Space Engineers

Space Engineers

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Demonith Feb 15, 2017 @ 3:12am
Uranium ore so slow !
I have aloot of Uranium ore but the process is soooo slowwwwww is that normal ?
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Showing 1-15 of 16 comments
cptsavarus Feb 15, 2017 @ 3:44am 
Yes, it's normal. Uranium has always been slow to process.

If your world is heavily dependant on Uranium, it pays to have a refinery that's dedicated to just Uranium. Load it up, switch it on & forget about it for a while.

You can also add up to 4 Productivity modules to each of your refineries to speed them up, though I recommend a balance between the different types of efficiency modules.

My preferred configuration is
2x Power efficiency module (uses less power)
1x Productivity module (speeds up process time)
1x Effectiveness module (more ingots per unit of ore)

You can of course play around with different configurations til you find what's right for you.

Demonith Feb 15, 2017 @ 3:46am 
DAmn i was thinking there is some sort speed up thing :D but well if it slow then its worth it i will build more refinerys :/
cptsavarus Feb 15, 2017 @ 3:55am 
Nah, there's no setting to speed it up or anything.
A refinery with 4 Productivity modules will work at 200% speed though.

Technically, each module *should* increase speed by 25%... though the actual number is 19%. I think there's a bonus for each additional productivity module after the 1st one, so...

1 = 19% increase
2 = 38% increase + 6% bonus for having 2 = 44% total
3 = 57% increase + 12% bonus for having 3 = 69% total
4 = 76% increase + 18% bonus for having 4 + 6% for having full compliment = 100% total

Don't swear me to it but I think that's how it works.
Demonith Feb 15, 2017 @ 4:11am 
I am trying to precess everything i am new to building this complex stuff can i get in game help or something
Loues.S.Cat Feb 15, 2017 @ 4:25am 
Originally posted by cptsavarus:
Nah, there's no setting to speed it up or anything.
A refinery with 4 Productivity modules will work at 200% speed though.
You are confusing effectiveness with productivity.
A refinary with 4 productivity will refine 4 times as much ore into ingots each tick, and it will use the same power per unit of ore refined as a regular refinary. so a regular refinary refines 1 unit of ore into ingot, and uses 1 power. one with 4 productivity modules refines 4 units of ore into 4 ingots and uses 4 power.

Originally posted by cptsavarus:
1 = 19% increase
2 = 38% increase + 6% bonus for having 2 = 44% total
3 = 57% increase + 12% bonus for having 3 = 69% total
4 = 76% increase + 18% bonus for having 4 + 6% for having full compliment = 100% total

That is the scale for effectivness modules all right.
Effectivness modules increasde the ingots produced per unit of ore refined.
The benafit of this is that with 4 of them you get douuble effectivness which means you get 2 ingots per ore refined.
now, that is only a 200% increase in output, which seems a lot less than the productivity module, but with effectivness modules you still only refine 1 unit of ore, and thus use 1 unit of power. this means you can potencialy get double the amount of ingots from your ore and it costs you a quarter of the power, but twice as long to get the same output, and four times as long to process all ore and reach double output.

4 effectivness = 1 unit of ore used, 2 ingots output, 1 power used
4 productivity = 4 units of ore used, 4 ingots output, 4 power used

This is why I prefer to use 3 effectivness and 1 productivity.
1/3 mix = 2 units of ore used, 3.36 ingots output, 2 power used

Keep in mind that effectivness is capped so that it cant produce more than a certain quantity of ingots per unit of ore, so if you use 3-4 effectivness modules there are several ore types (most notably iron) for which you will not be getting the full benafit of the effectivness module.

Power moduels aren't worth useing unless you are specificly going for a low power ship build.

Edit: oups.
I got the numbers of productivity wrong too XD I forgot the base 100%
4 effectivness = 1 unit of ore used, 2 ingots output, 1 power used
4 productivity = 5 units of ore used, 5 ingots output, 5 power used
1/3 mix = 2 units of ore used, 3.36 ingots output, 2 power used
Last edited by Loues.S.Cat; Feb 15, 2017 @ 5:04am
cptsavarus Feb 15, 2017 @ 4:36am 
@Loue.S.Cat...
Thanks for the correction. Had a feeling I might've got my modules mixed up there.
Good to know my forumla was right though.

