I'll just say right off the top that I like the overall concept and idea of the survival mode. Solo, things can get a little tedious, but the Realistic x10 mode helps a lot in that respect. Things still take a considerable time to weld, however, and some better, advanced tools that would require construction would be a great boon to players. Update: The following section is largely redacted. I've left it in for the event that someone wishes to adjust their own values. I have instead discovered the configuration files within the game directory that allows me to tweak these very things on my server (Thank you, Devs!). The only thing that is mildly annoying to deal with in this regard to multiplayer is sharing my configuration files with other clients so that they are perfectly synced with the server. For instance, if I adjust a Heavy Armor block to use 100 total plates instead of 150, other players without the files will not see them fully complete, nor will they experience reduced inventory consumption of most components in their personal inventory. To remedy this, I simply ask that joining a server should prioritize its configuration files within said folder over the client's. Refining: Possibly my most headache-inducing section. Ores themselves are abundant enough, particularly with the Extreme asteroid set, and have a tolerable volume. This section will deal strictly with the ungodly long refine times for most ores, though. This area of Survival is in severe need of balance. Based on the times I have been seeing, I'd like to post my own feeling on a good starting point for how quickly the specific ores should refine. In general, the speed should be proportional to the density of the ores, with Uranium and Platinum being the slowest, and Magnesium, Nickel, Iron, and Cobalt being the fastest: Uranium: 1.9s/kg Platinum: 2.1s/kg Gold: 1.9s/kg Silver: 1.0s/kg Cobalt: 0.9s/kg Nickel: 0.9s/kg Iron: 0.8s/kg Magnesium: 0.15s/kg Silicon: 0.25s/kg (I didn't forget that one, shush!) Stone: 0.2s/kg Stone, being ground into gravel whose only purpose is reactor components, from what I can tell, can stand to keep a very fast refine time. Most of the rest need to be reduced significantly, while Iron and Gold can easily get a speed nerf. Assembling/Disassembling: Not too many gripes here. The ability to queue blocks worth of materials at a time is a great asset, and melting components back into processed materials is a lovely idea. Great job here! The only major complaint I can come up with is the unusually long processing time on Construction Components due to their high demand in larger structures, lights, and internal structures. This, however, brings me to my next section. Construction/Deconstruction: Overall, the mechanic is sound, but it suffers badly from balance issues. Small ships seem to have the right of it. Overall, most components, save cockpits and reactors, have decently low material costs and quick weld times, and this fits. Several components, however, have absurdly large volumes themselves (I'm lookin' at you, Reactor Components and Internal Plating). Additionally, the lighter-mass Internal Walls require more iron than light armor plating does. Wat? Overall, numbers and details need balancing here, but the basis is good. Bug: I did notice a glitch where joining two separate stations together causes the joining piece to automatically be constructed fully at no apparent cost, so there's that. Potential Features/Improvements: Good gravy, where to begin. Ah, yes. Conveyors: These lovely-sounding things have so much potential, but they don't do a whole lot right now that I can tell. Their ideal operation would be a remote connection. Devil's in the details, but essentially they would let Mining Drills use any attached Cargo Containers as a primary storage, as well as be an expanded input and overflow output for attached Refineries and Assemblers. An alternate, simpler method of operation would allow them to be more simple storage connectors, allowing two connected storages of any type act as one for all purposes, even accessing (in other words, access cargo container and being able to pull things out of the drills that it's attached to). EDIT: Subsidiary of Conveyors: Docking Clamps, aka Docking Transfer Systems. These would work in a similar manner to landing gear, but with serveral exceptions, and come in both Large and Small flavors. While landing gear could attach to any surface, a DTS would only be able to attach to another, identical DTS. One special Caveat is that Small Station/Large-Ship DTS would see a Large Small-Ship DTS as identical. While attached, the ships inventories would be added to the attached conveyor network, automatically drawing out ore at a specified rate if there are refineries present on said network. Additionally, any non-ore inventory could be manually moved from the source DTS and attached Cargo storage to the DTS or Cargo storage of the docked ship/station. Now, a DTS docking mechanism would not be nearly as robust as a landing gear in terms of its attachment strength. In other words, using them to transfer cargo and hold the two ships together is fine, but they should both be stationary, or at least not accelerating, or else Bad Things might happen. Landing Gear should still be the dedicated robust attachment system. /Edit Advanced Tools: These hand-held tools would either have to be researched (a mechanic possibly added later) or have their materials gathered and assembled, featuring much faster operation for the grinder and welder, and broader harvest area and faster operation for an advanced mining drill. I foresee two variations if this is pursued: A high-efficiency model that operates slower, but uses considerably less energy, and a high-output model that operates faster and uses considerably more energy. And yes, I have to say it - "Infinite" universe. It is entirely feasible within the current system, from what I can gather. The way I see it, each "Sector" within the universe would be a cube of a certain size with its own assets, separate from each adjacent sector, each generated procedurally. Some could be completely empty sectors, others could be packed with asteroids. Some could feature -massive- asteroids, derelect bases, ice fields, and any number of other interesting locations. While in a given sector, players' clients would only load that sector and any sector's border within 5km, leaving a maximum of four loaded sectors at any given moment. With a maximum of 100m/s, that would leave ample time for loading sector assets and distribute process load. Beacons and Players in other sectors would be entirely invisible unless the ship or station they are on are equipped with Radio antennae, each antenna expanding the radius of detection by one sector. Radio antennae would additionally draw a respectable amount of power while on in order to perform this function, roughly equal to 4-5 Spotlights of their respective size class. While I like the Passages that replaced the exceptionally buggy Ladders, having a compact vertical ascent mechanism that doesn't involve using a jetpack (especially on a fast-moving big ship) is highly desirable. Some sort of reworked ladder or mechanical lift would be excellent. That's all that I really care to write about for now. Let the flaming commence!