Ore Ingots: INGOTS!

Mr.Impatiens shared this feedback 21 days ago
Not Enough Votes

Ok, no talking just right to the point:

The step raw recource to building component.... It is eh.

It takes away realism and future multiplayer trade options.

And I know you guys put a lot of work in the crafting system and palnned it out but.... Please bring me my ingots back.

Best Answer
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I think the reason many players ask for ingots back is because a lot of gameplay systems that normally connect to them are currently missing.

Right now we don’t really have things like:

  1. Proper recycling starting from scrap
  2. Ores yielding multiple resources (like stone did in SE1)
  3. Any real volume vs mass considerations
  4. Mass reduction after smelting
  5. Waste or by-products from refining
  6. A proper in-game economy
  7. Trade with other players in multiplayer
  8. Encounters with meaningful loot

If none of those systems exist, then yeah — technically you don’t need ingots.


But ingots enable a lot of mechanics that make survival deeper.

Here is a list (probably not full) of what ingots allow, not in any particular order:

1. Multi-resource ores

Ores could contain one or several elements in different concentrations. Without an intermediate material like ingots, it becomes very hard to design sensible component recipes from raw ore, either because the concentration is different or there are more than 1 element inside. In SE1 all voxel materials yielded this multi-resource ore called "stone". I think all voxel materials have to be collectable as is and contain different sets of elements or even slightly randomized amounts within certain ranges. There might be pure ores, but surrounding materials contain some concentration of the element, so you can continue extracting and refining useful elements from the same site for a a prolonged period of time instead of constantly digging 1000s of holes.

2. Realistic refining and mass reduction

Refining ore into ingots naturally reduces mass and volume. That one mechanic alone creates meaningful logistics decisions.

3. Proper recycling loops

Components could grind into scrap → scrap could refine back into ingots → ingots become universal inputs again. It simplifies crafting recipes for components and allows for not being forced to mine again even if you have tons of components you don't need. For example, you might have a lot of steel plates, but not a single steel tube, forcing you to mine again. It can also be much simpler to grind down a block containing components you don't need and build another block requiring different components made of the same elements. Think about grinding down a railing block and building an armor block or vice versa. This is also arguably more accessible.

4. Strategic base placement

If refining reduces mass, suddenly it makes sense to build mining outposts and refining stations near deposits or power sources. Without that, the ONE and optimal strategy is just mining thousands of holes and hauling everything to a single base.

5. Waste management and voxel placement in survival

Yes, these two concepts are very connected. Waste, or rather leftover materials, could appear during refining (not during mining). Ideally all voxel materials would be collectable and contain different concentrations of elements. After refining, leftover materials could be reused to build roads, landing pads, walls, or defenses. Suddenly, the entire voxel world becomes meaningful to interact with, the fully destructible world is one of the main strengths of the engine, and it is currently very underutilized.

6. A universal trade resource

Ingots are actually perfect for trade.

Ore is easy to mine yourself.

Components are often too specific.

But ingots are valuable, flexible, and universally useful, which makes them great for:

  • Trading with NPCs.
  • Trading with other players and factions, allowing for a full fledge economy on servers.
  • Loot in encounters.
  • Salvage and scavenging gameplay, recycling entire grids.

7. A tangible form of wealth

Ingots feel like real accumulated value. Much more tangible than just watching a number go up in a credit balance.

If someone doesn’t really care about systems like logistics, recycling, economy, exploration loot, or infrastructure planning, then the direct ore → component system might be totally fine. At that point survival becomes closer to creative with extra steps, and that might be enough for some.


But for players who enjoy deep survival mechanics, ingots unlock a lot of emergent gameplay.

Of course, if the developers can achieve the same level of depth and immersion without ingots, I’d honestly love to see that. That would be interesting.

But historically, ingots work because they are a very good abstraction: simple, understandable, and powerful enough to support a lot of interconnected gameplay systems without making things overly complicated.


And that’s usually the sweet spot for sandbox survival. 🚀

Replies (5)

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3

Yep, this feels hollow and empty and silly.

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2

Thought ore to build was a placeholder, by all means bring those back.

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1

No, this is intentional. I'm using a crafting overhaul mod that makes it more like SE1, way better.

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2

I assumed it was just a placeholder while they add more features. Hopefully they will add ingots back in once more of the game is done. I would love to see earlier level components also be required in recipes like in some of the SE1 mods(Industrial overhaul for example).

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2

They don't intend to add ingots back it. They have actually said that making ingots is not part of SE2.

