The mechanics of building in survival is not as satisfying as SE1

Deon Beauchamp shared this feedback 25 hours ago
Not Enough Votes

I have tried many times to get that building vibe in SE2 that I have gotten from SE1 in survival.

There are many good features in SE2, and may be I am too used to SE1, but putting a build together in SE2 survival feels long winded.

I can see the benefits of the new system, but it does not have that workflow that makes the creative process feel 'zingy'.


As a comparison, it is a bit like the difference of being creative on a Mac vs a PC. Though they both can use similar software, one will make you feel more fatigued and is less productive than the other.

For example:

If I am trying to produce a working skeleton frame ship, in SE1 I can simply place the first build state of a block down and it will immediately be structural. In Se2 I have to place a hologram first and then weld to the first build state to achieve the same.

This may seem insignificant, but each block in SE2 requires 2 steps for SE1's single step, multiply this by how ever many blocks and the task becomes twice as long. This is a interrupted workflow.

In addition, dividing the tasks between the design stage and the construction stage can have its problems too. The view can become visually confusing when creating either complex or larger builds, this effects design, design editing and welding.

I hope that there is some method to overcome these problems and improve the construction workflow so that I can feel more at ease with the build process.

Replies (4)

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All hail the fuzzy blue ghost thing that has a part in it somewhere that I can not find.

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Fully agreed. In addition process of positioning blocks just for projection is frustrating by its own: https://support.keenswh.com/spaceengineers2/pc/topic/52416-block-placement-separate-keys-for-rotation-size-and-paint

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I don't see how it's any more steps than SE1 but I do agree that the holograms are visually confusing. That seems like a graphics problem though, not a system problem.

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SE1 remembers orientation and shape of placed blocks. Indirectly it also remembers block's size because it always matches the size of grid. And it does not reset any of these whenever selection of color or texture is made.

It is also possible to quickly scroll between available shapes back and forth.

HUD shows current color and texture settings.


SE1 allows to copy color and texture from existing blocks reducing need to interact with palette (BTW https://support.keenswh.com/spaceengineers2/pc/topic/52436-no-plans-to-expand-the-color-palette).


Separate set of keys (under left hand) is used to reposition character and separate set of keys and mouse (under right hand) is used to rotate and place the blocks. Separate key is used for painting.

The key modifiers used in SE1 are only physical (Ctrl, Alt, Shift) without frustrating long/short-press modifier.


Primary functions in SE1 are operated without modifier key while in SE2 primary function (rotating blocks) requires to hold modifier key (Ctrl) with all time. Release or accidental misuse of modifier key in SE2 results in complete different behavior and resets previous user's selection/position. SE2 squeezes everything under left-hand AWSDR keys forcing to continuously switch between modes of operation (character movement vs block rotation, size and shape vs paint).


As the result building in SE2 requires more steps to execute and slows down by continuously resetting selections.

Plus Deon's observation that there is one more additional step required to materialize each block.

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Yes, I see several major problems here, and I think there are solutions to them and we can use several factors to our advantage in the new system.


I agree about total visual confusion due to holograms. The projection building is meant to give you creative tools in survival: undo and mirroring are all cool features ofc, but the holograms are just worse than seeing fully constructed blocks. This can be easily solved by not using holograms but some other ways to outline the projections. The creative process requires you to be able to see stuff.


Then, there is no physical support for your engineer. In SE1 it was much easier to build scaffolding or just walk on top of the designated blocks. To compensate for this, we could be using small drones to place projections instead of jetpacking around. We were able to build from cockpit in SE1, but it was not the best experience. In SE2 we can easily use whatever remotely controlled grid to place projected blocks as we don't need any components now.


Last but not least, as many have pointed out, the building UI is far from being comfortable. I will add just one more point to that. The player's hotbar is used for too many things. You usually want your tools and weapons and consumables to be easily accessible on toolbar 1. There are many building blocks, and you often have to use secondary toolbars for them. By the time you switch to the second toolbar, there might be a shortcut to take control of the last remotely controlled grid where all the hotbars are already filled with only building blocks.


Overall, I think "projection" building is a nice feature, and with the right tweaks it can deliver a good experience. We will always feel nostalgic about SE1's building, but it also has a lot of flaws and the new game has to offer something better not worse than that.

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