Exotic Production Modules

4Peace shared this feedback 6 hours ago
Not Enough Votes

There could be an interesting selection of modules for production blocks that go beyond simple speed or efficiency upgrades.

Some standard modules could be craftable (for example in the Gearforge), but the really exciting part would be exotic modules. These would provide very strong, very specific bonuses and could only be obtained through late-game encounters, exploration, or by buying them from NPC factions after reaching very high reputation.

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Some examples (with fun names):


  • Ferrum Overdrive Core – massively increases yield when smelting iron-based components.
  • Auric Ascension Matrix – more yield for gold and platinum.
  • Nanotech Logic Accelerator – high-tech components might take a very long time to make, this module can speed up by 10x or more manufacturing of certain component(s).
  • Overlord Magnetron – massively increases yield when making certain ammo types.

The most powerful modules would be extremely rare, so when you finally find one, it feels like a real achievement. Getting one naturally pushes you to rethink your setup: instead of general-purpose production, you now want to build a specialized production line around that module.

To reinforce this, once an exotic module is installed, it cannot be removed without destroying the whole block. So you’re no juggling modules in and out — you’re building purpose-built factories.

This leads to more interesting gameplay:


  • You start designing dedicated production lines, instead of rows of identical refineries or smelters. Build bigger or more bases.
  • Even a single exotic module gives you a strong advantage in a specific area, encouraging specialization and trade, engage more with NPCs and other players.
  • Modules themselves are very valuable items — worth exploring dangerous areas, you can always sell them for some good money, swap for another or sell to other players for potentially even more money.
  • Industrial espionage, stealing of technologies. Your refinery is not the same as mine now.
  • Campaign missions designed around their importance, also teaching new players about their existence and value. It can be in lore of some NPC factions, explaining their dominance in certain area.

Some modules might only be found in specific sectors or encounters, while others could be purchased from NPC factions. The faction ones could be weaker but predictably obtained, letting players plan their specialization early based on the economy and pick a specific sector / modules combo.

To better support this concept, production blocks should also scale with power input. Each block could have a max power input slider:


  • Low power → slow but functional production even if you have limited power options
  • High power → much faster production, hi scale production

This gives a real reason to build large reactors on your bases to scale up production instead of building dozens of universal production blocks. You get more output by building smarter, not just bigger.

Overall, this system:


  • Rewards exploration
  • Encourages specialization and trade
  • Reduces production block spam
  • Reduces PCU usage
  • Makes production deeper and more interesting

Without:

  • Adding any new blocks
  • Adding any new components/ore
  • Complicating base production chain
  • Changing basically anything

You can completely ignore this system and still enjoy the normal production gameplay with standard modules.

Or you can hunt for exotic modules or engage with NPC factions to obtain powerful bonuses for late-game, large-scale, specialized factories — a lighter take on Factorio / Satisfactory-style gameplay many of us.


The concept is relatively easy to implement and add more modules in future. Remember one of those rare skin weekend hunts in SE1, now imagine rare or exclusive modules weekend hunt :)


And ofc it would be very easy to create your own modded modules.


Thx for reading

Replies (2)

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I like this idea, good concepts here.

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A more general Upgrade System for blocks would be great. So you can upgrade any block, not just the ones with slots built in.

I propose Upgrade Menu:

  • Access per-block "skill tree"
  • Pay increasingly rare/valuable resources to upgrade the block (need to weld the block to apply the upgrade)
  • Remove upgrade from a block, to apply it to another block. This should not be a free operation.

The Upgrade Menu would be accessed either using welder tool, or alternatively, through the ships menu (every block would have a "Upgrade" button?)

When building, one should be able to access the upgrade menu to build upgraded holograms, where the upgrade cost is added on top of the regular build cost. So you can easily lets say build all your engines upgraded/specialized without having to upgrade them individually. Just select engine, press button to open upgrade menu, choose upgrade type, place all the engines, build them, done.

If you have an existing ship with like a THOUSAND thrusters and want to upgrade them all, go to ship menu, select all the thrusters, click "upgrade menu", set upgrade, start welding.

I do like having physical upgrades where possible though, like the upgrade modules of SE1. But lacking those, an upgrade menu would be a cheap way of multiplying possibilities - no need to model new blocks, no need to change existing blocks to add upgrade slots.

In the end, there should be three upgrade systems:

  1. Upgrades as blocks (like in SE1) - expensive to implement so only in a few critical places
  2. Upgrades as modules (the ones you talk about) - not so expensive but still cant have slots on EVERY block
  3. Upgrades as nonphysical selections in a menu (what I suggest) - cheap to extend to every block

(threw this into a suggestion: https://support.keenswh.com/spaceengineers2/pc/topic/51844-block-upgrade-system)

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Hi @Waterlimonm, thanks for your feedback — you definitely gave me something to think about.

I actually liked the physical upgrade modules we had in SE1 for refineries and assemblers. They looked cool and felt tangible. The downside, though, was that each upgrade needed its own model. That limited how many you could reasonably have, and you always had to reserve physical space for them, which wasn’t easy — especially on smaller assemblers.


For thrusters, I think there’s an even better upgrade. If your ship has an oxygen tank, thrusters could optionally consume oxygen in addition to hydrogen to provide higher thrust. This could simply be an on/off toggle per thruster. They can overheat if they use oxygen for too long for balance. I wish the proper heat mechanic was in the game at some point :)


Speaking of heat, reactors could also be “upgraded” indirectly through cooling. If you’re able to supply enough cooling — for example, by pumping water through them — reactors could safely output more power. The better your cooling setup, the more power you can push without risking a meltdown. It might just automatically be capped at lower power if you are afraid about the next Chernobyl :)

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