@Demonith...
There are tool tips for most of the control panel settings but that'a about the extent of it in-game.

The best way to learn is to watch some tutorial videos & then go try things out.
I have 1400+ hours & I'm still learning things from videos!

Here's a good series by W4sted Space to get you started...
https://www.youtube.com/watch?v=0NSme1hyvNM
This series is about building a planetary base & some simple vehicles, though there's heaps of vids floating around that cover building in space.

For specific questions... as you can see the forum is the place to go!

Also recommend you watch the weekly update videos. There's a lot of them but you don't have to watch every single one - just use them as a reference guide. Here's the link to the SE Youtube page...
https://www.youtube.com/user/SpaceEngineersGame
Fluffy Tummy Feb 15, 2017 @ 4:57am 
Simple solution: build more refineries. When I get my base going, I like to have at least 40 - 50 refineries. U takes a while, but so does Pt, Mg, etc. Nothing worse than waiting on your hard fought ore to smelt with an idea burning in your mind.

And, when you get into dozens of refineries, it doesn't matter so much what module you use. I recognize the brute force approach isn't for everyone, but I like it.
Tom7i Feb 15, 2017 @ 5:47am 
If you think uranium ore refinement is slow, wait untill you get a couple tons of platinum ;)

But yeah, once you get the main base for basic survival up and running, one of the next steps should be building more refineries (at least 4) and deck them out with the power-up modules (4 of them go on the small yellow squares on the refinery); once you have at least 4 of those babies running, you can say hello to big production :)

Edit: in case it helps you anything, here's a pic of my factory setup; i paired up every two refineries with an assembler in their middle.
http://steamcommunity.com/sharedfiles/filedetails/?id=796419876
Last edited by Tom7i; Feb 15, 2017 @ 11:34am
Demonith Feb 15, 2017 @ 5:58am 
Well its hard to do all this alone
Loues.S.Cat Feb 15, 2017 @ 6:24am 
Not if you start in space. On a planet is a bit more tricky, but...

It is fairly easy to get going and carry on building from there.
Personaly I never bothered building a static base since local resorces are finite, but total resorces are effectivly infinite.
Which would you rather have easy access to? A small quantity of a range of things or limitless everything!
This is also likely why I dislike power modules so much. They don't pull their weight... I mean if you swap to efficiancy you get more ingots per ore hauling trip which means less moving around, which means less pulling about the weight of the enhansement modules so effectivness pays for itself twice :p
After all you could have 5 refinaries set up with 4 power modules each. They will use the same power as a single unmodded refinary, but process ore like a refinary with 4 productivity modules.... how many extra engins would you need to haul them about though? :p

Once you figure out how the process is effected by each module it becomes simple to pick what is best for you, which in my case is small, light, high volume systems ^.^
casualsailor Feb 15, 2017 @ 8:22am 
Originally posted by Fluffy Tummy:
Simple solution: build more refineries. When I get my base going, I like to have at least 40 - 50 refineries. U takes a while, but so does Pt, Mg, etc. Nothing worse than waiting on your hard fought ore to smelt with an idea burning in your mind.

And, when you get into dozens of refineries, it doesn't matter so much what module you use. I recognize the brute force approach isn't for everyone, but I like it.

Well I think the point is that a refinery with 4 productivity modules produces as much ingots as fast as 4 refineries without modules and a refinery with 4 productivity module cost less to build and takes less space.

So, instead of 50 refineries you have 13 with 4 productivity modules each and achieve the same results.

