Components should not take up the same inventory space as the material used to make them
Not Enough Votes
One steel plate takes 35kg of Iron to produce, and weighs 35kg in the inventory. This disincentivizes producing components beforehand or using them to weld with, because it is much more efficient and easier to simply carry large amounts of ore everywhere and either backpack build or produce on site.
I like this feedback
@4Peace
Oh I like Vintage Story too. Honestly one of the best survival games out there when it comes to progression. It’s slow, deliberate, and every step actually matters. And most importantly, progression should depend on what you actually have built and what equipment you possess, not on arbitrary tech locks.
Your technology level should come from your infrastructure, machines, and ships — the grids you’ve engineered, the resources you have access to — not from some arbitrary locks.
You could own a massive empire somewhere… fleets, stations, production chains. But if you’re suddenly dropped far away with nothing, then you’re back at the beginning again.
At that point the only things that still matter are your knowledge and your engineering skills.
I’d love to see SE move a bit in that direction — being able to truly start from nothing without relying on an overpowered backpack or jetpack right away.
For example, imagine if you could build your first gearbox out of very basic ingots you find on the surface. Or maybe you scavenge a few starter components from unknown signals or random encounters. That kind of “start with scraps and work your way up” survival is really satisfying.
But for that to work, the world also needs hazards.
Progression in survival should always be about making your life easier and safer.
You start exposed. You struggle. And the solution is to build your way out of those problems step by step.
Something like this would feel really natural to me:
As you progress further, you start building more resilient exploration ships that can survive harsher environments — places where better and rarer resources are found, allowing even further progression.
But before long expeditions like that, you probably need to solve the food problem first. Stockpiling food and supplies becomes part of the preparation.
And the further you progress, the bigger the hazards should become. It could start with simple things like weather and wildlife, then escalate to more dangerous environments:
Risk should scale with reward.
Flying ships should probably be very expensive early on too. High power consumption and limited lifting capability would naturally push players to rely more on rovers and ground logistics in the early stages.
Hydrogen especially should probably not be viable for long atmospheric flight. It would make more sense as a system mainly for space travel and atmospheric re-entry. Planetary flying in general could then become more about exploration and personal transport, rather than the solution to every single problem.
And yes, refining ores to purify them and reduce their mass or volume is a really important survival mechanic. It creates logistics decisions and planning opportunities. If players design more complex setups, those systems should give them real advantages.
That’s the kind of depth that makes survival gameplay interesting.
And honestly, this is exactly why I’m excited that these discussions are happening so early for SE2. This is the best moment to experiment with ideas like this before systems get locked in. 🚀
@4Peace
Oh I like Vintage Story too. Honestly one of the best survival games out there when it comes to progression. It’s slow, deliberate, and every step actually matters. And most importantly, progression should depend on what you actually have built and what equipment you possess, not on arbitrary tech locks.
Your technology level should come from your infrastructure, machines, and ships — the grids you’ve engineered, the resources you have access to — not from some arbitrary locks.
You could own a massive empire somewhere… fleets, stations, production chains. But if you’re suddenly dropped far away with nothing, then you’re back at the beginning again.
At that point the only things that still matter are your knowledge and your engineering skills.
I’d love to see SE move a bit in that direction — being able to truly start from nothing without relying on an overpowered backpack or jetpack right away.
For example, imagine if you could build your first gearbox out of very basic ingots you find on the surface. Or maybe you scavenge a few starter components from unknown signals or random encounters. That kind of “start with scraps and work your way up” survival is really satisfying.
But for that to work, the world also needs hazards.
Progression in survival should always be about making your life easier and safer.
You start exposed. You struggle. And the solution is to build your way out of those problems step by step.
Something like this would feel really natural to me:
As you progress further, you start building more resilient exploration ships that can survive harsher environments — places where better and rarer resources are found, allowing even further progression.
But before long expeditions like that, you probably need to solve the food problem first. Stockpiling food and supplies becomes part of the preparation.
And the further you progress, the bigger the hazards should become. It could start with simple things like weather and wildlife, then escalate to more dangerous environments:
Risk should scale with reward.
Flying ships should probably be very expensive early on too. High power consumption and limited lifting capability would naturally push players to rely more on rovers and ground logistics in the early stages.
Hydrogen especially should probably not be viable for long atmospheric flight. It would make more sense as a system mainly for space travel and atmospheric re-entry. Planetary flying in general could then become more about exploration and personal transport, rather than the solution to every single problem.
And yes, refining ores to purify them and reduce their mass or volume is a really important survival mechanic. It creates logistics decisions and planning opportunities. If players design more complex setups, those systems should give them real advantages.
That’s the kind of depth that makes survival gameplay interesting.
And honestly, this is exactly why I’m excited that these discussions are happening so early for SE2. This is the best moment to experiment with ideas like this before systems get locked in. 🚀
This has a lot of overlap with the "bring back ingots" discussion (something I also agree with). Iron ore as freshly mined does not have 100% iron in it, in real life 70% are common according to Wikipedia.
So somewhere along the line the remaining 30% have to disappear if you want to be realistic. Personally, I think one good solution would be to let the backpack refine some basic ores into ingots and build from those. Penalties compared to using a smelter could be slow refining, high energy consumption for refining and inferior yields from the same amount of ore. Such as "one kg of ore gets you 700g of iron in the smelter but only 500g in the backpack".
For ores other than the basic ones mentioned above, you would always need to use a smelter.
This has a lot of overlap with the "bring back ingots" discussion (something I also agree with). Iron ore as freshly mined does not have 100% iron in it, in real life 70% are common according to Wikipedia.
So somewhere along the line the remaining 30% have to disappear if you want to be realistic. Personally, I think one good solution would be to let the backpack refine some basic ores into ingots and build from those. Penalties compared to using a smelter could be slow refining, high energy consumption for refining and inferior yields from the same amount of ore. Such as "one kg of ore gets you 700g of iron in the smelter but only 500g in the backpack".
For ores other than the basic ones mentioned above, you would always need to use a smelter.
Replies have been locked on this page!