veins nearby. Now I've hit an artificial snag in the crafting tree that shouldn't be there. I call it an artificial snag because it's there by bad game design and because it's designed for me to hit a snag there, not because of anything I did. It's the game forcing the snag on me vs running into it organically.

I also don't buy the "ingots slow down production" argument on its own because by that same logic, having to go out an mine for resources at all can be said to be slowing down production. Removing them or excluding them to the degree they're doing now simply just makes production rooms more barren. See also previous arguments above about forcing us to keep material with alot of impurities and excess weight that doesn't need to be there. Overall mechanically speaking from a gameplay perspective, you can go straight from ore to component, irl that would never be possible in most cases. Not to mention my brain still sees it as a weaker material because it's not properly refined. "removing" ingots doesn't solve production issues, you're just changing which part of the process they handwave away. In SE1 they handwave away the smelting part by having the refineries poof out the ore and poof in the finished ingots. Not to mention trying to keep something in a purely liquid metal state is going to take far far more energy than simply storing in ingot form. Trying to handwave away the ingot stage is just foolish to me. I know for me at least at the end of the day I'll be modding ingots in if they don't get added. I get that they're not everyone's favorites, but the slowdown can be addressed easily enough by just outright decreasing the time it takes to process the stuff whether by just straight cutting the times down, allowing us to stick more power to the refineries to speed them up, or both. I have my own thoughts on this stuff, but will leave it at this for the moment.

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I have nothing else to add, I just want to say that you are correct, and I also especially agree with your point about ingots slowing down production. The production chain should be expanded, not reduced. People have been struggling to fill larger ships since the day SE1 released, and so in my opinion, the more the merrier.

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I'm all for it.

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I think we need stone mining potentially for concrete and gravel, so we can get gravel blocks and cement and make roads.


But I don't really want to go back to stone mining gives you trace minerals. When mining I would have to always make it so my drills didn't collect stone at all because it was annoying. By the time you set up good enough stone production you already had 1 million of each ore anyway.


A lot of games solve this issue by just having specific stone deposits in their world. And the stone deposits are usually huge. Sure it makes you wonder, can't you just get stone from other things that look like stone? But it's not a big deal, and perhaps it would be difficult for them to code it in that everything that looks like stone gives stone? Or it would end up being too process heavy/performance hitting to do it that way? So one option is just having a stone ore vein.


As for compound ores, it sounds like a decent idea. I wouldn't mind this.


And as for aluminum armor blocks or carbon armor blocks ( in the light armor section ) and Titanium armor blocks ( in the heavy armor section ). I would love these changes, and this in fact was one of my ideas I was saying for a long time in the discord. I want to have armor blocks I can make out of different materials and it would have different advantages.


As well we could have metals that we could also get by combining other metals, so mining ores isn't always necessary.


The other concern I have is that I am still fine with no ingots. I don't mind if ingots are added into the game to show them off, like maybe they can be put into stacks on a pallet, and people can store them in warehouses and show off how many they have. Or they can be used for commerce or transport. But this would be an optional step. No one in real life uses ingots to craft components directly. Ingots are smelted down and then the molten liquid is used to manufacture items. In the same way, Ore is smelted and purified and the liquid is then used to manufacture. If you can do all of that in 1 facility you have no need to make the ingot to transport the ore to do it at another facility. Hence the current system makes sense. But sure, bring back ingots as an optional step.


For the above comment, I watch tons of videos on youtube about smelting and purifying metals and chemistry. The ingot is not what purifies the metal. The metal is already purified as it's poured into an ingot cast. Usually from various steps using acids, water filtering, or powder separation. Meaning in its molten state the person already took the time to the filter the elements through multiple steps. Casting metal into an ingot, is helpful when you want to make swords, because you need something semi solid to hit, but that is also heated up at 1000 degrees or more so it's soft and can be shaped. And then you want to fold the metal a lot, and then maybe harden the metal depending on the application.


6e54867758da9410614fd236042bc2c2


So my upvote is based on things in my comment.

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In fact, I didn’t mean that stone has to yield trace amounts of basic elements. In my view, there isn’t really “stone” in the SE1 sense at all. In SE1 almost everything was treated as stone: grass gave stone, sand gave stone, basically any terrain did. What we actually have are different voxel materials, and my suggestion is about collecting those materials.

Some voxel materials would indeed be stone-like and could be used for things like cement or concrete. Others could be used mainly for voxel work, such as patching holes, reshaping terrain, or other terraforming tasks.

What I don’t quite understand is why anyone would deliberately go mining for “stone” specifically, if you already collect some amount of leftover material while mining for ores anyway. If someone really does not want to collect voxel materials while mining, this could be handled through a mining mode toggle or world settings, but frankly, I actually liked how in SE1 we had to apply engineering solutions to deal with excess stone. The difference is that now we would have many more meaningful options for it: patching the hole you just mined, expanding your mining outpost, building roads or ramps nearby, forming landing pads, and so on.

Compound ores are mainly about reducing the number of separate mining trips and digging voxels in general. If materials like aluminum or other new elements are added later, compound ores become even more relevant.


Regarding ingots, I wasn’t really thinking about them as a “showcase” or decorative element, although that could be a nice side benefit. Their core role is much more fundamental. Without ingots, production management can quickly spiral out of control, because instead of dealing with a small number of base materials, you suddenly have to track and stockpile dozens of basic components derived from the same ore. Ingots are not an optional step in this context; they are a way to simplify production, logistics, and overall gameplay flow.

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Good points!


it just depends now what the devs want. but we could just store the 14 ores. thats still not a proof for needing ingots.

