Production machines make what?
In SE, a Refinery refined ores into ingots. An Assembler took raw materials and made things. (And include different "tiers" of these machines).
Here in SE2 we have a Refinery which makes things, a Smelter which makes things, an Assembler which makes things, and a Gearforge which makes things. This is all very confusing which machine I need to make what - with the exception of the Gearforge. This is further compounded by the fact that you can (seemingly) upgrade these machines to make (better or more?) things.
This needs to be cleared up somehow. Put one "class" of items in one machine, make the machines do one "type" of job (you were successful with the Gearforge, don't stop now), or put a description on these machines that say what they do - though if their respective production items don't change this is still going to be confusing.
I like this feedback
Can’t agree more.
The Smelter isn’t really doing what its name suggests. And so far, there’s no larger variant of it. It seems like it’s meant to stay relevant throughout the entire game instead of becoming obsolete once you unlock the Refinery — but then why is it so small?
Right now, the production chain feels inverted:
To me, it should almost be the other way around. The highest production volume in the entire chain flows through ore processing. The Smelter should logically be the largest or at least have a much bigger late-game variant. Alternatively, the Refinery could simply be expanded to produce everything the Smelter does.
About Ingots
Ingots are a very clean abstraction layer for gameplay.
Why do we have things like silver rods and lead bars, but not universal refined materials for the most basic resources like iron? We would benefit far more from having a consistent, unified refined material layer for common resources than from having specialized refined items for rarely used ones.
The Assembler and Fabricator already resemble advanced 3D printers. In real life, 3D printers use prepared filaments or powders — not raw ore. In game terms, ingots perfectly represent that abstraction.
Literally every other game uses this kind of abstraction because it helps:
Any new player would understand “ingots” within seconds and instantly know what to do.
Right now, the system feels unclear and fragmented.
If there is a unique gameplay philosophy behind this new structure — that’s completely fine. But could you at least explain the intent from a gameplay perspective? Maybe you’re building something innovative and equally valid — but it would really help to understand the reasoning behind how these production blocks are currently designed (or planned to work).
And if the argument is “simplify things for new players,” then it’s just a big NO from me.
I’m not saying SE1 had a perfect system — it was far from perfect.
Refining times were greatly exaggerated. Even with plenty of power, you often had to build hundreds of refineries just to process certain ores within a reasonable timeframe for a single game session.
There was also no proper waste management. Instead, we had the harmful concept of all voxel materials converting into generic stone ore — which was almost useless and extremely frustrating. Players were often forced to build additional systems just to automatically eject stone during mining. That’s far from an ideal waste-management design.
Waste should be produced after refining, not during mining. And any leftover waste should either:
I could go on listing things that weren’t optimal in SE1.
But at the same time, many things were done very well. Completely skipping over what worked — instead of improving and iterating on it — feels wrong. It undermines the huge effort that went into building solid, tested systems that players already understood and appreciated.
Can’t agree more.
The Smelter isn’t really doing what its name suggests. And so far, there’s no larger variant of it. It seems like it’s meant to stay relevant throughout the entire game instead of becoming obsolete once you unlock the Refinery — but then why is it so small?
Right now, the production chain feels inverted:
To me, it should almost be the other way around. The highest production volume in the entire chain flows through ore processing. The Smelter should logically be the largest or at least have a much bigger late-game variant. Alternatively, the Refinery could simply be expanded to produce everything the Smelter does.
About Ingots
Ingots are a very clean abstraction layer for gameplay.
Why do we have things like silver rods and lead bars, but not universal refined materials for the most basic resources like iron? We would benefit far more from having a consistent, unified refined material layer for common resources than from having specialized refined items for rarely used ones.
The Assembler and Fabricator already resemble advanced 3D printers. In real life, 3D printers use prepared filaments or powders — not raw ore. In game terms, ingots perfectly represent that abstraction.
Literally every other game uses this kind of abstraction because it helps:
Any new player would understand “ingots” within seconds and instantly know what to do.
Right now, the system feels unclear and fragmented.
If there is a unique gameplay philosophy behind this new structure — that’s completely fine. But could you at least explain the intent from a gameplay perspective? Maybe you’re building something innovative and equally valid — but it would really help to understand the reasoning behind how these production blocks are currently designed (or planned to work).
And if the argument is “simplify things for new players,” then it’s just a big NO from me.
I’m not saying SE1 had a perfect system — it was far from perfect.
Refining times were greatly exaggerated. Even with plenty of power, you often had to build hundreds of refineries just to process certain ores within a reasonable timeframe for a single game session.
There was also no proper waste management. Instead, we had the harmful concept of all voxel materials converting into generic stone ore — which was almost useless and extremely frustrating. Players were often forced to build additional systems just to automatically eject stone during mining. That’s far from an ideal waste-management design.
Waste should be produced after refining, not during mining. And any leftover waste should either:
I could go on listing things that weren’t optimal in SE1.
But at the same time, many things were done very well. Completely skipping over what worked — instead of improving and iterating on it — feels wrong. It undermines the huge effort that went into building solid, tested systems that players already understood and appreciated.
Absolutely!
Absolutely!
Can’t agree more.
The Smelter isn’t really doing what its name suggests. And so far, there’s no larger variant of it. It seems like it’s meant to stay relevant throughout the entire game instead of becoming obsolete once you unlock the Refinery — but then why is it so small?
Right now, the production chain feels inverted:
To me, it should almost be the other way around. The highest production volume in the entire chain flows through ore processing. The Smelter should logically be the largest or at least have a much bigger late-game variant. Alternatively, the Refinery could simply be expanded to produce everything the Smelter does.
About Ingots
Ingots are a very clean abstraction layer for gameplay.
