Medieval Engineers

Medieval Engineers

Small Stockpile Inventory Physics
17 Comments
Hardened_Mass 23 Jun, 2024 @ 10:32pm 
Thx, @Equinox for all the amazing things you have contributed to this game. Along the lines of what @Hoovy Simulator 2 was asking for... Could you patch this to add the large stockpiles? Or perhaps add a new large hopper set which pulls in appropriate type (stone / ores / large and small stones and logs)? I have hand dug a chute up to my "stonefield" (large amounts of surface small / large stone). I go there when I need stone and gather until my inventory is full... then keep picking them up, thus dropping them down the mountainside. Down the chute and down to where I have built a log walled (2x2x2) catch bin at the base (because the stones were beating the snot out of my tin mining operation!). Easier to repair a few log walls / basic floors than warehouses / refineries etc. It is good fun to try and hit the Barbies (what I call Barbarians) downhill with rocks this way. Thanks again, you're amazing!
puddlejumper6999 14 Feb, 2021 @ 10:09pm 
currently building a train station for refining stone with a tilt hopper style train car and it relies on this script for the essential dumping aspect. but the ore pit requires i use large stockpiles. are there plans to make a large stockpile inventory physics version/varient to this mod some time soon?
Sillls 7 Oct, 2019 @ 1:52pm 
Wow, I can see this working to repel attackers.
SourceStick 1 Sep, 2019 @ 4:55am 
hey, I would like to see advanced version of all crafting blocks that would have a hopper to suck items that drop into them. Also the function to make crafting lines that can be set to repeat like in Space Engineers. They should look like heavily advanced clockwork with wooden arms and conveyors with power got from windmill power. Thanks for reading my suggestion!
ironsword40 15 Feb, 2019 @ 12:05am 
Are you going to update this mod for the 0.7 update?
Equinox  [author] 25 Jan, 2019 @ 9:25pm 
@Sarianos @XCanG Sorry for the response. Some type of clockwork timers would be cool. I may consider it someday. Not in this mod though.
@Sullivas No, however it is trivial to add this to any modded stockpile. But you do need a compatibility mod to add support.
Sullivas 25 Jan, 2019 @ 10:52am 
Does this work with modded piles? What about sandstone in the vanilla pile?
[RTB] Sarianos 14 Jan, 2019 @ 9:25pm 
@Equinox Pardon if it's a bit forward of me to suggest, but couldn't some 'clockwork' modelling be added to a lockable catch-block and scripted with a timer function to create a lore/setting friendly mechanical on/off timer block?

Simple metallic spring loading and clockwork were known in the late medieval era after all, and if you wanted to invest the time for realism you could add a 'winding' function and a activation limit, so it has to be re-wound manually after every few activation/turns and possibly even a connection to mechanical/wind/steam power to automatically keep it wound for full automation.

A CPU works purely on a on/off switch after all, so the possibilities are pretty vast I guess.
Thunderbolt 5 Nov, 2018 @ 8:02pm 
you could use a complicated gear system as a timer, but then youd need a source of power for it
Cosmic Lemonade 3 Nov, 2018 @ 9:40am 
yo kejn
XCanG 1 Nov, 2018 @ 11:06am 
Hm, since ME have no timers it will be hard to automate things (in this case unloading trains with ores in it)
Equinox  [author] 1 Nov, 2018 @ 11:04am 
@XCanG Angle doesn't affect speed.
Silentfighter89 1 Nov, 2018 @ 10:59am 
That should not be a mod, but be part of the base game.
XCanG 1 Nov, 2018 @ 10:55am 
Does angle affect on speed? I.e. if you turn it compleately down it will immedately release all ores in it?
k 1 Nov, 2018 @ 8:52am 
This is great!
wolfgar7474 31 Oct, 2018 @ 10:47pm 
Nice!
Oobfiche 31 Oct, 2018 @ 5:08pm 
Perfect for Realistic Ore wagons. (very long fast forwared gibberish about Lag and Loss of Materials)