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"Removing ingots did not really simplify the game and, in some ways, made it more complicated and grindy. Many issues often associated with ingots were not actually caused by ingots themselves."


Couldn't agree more, in fact, taking away ingots makes the game (even) less realistic and quite frankly more uninteresting. Anyone who had an issue with smelting times in SE1 is likely going to have an issue with something else in SE2. Sure, "ingots" might not be realistic but neither is making components from raw ore, so there's that.


"Speaking about stone, there are many potential uses for it."


Agan, wholeheartedly agree. Even if it's just going back to the simplified system that is in SE1, there are so many other routes you could go with that.


"Compound ores would contain certain concentrations of several elements."


Yes, I think this is one of the best ideas I've seen on this topic so far.

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One thing I would like to see is the ore nodes on planet(s) be enlarged. Currently mining on asteroids seems to be the only way to get any decent amount of ore for time spent, but on the planet(s) its not even remotely worth it.

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My dude, are you really trying to split hairs over a technicality because I dared refer to the entire stage as ingot stage and didn't use every little technical term? I'm full aware that by the time the actual physical ingot is formed, cast, or whatever you want to call it that the actual purification itself has already occurred. Most everyone in here understood that by saying "ingot stage" I'm referring to the process as a whole. In SE1 you turned the ores into ingots as part of purification. You don't need to see every little part of the process to get the finished product. I also stand by my statement that having the actual physical ingots is better from a gameplay perspective than a bunch of components I can't break down if I don't need them. At least the ingot has actual value.

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I think the idea of compound ore deposits would definitely help with the issue of having a million small mining locations, gives more variety and strategic importance to various locations in the solar system, and would give incentive to justify building infrastructure at larger ore sites. Plus, having multiple ores types available at each location would reduce the need for mined stone to give trace amounts of other ores in order to give access to materials to those who have not yet found a bunch of ore deposits.

I do still think stone should be brought back, but in a way that is made more functional. I agree in the belief thats it's failure in SE1 was not due to it's existence, but due to a lack of ways to use it. Concrete blocks and voxel shaping tools would be instrumental in making it useful, and would prevent it from clogging up our inventories.

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The Compound Ore deposits would be cool, but I'm not a geologist so trying to figure out if I'm looking for Hematite or Zoranite (had to make something up because I have no idea) because I need some silver is a layer of hardness that I don't think should be in the vanilla game. I 100% think this can be a mod though. I'd say do it. It would change gameplay when people hit that 1k hrs in SE2. Lets change things up. I'm for it, just not in the vanilla game. I'm trying to make this more straight forward for the newest players.


Also Just as a counter-point. I don't want stone back. I am good without stone. I didn't like needing to jettison my stone just to get 70m deep in an asteroid to get some Uranium. I would have mountains of stone mined and cluttering/jamming up everything. Needing a sorter and ejectors on EVERY mining rig I made was a little frustrating. I do not want stone back. Yes it makes you have to look around and find veins. One can't just play god mode and make girders and windows out of dirt on planets. It makes me have to look for Silicon and Nickel. Something I haven't really ever had to mine on SE1 because getting to just an Iron Vein yielded so much stone that I never needed any Si/Ni. Hard no-vote on Stone from me.


Just my 2 cents. Great write up! Keep making cool things! :)

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The process of finding Hematite or Malachite could be made less complicated. True, not all of us are Geologists, and not everyone wants to master this profession in the game due to its complexity. Therefore, there is a solution: the interface would simply display the composition of such a mineral rock as percentage gradient lines, indicating what ore it contains and in what quantities, so as not to make it a secret and not force the player to go online to figure out in advance which mineral rock contains more of this or that element. Then, it would simply be stored in memory. This would be a compromise solution; maybe I'm wrong, I don't know. But if someone wanted to start understanding this, they would receive an additional bonus for production by knowing where each element is located – they can optimize production and make it more efficient in terms of the amount of necessary resources produced. We don't just create items in production buildings randomly, but with specific goals in mind. If you need a bonus, be kind enough to figure it out. If you don't need a bonus and don't want to figure it out, a spectrometer on a drill will do the trick.

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I like your humor, @Dirk - I’m not a geologist either of course. I actually googled those ore names before posting, just to have some real-life reference. Although realism isn’t the main goal behind compound ores, I do like that it lines up with how things work in reality. But what I care about most is gameplay.

The whole idea behind compound ores comes from trying to solve the issue created by the increased number of ores. Mining is an essential part of the survival experience - it always has been - but the game shouldn’t constantly force players into dozens of mining trips just to gather all required resources. Combining more elements into fewer ores would reduce unnecessary repetition and free up more time for base building or other gameplay. Players who genuinely enjoy mining would still have plenty to do, and compound ores would actually encourage building proper mining infrastructure, because there would be fewer but more meaningful mining sites. On the other hand, constantly having to scout for new veins becomes more of a hassle than enjoyable gameplay.

If you have other ideas for making mining less grindy and more engaging, I’d be very happy to hear them.

Regarding UI for compound ores, it could be similar to what I remember in an early sneak peek of the game where a single icon expanded into a stack of icons or lines with text when you get closer. So from a distance you might see one “dominant” icon, and then as you approach, the marker fans out into lines showing each element and its percentage. This would also clean up the HUD a bit - right now it’s quite cluttered with all the separate ore nodes. A common compound ores containing Fe/Ni/Si, for example, would make early-game much simpler: you find one nearby deposit, mine it, and immediately get all the basic ingots to start progressing. Of course, the concentrations in such common ores would be lower, so eventually you’d still want to locate richer ores for large-scale production.