This is in my view a massive step back from Space Engineers 1. A lot of my personal gameplay was around collecting ingots and then returning them to base to be stored in protected areas. Removing ingots has made a lot of play seem pointless. Having a lot of ore doesn't really make you feel like you have large stores of wealth. The player "treasury" doesn't really feel like a treasury... it is just dirt collected from one location and moved to another location.

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1

Non-Arbitrary Loop

It makes sense to use common 'ore' in your initial base construction and builds, as the storage requirements are manageable. Later on, however, it would make sense to add in the loop for ingots, such as Heavy Armor Block builds, due to storage and speed constraints...? That way, there is a reason for both as the player decides on.

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4

I think the reason many players ask for ingots back is because a lot of gameplay systems that normally connect to them are currently missing.

Right now we don’t really have things like:

  1. Proper recycling starting from scrap
  2. Ores yielding multiple resources (like stone did in SE1)
  3. Any real volume vs mass considerations
  4. Mass reduction after smelting
  5. Waste or by-products from refining
  6. A proper in-game economy
  7. Trade with other players in multiplayer
  8. Encounters with meaningful loot

If none of those systems exist, then yeah — technically you don’t need ingots.


But ingots enable a lot of mechanics that make survival deeper.

Here is a list (probably not full) of what ingots allow, not in any particular order:

1. Multi-resource ores

Ores could contain one or several elements in different concentrations. Without an intermediate material like ingots, it becomes very hard to design sensible component recipes from raw ore, either because the concentration is different or there are more than 1 element inside. In SE1 all voxel materials yielded this multi-resource ore called "stone". I think all voxel materials have to be collectable as is and contain different sets of elements or even slightly randomized amounts within certain ranges. There might be pure ores, but surrounding materials contain some concentration of the element, so you can continue extracting and refining useful elements from the same site for a a prolonged period of time instead of constantly digging 1000s of holes.

2. Realistic refining and mass reduction

Refining ore into ingots naturally reduces mass and volume. That one mechanic alone creates meaningful logistics decisions.

3. Proper recycling loops

Components could grind into scrap → scrap could refine back into ingots → ingots become universal inputs again. It simplifies crafting recipes for components and allows for not being forced to mine again even if you have tons of components you don't need. For example, you might have a lot of steel plates, but not a single steel tube, forcing you to mine again. It can also be much simpler to grind down a block containing components you don't need and build another block requiring different components made of the same elements. Think about grinding down a railing block and building an armor block or vice versa. This is also arguably more accessible.

4. Strategic base placement

If refining reduces mass, suddenly it makes sense to build mining outposts and refining stations near deposits or power sources. Without that, the ONE and optimal strategy is just mining thousands of holes and hauling everything to a single base.

5. Waste management and voxel placement in survival

Yes, these two concepts are very connected. Waste, or rather leftover materials, could appear during refining (not during mining). Ideally all voxel materials would be collectable and contain different concentrations of elements. After refining, leftover materials could be reused to build roads, landing pads, walls, or defenses. Suddenly, the entire voxel world becomes meaningful to interact with, the fully destructible world is one of the main strengths of the engine, and it is currently very underutilized.

6. A universal trade resource

Ingots are actually perfect for trade.

Ore is easy to mine yourself.

Components are often too specific.

But ingots are valuable, flexible, and universally useful, which makes them great for:

  • Trading with NPCs.
  • Trading with other players and factions, allowing for a full fledge economy on servers.
  • Loot in encounters.
  • Salvage and scavenging gameplay, recycling entire grids.

7. A tangible form of wealth

Ingots feel like real accumulated value. Much more tangible than just watching a number go up in a credit balance.

If someone doesn’t really care about systems like logistics, recycling, economy, exploration loot, or infrastructure planning, then the direct ore → component system might be totally fine. At that point survival becomes closer to creative with extra steps, and that might be enough for some.


But for players who enjoy deep survival mechanics, ingots unlock a lot of emergent gameplay.

Of course, if the developers can achieve the same level of depth and immersion without ingots, I’d honestly love to see that. That would be interesting.

But historically, ingots work because they are a very good abstraction: simple, understandable, and powerful enough to support a lot of interconnected gameplay systems without making things overly complicated.


And that’s usually the sweet spot for sandbox survival. 🚀

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2

The tangible form of wealth cannot be overstated. The game lacks purpose without a tangible form of wealth and ore and/or components does not really feel like wealth.

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