Why do we have things like silver rods and lead bars, but not universal refined materials for the most basic resources like iron? We would benefit far more from having a consistent, unified refined material layer for common resources than from having specialized refined items for rarely used ones.
The Assembler and Fabricator already resemble advanced 3D printers. In real life, 3D printers use prepared filaments or powders — not raw ore. In game terms, ingots perfectly represent that abstraction.
Literally every other game uses this kind of abstraction because it helps:
Any new player would understand “ingots” within seconds and instantly know what to do.
Right now, the system feels unclear and fragmented.
If there is a unique gameplay philosophy behind this new structure — that’s completely fine. But could you at least explain the intent from a gameplay perspective? Maybe you’re building something innovative and equally valid — but it would really help to understand the reasoning behind how these production blocks are currently designed (or planned to work).
And if the argument is “simplify things for new players,” then it’s just a big NO from me.
I’m not saying SE1 had a perfect system — it was far from perfect.
Refining times were greatly exaggerated. Even with plenty of power, you often had to build hundreds of refineries just to process certain ores within a reasonable timeframe for a single game session.
There was also no proper waste management. Instead, we had the harmful concept of all voxel materials converting into generic stone ore — which was almost useless and extremely frustrating. Players were often forced to build additional systems just to automatically eject stone during mining. That’s far from an ideal waste-management design.
Waste should be produced after refining, not during mining. And any leftover waste should either:
I could go on listing things that weren’t optimal in SE1.
But at the same time, many things were done very well. Completely skipping over what worked — instead of improving and iterating on it — feels wrong. It undermines the huge effort that went into building solid, tested systems that players already understood and appreciated.
Can’t agree more.
The Smelter isn’t really doing what its name suggests. And so far, there’s no larger variant of it. It seems like it’s meant to stay relevant throughout the entire game instead of becoming obsolete once you unlock the Refinery — but then why is it so small?
Right now, the production chain feels inverted:
To me, it should almost be the other way around. The highest production volume in the entire chain flows through ore processing. The Smelter should logically be the largest or at least have a much bigger late-game variant. Alternatively, the Refinery could simply be expanded to produce everything the Smelter does.
About Ingots
Ingots are a very clean abstraction layer for gameplay.
Why do we have things like silver rods and lead bars, but not universal refined materials for the most basic resources like iron? We would benefit far more from having a consistent, unified refined material layer for common resources than from having specialized refined items for rarely used ones.
The Assembler and Fabricator already resemble advanced 3D printers. In real life, 3D printers use prepared filaments or powders — not raw ore. In game terms, ingots perfectly represent that abstraction.
Literally every other game uses this kind of abstraction because it helps:
Any new player would understand “ingots” within seconds and instantly know what to do.
Right now, the system feels unclear and fragmented.
If there is a unique gameplay philosophy behind this new structure — that’s completely fine. But could you at least explain the intent from a gameplay perspective? Maybe you’re building something innovative and equally valid — but it would really help to understand the reasoning behind how these production blocks are currently designed (or planned to work).
And if the argument is “simplify things for new players,” then it’s just a big NO from me.
I’m not saying SE1 had a perfect system — it was far from perfect.
Refining times were greatly exaggerated. Even with plenty of power, you often had to build hundreds of refineries just to process certain ores within a reasonable timeframe for a single game session.
There was also no proper waste management. Instead, we had the harmful concept of all voxel materials converting into generic stone ore — which was almost useless and extremely frustrating. Players were often forced to build additional systems just to automatically eject stone during mining. That’s far from an ideal waste-management design.
Waste should be produced after refining, not during mining. And any leftover waste should either:
I could go on listing things that weren’t optimal in SE1.
But at the same time, many things were done very well. Completely skipping over what worked — instead of improving and iterating on it — feels wrong. It undermines the huge effort that went into building solid, tested systems that players already understood and appreciated.
Um, smelter is tier 1, refinery is tier 2, assembler is tier 3, fabricator is tier 4... Believe I listed them in proper order. You don't upgrade them, you build the higher tier block just like SE1... They all make different components so ALL are needed and not replaceable by upgraded block tier! You will know what you need to build because you won't be able to build tier 4 without tier 3 let alone have it unlocked... Not too complicated here! In the production tab you can toggle between production blocks, meaning it literally is simple to find what you need...
Ingots are obsolete, not even needed in reality if our society wasn't so inefficient. Like, why would you not smelt straight into molds of your product instead of a mold to make a block(which you need to re-smelt to put into your product mold)? An efficient society wouldn't waste their time or resources creating an unnecessary middle step, to create the exact same product at the end. Unless SE2 changes the weight ratios, ingots are literally pointless in game. As it is, the weight of the ore needed to make a component is the exact same as the final component. AKA there is no mass loss, making ingots "purified mass" non existent! Instead of ingots, you have a lot more components to work with.
Um, smelter is tier 1, refinery is tier 2, assembler is tier 3, fabricator is tier 4... Believe I listed them in proper order. You don't upgrade them, you build the higher tier block just like SE1... They all make different components so ALL are needed and not replaceable by upgraded block tier! You will know what you need to build because you won't be able to build tier 4 without tier 3 let alone have it unlocked... Not too complicated here! In the production tab you can toggle between production blocks, meaning it literally is simple to find what you need...
Ingots are obsolete, not even needed in reality if our society wasn't so inefficient. Like, why would you not smelt straight into molds of your product instead of a mold to make a block(which you need to re-smelt to put into your product mold)? An efficient society wouldn't waste their time or resources creating an unnecessary middle step, to create the exact same product at the end. Unless SE2 changes the weight ratios, ingots are literally pointless in game. As it is, the weight of the ore needed to make a component is the exact same as the final component. AKA there is no mass loss, making ingots "purified mass" non existent! Instead of ingots, you have a lot more components to work with.
Replies have been locked on this page!