These “common ores” would naturally replace the role of stone. I also really like Dmitry’s suggestion about adding calcite as a dedicated ore for concrete. That way everyone is satisfied: no stone is collected when mining other ores, but concrete is still available through its own resource.

As for collecting other voxel materials and placing them back into the world — that can easily be treated as a completely separate feature outside the mining discussion. And I want to emphasize that my original post was meant to highlight issues in the mining/production system (hence the title), not to insist on rigid solutions. So I absolutely encourage criticism and alternative proposals.


The only thing I still struggle to imagine a clean solution for is the absence of ingots. If someone can solve all the problems the current system creates without bringing ingots back, I would genuinely be open to considering it — but the more you explore mining and production from different angles, the more issues keep stacking up when ingots are removed entirely.

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I second your point. Indeed, the gradient lines in the interface for complex ore are unnecessary clutter; the sliding icon for the primary ore is certainly more compact here.

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Regarding stone, I had this idea. If it were to drop into inventory when mining regular stone and we could make concrete structures out of it, it would devalue ore mining in the early stages of the game because it's too easy and accessible. But! For example, if we mine the mineral Calcite (the main component of which is Calcium Ore), place it in a Refiner or another production building, and connect the production building to water, it creates concrete. And we can use concrete to build a base. This is very convenient if, for example, we've run out of iron nearby and need to build a base quickly, and concrete would really be an alternative to the abundance of metals used to make a base. But Calcite isn't stone; it's a separate, more yellowish-colored rock that resembles ore more closely. It's slightly more common than iron, but not too common, so as not to discourage the player from mining various ores nearby. Concrete is an interesting thing in general. It's strange, of course, that it's completely absent from the game, given how heavily humanity uses it these days, even considering the sci-fi genre. So, what I'm saying is, it's better to leave the lack of stone mining in the game as it is now, but replace it with calcite and concrete made from it.

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I think it is actually a brilliant idea. It can solve the issue for some people that do not like to deal with stone management when mining. It also simplifies the gameplay. My idea about collecting all voxel materials during mining was more about reducing the need to mine, as the byproduct of what you mine can then be used for a bunch of different things, but if some people really don’t want to be constantly dealing with them I can see how this idea can solve their issue. Collecting other voxel materials and placing them back into the environment can be considered now as a totally separate feature not strictly related to the mining and production gameplay loop.


Please make a separate topic about this idea of having calcite ore and concrete. I would happily vote it up. The fact that it requires water is even better, I saw some people speculating about water being used in energy production, but this one is even more simple and realistic. It gives you an additional reason to build something near water and engage with it to solve gameplay goals.

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Regarding ingots, there might be an elegant solution. Be careful not to break the current logic the developers have already implemented (with crafting inside the backpack and inside the smelter), and to give players an advantage rather than simply complicating production. What could be done? I propose replacing ingots with elemental powder. What is that? The chain: the player mines mineral rock, which contains various ores (which is convenient). There are two paths: 1) Using the backpack, the mineral rock only extracts the dominant ore, while other ores inside the mineral rock are lost - this can be explained by the imperfect crumbler inside the backpack. But it essentially works as it does now - if we build from raw materials, the dominant ore from the mineral rock is used, for example, Hematite, i.e., iron ore. In other words, the backpack kind of spoils the mineral rock and doesn't utilize its full potential in terms of its composition. 2) But there's a second option: a structure called the Crusher (it looks a bit like the rotating spikes used to dispose of cars in junkyards; many of you have probably seen them in movies). So, we feed the Crusher minerals, and it extracts all the ore from it in powder form. For example, iron powder, copper powder, etc. Then, we deliver the powders via a conveyor belt to the Smelter or Refinery. In the Smelter, for example, which is logical, various objects are smelted from the powder through molds. But the main advantage of elemental powder is its efficiency. For example, from six pieces of iron ore, we can get, say, one steel plate, but from three pieces of iron powder, we can get one steel plate. This is because elemental powder is a more concentrated substance than regular raw ore. If we place mineral rock in a smelter, it breaks it down, just like a backpack, extracting only the primary element, while the rest are irretrievably lost. This leaves the player with the current game logic, but if they're having trouble filling their storage (which is a problem in the game's setup) and simply have nowhere to store large quantities, they can reserve these quantities through a buffer in the form of powder, which will be stored in a Crusher. Furthermore, the player will not only gain greater efficiency per element but will also be able to store various elements at their base by mining just one ore. This doubles the bonus. Therefore, if you don't want to complicate production by building Crusher-type structures, then by all means, stick with the current game logic. If you really need to significantly increase mining efficiency and expand it, then here's the additional, expanded logic. Powder is the successor to the ingot idea, an improved version.

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To summarize: It would certainly be great if the game added a mineral-based ore add-on (or complex ore, as it's also called), but the add-on's full potential can only be realized through the Crusher external structure. Without the Crusher, the player relies on the current standard logic for extracting and using raw materials.

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@Dmitry Ingots are discussed primarily in a dedicated topic I have referenced. Essentially what you are proposing here is an alternative to ingots except you introduce a 1 new block BUT you are not solving one of the the main issue that ingots are used to solve - recycling components, a thing that I have emphasized in this detailed breakdown

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Personally I do not like the backpack simplicity at all, I actually like the long slow start - makes you feel like you achieved something when up and running.

I would prefer backpack to be hugely inefficient and slow.

To add to your point, I think I would like:

Dirt/stone -> crusher -> ore -> smelter/refinery -> ingot -> assembler -> part

Stones as SE1 but ejected stones would turn into voxels when grouped together or hitting ground. So at a mining site there would be mound of ejected material. Could perhaps also be ejected more controlled with some scaffolding to make walls etc..

