Feature Request: Modular & Physical Compute Power for Programmable Blocks (SE2 Scalable Grids)

WiniXcz shared this feedback 13 hours ago
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Hi,

With Space Engineers 2 featuring new scalable grids and the advanced VRAGE3 engine, I would love to propose a system where the performance of Programmable Blocks is tied directly to physical ship hardware and engineering.

Instead of artificially limiting scripts through global server rules, script execution limits should be an in-game engineering challenge based on a modular hardware system that scales across all grid sizes.

Core Concept: Compute Power as a Ship Resource

To run advanced scripts (like automated sorting, complex drone AI, or advanced vector thrust), a grid must have the physical hardware to support it. Heavy, resource-demanding scripts would require more "Compute Power," which generates heat and consumes electricity.

The Modular Hardware System:

  • Small Grids (Fighters, Drones, Miners): Small ships have a basic "On-board Computer" block with limited internal slots (e.g., 2–4 slots). Players can insert compact hardware cards directly into the hull or cockpit area. A small drone can run basic scripts, but a highly advanced AI fighter will have to sacrifice cargo space or weight for extra hardware modules.
  • Large Grids (Cruisers, Capital Ships, Stations): Large ships can build actual physical server rooms using "Rack Frames" (multiblocks). Players can slide dozens of hardware modules (blades) into these racks next to each other. This allows for decentralized architecture—if one server room is destroyed in battle, a backup mainframe on the other side of the ship can take over, albeit with reduced computing performance.

Types of In-Game Hardware Modules (Assembled Items):

  1. Compute Blades (CPU): Increases the number of script operations allowed per tick.
  2. Data Cubes (RAM): Expands memory capacity (crucial for scripts handling 3D terrain mapping, GPS databases, or target tracking).
  3. Cooling / Thermal Modules: Advanced hardware generates intense heat. Players must manage cooling by either placing localized cooling blocks or connecting the server racks to the ship's liquid cooling pipes (leveraging the new VRAGE3 fluid mechanics). If the cooling system is damaged, the computer overheats and scripts fail or slow down.

Why this fits Space Engineers 2 perfectly:

  • Organic Server Balance: Server admins won't need to ban complex scripts. The game's economy and ship design constraints (weight, power, cooling) will naturally balance script usage.
  • New Tactical Targets: In combat, targeting an enemy ship's computer mainframe becomes a viable strategy to disable their automated defense scripts or shield managers, forcing them into manual control.
  • Deep Engineering: It turns software programming into a physical engineering puzzle, which is the core DNA of Space Engineers.

Thank you for considering this idea! I look forward to seeing how scripting evolves in SE2.

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