Edit: I think those numbers are right, it might be 5 refineres instead of 4, but I haven't looked in a while.
Last edited by casualsailor; Feb 15, 2017 @ 8:23am
Fluffy Tummy Feb 15, 2017 @ 8:32am 
Fair enough. I have no idea about the numbers either, but I get your point. However, if I have 40 or 50 or 100 refineries, which I've built on stations and larger mobile bases, it just lets you crunch through a lot more ore very quickly, depending on how you configure the modules. Again, brute force is certainly not for everyone, but it solves the problem.
Demonith Feb 15, 2017 @ 8:33am 
I smell aloot of work here :(
cptsavarus Feb 15, 2017 @ 9:59am 
Originally posted by Demonith:
I smell aloot of work here :(

Not really. In the early game accumulating resources is a bit of a grind, as you have to mine everything with a hand drill - but once you've built your first mining machine it's all downhill from there.

After that you'll find most of the time you accumulate building materials faster than you can use them. At that point you can look at building a welding ship to get your builds done faster, then a bigger miner to get ore faster - and more refineries to speed up your production times... and bang, you're on the exponential curve.

The inventory size setting in the world options is what really defines how much work you have to put in before things start becoming easier.
I always play with 10x inventory capacity. It speeds everything up & means you can get more done in your sessions. Also it reduces the tedium of walking / flying back & forth to / from an ore deposit / cargo container, as you don't have to do so much of it.

It all sounds daunting but it really isn't. The most important thing is just to have fun designing & building things.

If you want the survival aspect to go smoother, try designing & testing your ships in creative mode & saving them as blueprints. You can then project them into your survival games with a projector and just weld them up. That way you don't need to spend the time welding something that may or may not work, only to grind it back & build it differently.

casualsailor Feb 15, 2017 @ 1:02pm 
Originally posted by cptsavarus:
Originally posted by Demonith:
I smell aloot of work here :(

Not really. In the early game accumulating resources is a bit of a grind, as you have to mine everything with a hand drill - but once you've built your first mining machine it's all downhill from there.

After that you'll find most of the time you accumulate building materials faster than you can use them. At that point you can look at building a welding ship to get your builds done faster, then a bigger miner to get ore faster - and more refineries to speed up your production times... and bang, you're on the exponential curve.

The inventory size setting in the world options is what really defines how much work you have to put in before things start becoming easier.
I always play with 10x inventory capacity. It speeds everything up & means you can get more done in your sessions. Also it reduces the tedium of walking / flying back & forth to / from an ore deposit / cargo container, as you don't have to do so much of it.

It all sounds daunting but it really isn't. The most important thing is just to have fun designing & building things.

If you want the survival aspect to go smoother, try designing & testing your ships in creative mode & saving them as blueprints. You can then project them into your survival games with a projector and just weld them up. That way you don't need to spend the time welding something that may or may not work, only to grind it back & build it differently.

I understand what you mean. I typically hand mine only a bit of uranium, nickel and silver.

Then I turn my lander or respawn ship into a large miner with 4 drills. In space this permits me to fill a large cargo box (reason for the nickel) with various ores, I then need more thrusters and reactors to move the respawn ship around. But once I have that, I can convert the respawn ship to a base, build a small ship 9 drill miner with a large cargo (small ship) and a small ship welder grinder. Then I'm off to the races. I'll build 4 arc furnaces for each refinery (4 productivity modules). By the time I fill the small ship miner's large cargo box with ore the previous ore is typically processed and I can build components to continue building.

I've found trying to build dozens of refinerys just causes one to over-mine in order to keep them running. My way, I mine a bit, build a bit, mine a bit--rinse and repeat.

For my planet starts, I typicall use the 4 large drills to plunge mine to begin with -- Again on realistic inventory you can't mine much before you run out of space to hold the ore. Once I've plunged a couple of holes at each ore location, I can come back with a small ship horizontal miner and mine the veins. I have used a plunging small ship miner for very deep veins but I do the same thing with plunging a few holes to give my horizontal miner room to start mining along the veins.

But regardless, I never feel like I need more than the current block limit of refineries and arc furnaces to stay productive.
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Date Posted: Feb 15, 2017 @ 3:12am
Posts: 16