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Yeah, having those piles of refined leftover materials would be really cool. Imagine hoses coming out of refineries, elevated above the ground, with voxel material falling down, sliding or rolling along the sides of the pile, and eventually sticking to the ground to form a large mound of new voxels. A lovely scene.

The basic requirement to enable this is the ability to place voxels in survival. I really hope the devs can come up with some kind of performant, engine-friendly solution for this. As I already pointed out earlier, this could even be used to repair terrain. If players can fill holes they previously mined, they may actually improve performance over time. In the same way thoughtful players already try to avoid excessive voxel deformation, they could also use this system to patch holes and reset voxels.

The only thing the game would really need to track is whether a voxel is “original” (still containing all elements) or whether it has already been refined and no longer contains extractable resources. This is probably the trickiest part. If that turns out to be too challenging or impossible, I would still be happy just being able to mine and place “non-ore” voxel material.

As for the backpack, I understand the preference for a slower start. The new backpack building does feel powerful and will definitely need balancing. However, it also solves several long-standing survival issues.

First, in SE1 the survival kit was a mandatory block for progression, and it also required a power source. If you lost it, you were essentially stuck with no way to progress, which is especially punishing for new players. Second, small-scale building was quite tedious. You constantly had to micromanage your inventory, picking the exact components needed to place and weld blocks.

In SE2 we now have even more basic components and many more small blocks. Even during normal base or ship building, you often deal with interiors, decorations, or detail work where large welders cannot easily reach, or as an afterthought. Backpack building, even if limited to small-scale tasks, remains useful and convenient throughout the entire game.

Currently, the backpack can produce basic components directly from raw ore. This removes the need to worry about dozens of individual components made from iron, nickel, silicon or combinations of those. It is clearly more convenient than using a smelter, but it does need balancing. One option is energy cost. Backpack crafting from ore could consume significantly more energy, while using ready components should consume none, aside from the welder itself.

Considering all the benefits of backpack building, I strongly believe that having ingots in the game would make this system even better. Players would have more incentive to use smelters to produce basic ingots instead of components and carry those ingots with them. This would allow you to weld more blocks before needing to recharge or restock, because the backpack would use less energy to convert ingots into components on the fly.

This does not feel overpowered to me. You are still limited to basic blocks, but it rewards preparation. Ingots are not an alien concept to players, including new ones. In many ways, smelting ore into ingots and using those for backpack welding is simpler than preparing dozens of different components and managing them manually. Creating components still has its place later when using welder blocks, but for backpack building, ingots make much more sense IMHO.

I also want to mention another survival aspect that is currently missing in SE2: recycling back to base materials. Right now there is no way to recover raw materials from blocks or components, which is understandable since turning components back into ore would feel unrealistic. Instead, grinding could optionally produce scrap. Scrap already existed in SE1 and effectively acts as an alternative to ore.

Scrap could be used for backpack building in the same way as ore, or placed into a smelter to produce ingots, again just like ore. This would create a clear and logical recycling loop.

In summary, this would give players a straightforward way to backpack-build basic blocks. The backpack could automatically prioritize using ready components first, then ingots, then scrap, and finally raw ore if available. This way, there is no micromanagement involved at all.


Preparation should matter, convenience should exist, and ingots naturally support both.

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I agree. The ingots are just begging to be used in the game.

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One of the biggest issues with the system now in place is that there is really no incentive at all creating a permanent base.

Trying out a survival start with progression turned off and I find the start of my base kind of pointless, especially since all ore veins I have found are just ridiculously small which will force towards a nomadic play style, always moving.

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This is by far one of the best Ingot Arguments I have read.

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I spent a good amount of time reading through topics on this support site, all the comments under them, and countless debates on Keen’s Discord channels. I’ve seen a lot of interesting ideas and opinions. Now I want to summarize and systemize them into one post, so a casual reader can get a big-picture view of the mining and production feedback (you are still invited to read in-detail discussions I have referenced before doing any quick conclusions).

Of course, this will inevitably include my own bias, but I’ll try to stay as objective as possible and also point out possible compromises, especially for ideas that tend to divide people the most.


TL;DR

  • Mining in SE2 is simple (no stone) but a bit tedious, Need larger ore veins, compound ores, and better UI grouping for nearby deposits.
  • Planets should be more desirable for mining, with larger and more predictable deposits compared to asteroids, giving a real reason to mine planet-side early on.
  • Stone can be its own ore, like calcite
  • Voxel interaction in survival (collecting and placing non-ore voxel material) would be nice to have.
  • Recycling is currently incomplete: only components can be recycled, but there’s no way to recover base materials.
  • Scrap should exist as a basic recycling output and act as an ore-equivalent for component making.
  • Backpack building is popular because of convenience, and players overwhelmingly prefer using raw materials instead of micromanaging dozens of components.
  • Ingots stay strong, I wish we did not need them, but they "are just begging to be used in the game".
  • Maximum flexibility is key: backpack building recipes should accept raw ore, scrap, or ingots, prioritizing convenience while preserving balance (energy cost)
  • Overall goal: reduce tedium, preserve progression, support alternative playstyles, and reduce complexity when it comes to large scale multi base setup with recycling involved.


First: Mining


Mining in SE2 is not bad. It is easier now because you collect no stone at all. Stone is completely absent from the game.

As a compromise, for players who want concrete blocks (and we don’t know if Keen will ever add them, but I see no reason why not), there could be a dedicated ore for it, such as calcite.

Speaking about the number of ores in the game, my idea of compound ores received positive feedback from many community members. The same goes for making ore veins much larger than they are right now.


Having lots of small ore deposit icons around you is a bit annoying. At the very least, ore icons (or GPS points) that are close together could be combined into a single icon, which then expands into a detailed list when you look at it.

Personally, I still prefer compound ores on top of that, since they also reduce the number of mining trips you need to do.

Ore veins could be even larger on planets than on asteroids, to make planets desirable for mining at all. Drill blocks might also benefit from a slightly larger mining radius. Right now, you can barely fit through the hole your small miner creates.

Stone aside, collecting and placing voxel materials in survival is still something I would really like to see in SE2.



Recycling, Scrap, and Backpack Building


Full recycling seems to be missing from the game right now. You can recycle only components, and since there are many of them, it quickly becomes annoying to manage.


You can’t grind blocks down into scrap to recover materials, and you can’t disassemble components back into base materials (ingots are also not in the game right now). Adding scrap feels like a no-brainer to me.

Hand grinders could easily be changed to grind blocks into scrap instead of components. Then, component recipes could use either raw ore or scrap. This would make more sense from many perspectives and for all players.

For backpack building in particular, it’s arguably much easier to manage raw ore or scrap (which is basically an equivalent of raw ore) than to deal with dozens of different components. The main convenience of backpack building is that components are created on the fly.

I’ve talked to many players, and no one wants to constantly run back to the smelter just to make components. Everyone uses raw ore instead, and I think that’s a good thing. I like the convenience, and I would even like it to be more convenient for the limited, small-scale building backpack welding is meant for.

Grinding blocks into scrap to recycle materials gives you even more freedom. You no longer need to worry whether something is a steel tube or a steel plate. If you need iron, you recycle anything that contains iron and build whatever you want from it.

Many people argue that BP might not be balanced, and I tend to agree that it could come with higher energy costs when building from raw ore or scrap. But I still don’t want to constantly run back and forth to micromanage components, even if energy usage is higher. The main strength of backpack building is reducing tedium in small-scale construction.



Large-Scale Recycling and Production

With scrap, you can recycle materials for backpack building. But what about large-scale refining and manufacturing?


How do you effectively recycle at scale?

Yes, you can mine everything again and manage hundreds of components. That might be fine if you enjoy a pure mining-focused survival game on a single base. But what about players who prefer scavenging playstyles? Or large factions in multiplayer later on?

Scaling mining and production as they currently work will quickly spiral into complexity and tediousness. I’ve asked these questions to many people in the community.

Some argue that ore/scrap can be used just fine as the lowest common denominator for all production needs. But I think we already had a perfect solution for this in SE1: ingots.

I won’t go into deep details here, since I’ve already written many in-depth posts on this topic, including a dedicated “keep ingots” discussion. But I want to emphasize that ingots solve all survival gameplay issues currently handled by raw ore or scrap — and they do so much better.

Ingots also allow much more flexibility when it comes to separating refining and manufacturing.

Some people also suggested crafting ingots into physical stockpile blocks, and I really like that idea. It would allow players to showcase wealth (for example, stacks of gold ingots), serve as an alternative to cargo containers, and be used in missions, encounters, and storage in general.



Back to Backpack

Building Component recipes should accept raw ore, scrap, or ingots for maximum flexibility.


I want to be able to carry a bunch of ingots and backpack build for much longer without constantly restocking or recharging. Making components from ingots would require less energy, so I will use smelter not for components but for ingots.

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I agree with most of this, but I still say I am not a fan of scrap unless it is late game. I would rather drill into resources than to just scrap. SE1, Scrap was just Iron ore with a dirty dress on. If you cute a steel plate, you still get a steel plate, just a smaller one. I wouldn't even mind a motor being ground down into a wire, as wires are used to make them, so maybe some later game components could just grind down into lower tier components.

I am not saying Scrap doesn't have it's uses, just that it seemed pointless in SE1 for so long. You started the game with power cells being the only thing that produced scrap when ground down, and that didn't change to they released the end game faction blocks.

I will state that if you insist on calling it Scrap, Why not Iron Scrap, Copper Scrap, Nickel Scrap, and so on?

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"I will state that if you insist on calling it Scrap, Why not Iron Scrap, Copper Scrap, Nickel Scrap, and so on?"


This is exactly what I mean, @David Roby. Components yield different scrap based on what ore it is made from. For example, a motor will give you some amount of iron scrap and some amount of copper or nickel scrap.

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I really like your idea about detaching/attaching blocks to enable the scrapyard survival in vanilla. And yes, we need SCRAP. Ideally, some part of material should be lost during the grind to give you more incentive to move whole blocks instead of grinding everything down and rebuilding from scratch.

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Let's now talk about the smelter.


At the moment, the smelter feels barely usable in actual gameplay.


It is meant to be one of the very first blocks you build on your base, yet most of the components it can produce can also be made directly with the backpack. In practice, I often choose the backpack to build with raw ore, simply because it is more convenient.

Let's say you want to build your first mining ship. Yes, smelter is now required to produce compressors for the drills (which requires gold for some reason, very hard to obtain on the planet, but anyway).


However, once you start mining more ore with that ship, I still prefer to use the raw ore and backpack-build whenever possible, rather than routing everything through the smelter.


Then you might say, but the smelter is going to be used to produce a high volume of basic components, or even automate producing higher-tier components that require basic ones.


But this raises an important question: why is the smelter so small?


It is currently the smallest production block in the entire chain. When it comes to mass-producing basic components, the smelter feels like it should be the largest block in the production chain, not the smallest.


At this point, I would honestly rather see:


Compressors moved to the assembler (or backpack), and


The first smelter made significantly larger, for example 2×2×2.


This would still be easy to build with a backpack, but it would make much more sense considering the volume of material flowing through it. Later in the game, even larger smelters could exist to support higher production demands.


Why This Matters


Basic ores like iron, nickel, and silicon are the foundation of the entire production chain:


The majority of blocks in the game rely on basic components.

Basic components are also required to produce higher-tier components.


This means the smelter:

  • Handles the largest ore input
  • Produces the highest component output
  • Sits at the core of all large-scale production

From both a gameplay and a logical standpoint, it makes far more sense for the smelter to be the biggest and most important block in the chain, rather than the smallest.


If you want to nerf backpack building just to force me to use the small smelter, then NO — that would only make me hate it more. I enjoy the convenience of backpack building for small-scale work, interiors, and detailing.

The only way I would willingly use the small smelter is if it produced ingots that let me backpack-build faster, restock less often, and recharge less frequently. That would justify its existence in the early game and give a real sense of progression.

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Edit:

Compressors are already the assembler.


Indeed, this is what I did in my survival playthrough. I built an assembler, then a mining ship and only then a smelter. Then I continued base building without ever using it. I end up building the fabricator without ever touching the smelter.

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"But this raises an important question: why is the smelter so small?"

Compared to the backpack the smelter is anything but small. One is something an astronaut can carry on their back. The other is a block of 2.5 x 2.5 x2.5 meters. To justify the investment, the smelter should be considerably more capable and versatile compared to the backpack. Possible enhancements include

-Better refining yield than the backpack. That was mentioned as being planned, may even be already implemented. I have not measured it myself yet.

-The smelter can make Ingots as "concentrated ore" as you suggested. With the same amount of stuff in the backpack, you would be able to build more. To that end, the smelter should also work as a refinery in SE1: When ore is fed into the smelter, it is automatically refined to ingots.

-Speed. Much greater throughput than the backpack, 5-10x as fast. This needs to feel like going from making components in the SE1 survival kit straight to the SE1 assembler.

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Yeah, I like the term "concentrated ore". Maybe it is better to use it because some people are triggered when they hear the term "ingot". :)


I was comparing smelter not to a backpack but to other production blocks. For me, it makes sense that a steel mill has to be bigger than an assembler.

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It is a matter of cost efficiency too. In real life, one big unit often performs better in terms of price per unit. That may simply be because the same number of workers can achieve more quantity with a large unit. In game, I think some other justification for needing to build big is required.

In terms of naming, what about "[metal] pellets" instead of ingots? That implies small chunks that will easily go through even a small conveyor.

[bullshit removed]

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There's some things I can agree with here, but most I cannot. Your grievances with crafting seem to be in large part cosmetic in nature. Just get into this way of thinking: Keen never removed ingots from the game. They were renamed into "simple components" and "refinery products", but they're still there. Please explain to me how "silver rods" differ from "silver ingots" or "lead bars" from "lead ingots". With this in mind, solving the problems you have with this system is trivial. Recycling? Yes, you should be able to recycle complex components into simple ones in exactly the same way as in SE1. This way, Keen could add an arbitrary amount of complex components into the game and the resources to manage would stay the same. Problem solved. What else?

You may say that you cannot turn steel plates into steel tubes or vice versa. Yes, that is correct. This limitation doesn't hamper the gameplay; it improves it. What really matters for the gameplay isn't complexity but depth. Gameplay depth is defined as a number of meaningful decisions that the player needs to make while playing. In SE1, there was never any choice to make -- you had to refine ores into ingots and leaving them in the ore form was never the correct course of action. In SE2, you have a choice of what to do with your ore. Will you refine silicon into glass or electronics? Or maybe leave it as ore to make the decision later? Making all components made of a given element interchangeable flattens the game. SE1 was already overly simplistic with only 10 resources that you could gather within an hour.

By the way, the current crafting system sightly differs from the one Keen plans. Currently, complex components (the ones made in the assembler) are made with ores when they're meant to be made with simple components and refinery products. The problem is that many of those components aren't in the game yet.

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Hi @Adam, thx for sharing your opinion. I gave it a heart :)


You raised many important aspects here, one of which is increased complexity, disliked by many and a source for one of the biggest misconceptions about ingots.


I personally like deep production mechanics, which is not the same thing as complexity.


And no, motors or electronics are not universal first stage refining products (ingots). We have some, like you mentioned, lead bars or silver rods, but we do not have basic and most important ingots like iron or nickel, which is arbitrary or by design, but in either way, it is a big restriction.


Your hope is that there might be ways to solve those restrictions in interesting from gameplay prospective ways. Let's see what we can do with that.


The restrictions imposed definitely make you want to stockpile ore for all basic resources. Otherwise, you will be constantly forced to go mining/recycling. There is no real choice to stockpile, say, electronics, because if you do, you can only be punished.


With ingots, you indeed have a choice to store ore or refine them to ingots. It is the way it was done in SE1 that is not optimal. Refining should not take an absurdly long time. A meaningful choice is either to provide enough energy on site to refine your ore (while you are mining) or transport it to some other place.


Whenever I go, I want meaningful interactions, rather than waiting or doing multiple boring round trips. Instead of building dozens of refineries/smelters, you might build that big reactor or explore or engage with NPCs to obtain better ways to do your production. Please check exotic production modules where I explore the latter in more detail.


I want all resources in the game to be equally important. As for now, those basic ores has exactly 0 value for trade :) By the time you find someone to sell you, you can go and mine 10 times that ore. And frankly, I would not sell iron ore to anyone either, because mining a huge amount of it is just a boring task to do over and over again. Instead, I could do something to increase substantially the yield of refining iron ingots. Now I can have a good surplus of iron I can efficiently store and potentially sell, because now it makes sense for both sides: I can easily produce a huge amount, and you are clearly interested in buying a universal condensed iron resource and forget about mining it.


I am all for the deep mechanics in the game, but I don't see how imposing restrictions on basic materials can help with this or how it endorses the "preparation should matter" principle.


Bonus idea

If you embrace the idea of player interaction as core gameplay, production blocks can be made inactive when there are no players nearby. The player should be able to refine or produce everything in a reasonable amount of time while it is on site anyway. But now you can completely "ignore" or "pause" distant grids and improve the game's performance by a huge margin.

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Unlike SE1, motors and electronics only use one resource, For all intents and purposes, they are a purified form of nickel and silicon respectively. The fact that the icons don't look like ingots is aesthetics, like I said.

Again, I certainly cannot agree with you about the necessity to stockpile ore. I certainly haven't in what time I played SE2. It makes sense to stockpile ore (unlike SE1) but it also makes sense to produce what components you expect you'd need. I only wish the build planner would make a comeback because having to remember the exact kind and quantity of components I need is not a fulfilling challenge.

>A meaningful choice is either to provide enough energy on site to refine your ore (while you are mining) or transport it to some other place.

In all my 3000 hours of playing SE1, that never came up. If I had refineries on my mining ship (I usually didn't unless that mining ship was my main vessel), they simply worked in the background while I traveled wherever I needed to be. It feels like a single choice you make when designing the ship rather than something continuous.

>Whenever I go, I want meaningful interactions, rather than waiting or doing multiple boring round trips. Instead of building dozens of refineries/smelters, you might build that big reactor or explore or engage with NPCs to obtain better ways to do your production.

Yeah, definitely support that, as long as alternative mechanics are limited enough not to replace the main gameplay loop. I like the way it is done in Astroneer, where each planet has a limited selection of resources that can be mined there. If you need the ones that aren't present, you can travel to another planet or just shred some of the wrecks lying around into scrap and barter scrap at a trade platform for resources you need. Trade platform is an expensive block, so it's a high investment, high reward proposition.

Expanding module mechanics is also a very good idea that would allow the devs to make some of the modules rare, valuable and completely optional to the player's progress. Putting modules in pirate loot would encourage combat, for example, whereas normal resources (even platinum) are much easier to just mine.

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"Unlike SE1, motors and electronics only use one resource, For all intents and purposes, they are a purified form of nickel and silicon respectively"


Glass is also made of silicon only. Motors are one of many components made with nickel, including simple ones like power cells or turbine blades. Once you have your electronics you can't make glass out of it. Iron is used basically everywhere, including "mono-ore" components like steel plates, steel tubes, construction components, stainless steel, heavy-duty plates and so on.


All those components are not "ingots", they are not the universal smallest common denominator for crafting. Only raw ore is, as for now. There is much more sense and value in a stockpile of real iron ingots than a bunch of iron tubes, same as in a stockpile of shiny golden ingots than in a bunch of motherboards or hard drives. It would also be very cool to have a physical stockpile block made of gold ingots you can put into a vault and show off, not to mention all the interesting missions and encounters that might use it in an interesting way. It is more exciting an valuable to find ingots rather than, you know, a couple of reactor cores or whatever, or raw ore (I would not pick up raw platinum or uranium ore when doing Factorum encounters, but definitely ingots). Then, as I have already mentioned, trading ores or components has almost zero sense.


"I only wish the build planner would make a comeback because having to remember the exact kind and quantity of components I need is not a fulfilling challenge"


Guess what, we might not even need a build planner if you can use ingots in your backpack. Instead of micromanaging dozens of components, or implementing a build planner, which is not an accessible feature for new players, you could just carry a bunch of iron ingots and build 90% of things backpack allows you to craft rn. And occasionally take a couple of nickel or silicon ingots. When it comes to build more complex staff and/or on a large scale, you will be using other ways to build anyway, like welder ships, mechanical welding arms, printers and so on. Backpack building is very good imo, and we can use it to improve early game convenience and accessibility, while encouraging players to use other means of building when it comes to more advanced staff.



"In all my 3000 hours of playing SE1, that never came up. If I had refineries on my mining ship, they simply worked in the background while I traveled wherever I needed to be. It feels like a single choice you make when designing the ship rather than something continuous."


SE is a sandbox survival game where you have countless possibilities for how you can set up your mining and production. In my 12 years of playing SE1, I have mined an absurd amount of ore and built an uncountable amount of bases for all kinds of purposes. You might be using your ship to refine ore, others can set up dedicated bases for refining and manufacturing, and ingots give you that possibility and choice. The only limitation in SE1 was stupidly long refining times, making you wait rather than have meaningful interactions. I'd rather build a large refining facility with plenty of power near major resources deposits, transport ore to that facility and, when I am done, I have my "condensed ore". I can take everything with me and bring it to other bases I own (or faction bases) where you do specialized manufacturing, or I can trade, or I can bring them to my secret vault to stockpile them for emergency or show off. Ingots allow me to do that. While raw ore can be used only for a subset of those things and also less efficiently, as I have to do multiple boring round trips to transport ore everywhere.



"as long as alternative mechanics are limited enough not to replace the main gameplay loop"


Why alternative mechanics have to be limited and why there should be a "main gameplay loop". It is the other way around, Adam. A sandbox should provide you with a world you can interact with. What you do with that world is up to you. The pirate or scavenger path should be as viable as mining. This is what brings more people to play the game. Everyone should be able to play it in their own way and the game needs to support this as much as it can. If you do not like mining, you should be able to progress as fast by doing other things. For example, hunting other NPCs , stealing their loot, recycling their ships and bases, or you could focus on missions, exploration and encounters, sell staff you do not need and buy staff you are missing, buy whole ships or bases and be able to easily modify/upgrade them. See this topic for more details about beloved by many scrapyard survival and other possibilities.

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"Guess what, we might not even need a build planner if you can use ingots in your backpack. Instead of micromanaging dozens of components, or implementing a build planner, which is not an accessible feature for new players, you could just carry a bunch of iron ingots and build 90% of things backpack allows you to craft. And occasionally take a couple of nickel or silicon ingots."

That could be combined with backpack building as it is implemented today. You could have choices like

1) Build from components you have made in your smelter. Low suit power consumption, low ore consumption over the supply chain as the smelter has better yield. Obviously that needs building a smelter first.

2) Build from ingots you have made in your smelter. Higher suit energy consumption as your suit has to remelt the ingots, low ore consumption.

3) Build from ore. Least efficient both in suit energy consumption and ore consumption. The latter makes a difference if you have to make do with a small ore deposit.

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I want to put more than 100 items into the smelter at once, not 10 times 100.

or make it with shift control alt klick


And the production is a pain because if two smelters are connected, they block each other, like the drills.


The assemblers don't empty themselves. I haven't tested Rafenierin or Factoris.

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As for ingots: what if to make backpack process ore into more compact ingots, but at such speed that when you did one full storage run, and came back to base, only 50-70% of ore is turned to ingots during that time.

So in such way:

1) you are able to build straight away, like before. An exception is if you build something, that needs A LOT of ingots, and you spend everything quickly on one block, you have to wait 20-30 seconds more, to process ore remains in your backpack. Usually there are no such blocks at start of survival, so it might be OK.

2) if you have built a mining ship, that can carry 2-4 times more ore, than your backpack, and need to spend it quickly on something large/demanding, your backpack will become not a good option for this. Yes, you can take some ore into backpack while flying home and process it to ingots, but it will be a small part of all ore you mined.

So, from now you will need a Smelter to do this faster and more efficiently (just to process ore to ingots).


And it's also might be a good idea that with Smelter you will have more ingots/components than from backpack. Maybe 20-30% increase.

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@ Kirill, I like the idea of the backpack being slow in refining on top of other limitations, but able to refine on its own.

The thing that annoys me the most about hand mining in SE1 is running back and forth between dig site and survival kit. This said, the backpack should also have an off switch for the built-in mini refinery, so if you don't have a lot of ore, you can refine it in a more efficient smelter and get more metal out of it.

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The process of refining ores should product cement as the binding part for making concrete.

Stone appears to come in different flavours, and as such should yield different resources.

Sand, gravel, soil.

Silicon ore is weird, as generally stone/rock has either a silicon or calcium base.

It could be that silicon ore is in a form that is more readily processable.


I like the idea of concrete being in the game, but it should be made from the three main ingredients.

If this was the case then the option for graded concrete could also be a thing.


I noticed that there are at least 3 posts for concrete and they need voting support.

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"Imagine placing grass material to form parks, even inside a dome in space or on a planet without atmosphere. Forming roads for rovers, building walls around your base, creating ramps, creating leveled landing pads without using large amounts of blocks, or fixing voxels in tunnels or underground bases. With all these additional uses, dealing with stone and other voxel materials being collected while mining would be more than justified."

How much of a performance hit to conform/deform voxels...? This idea is a really good one, it would add a lot to existing game-play for players. Want a mountain base? Make a mountain. The ability to actually transform the world space in-game would open up a lot of new ideas and creativity. Bulldozers, cranes, graders...excavation equipment type blocks for terraforming. The perfect use for the 'stone' problem. All the biomes will have some version of 'dirt' to make 'gravel' for use.

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hmm... for the refinery...

The smelter should not make any materials.

The smelter should make ingots, e.g. if iron ore then iron ingots. The iron bars can be processed into steel in the refinery or, better yet, in the ironworks, which in turn requires not only iron, but also carbon. Steel plates can then be made from the steel in a forge or ironworks, just an idea. That's how it would be in reality. Glass, for example, not only needs quartz sand, but also zinc and other substances if necessary to create a flat glass plate. but that might be too much of a good thing for the game, hence the simplicity.


The idea with concrete isn't that bad, but as already mentioned it requires gravel, lime, cement and water, and even steel because of reinforced concrete.

there is a lot of potential for improvement.

In my opinion, it's just for the sake of simplicity that you can process ores directly. Maybe something else will come, remember it's still an alpha, so to speak. But for the fact that it's an alpha... I've already had several hours on it ^^

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The smelter is like the refinery and production parts of the SE1 survival kit, just for more different parts and faster. I don't consider this a "dumbing down" that is worth fighting about. You get essentially the same if you build a basic refinery and a basic assembler in SE1. Not a difficult concept.

Instead I'd like to see more differentiation between smelter and backpack in terms of refining yield, speed and energy consumption. The backpack as the portable and more convenient way of doing things, but inferior in any other way.

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Yeah, I would invest in the smelter if it could smelt ores into ingots. That way, I could carry more “condensed ore” with me and use less energy when backpack building.

I definitely don’t need it to produce dozens of components that I then have to micromanage and store in excess.

And no, the build planner isn’t a real solution here — it’s more of a patch. In my opinion, SE2’s backpack building is already far more convenient and accessible than the build planner ever was.

For the small scale hand welding, just let me backpack-build from ore, scrap, or ingots for maximum flexibility and convenience, from early to late game.

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By removing stone from SE2 they have removed an engineering challenge. In SE1, after making a mining ship how do you deal with the stone collected while mining ores? That is a good challenge for new players as there are many ways to address it.

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