Search found 8 matches

by MatthewJMimnaugh
Wed Sep 11, 2019 9:46 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 832
Views: 194053

Re: [MOD 0.14] AAI Programmable Vehicles

Is there a way to keep vehicles with multiple weapons from being split? Or at least leaving a version with all weapons? Because I would like to at least have a private vehicle with all the weapons. There is a mod setting to stop it from being split but it is not programmable if you do that. This ma...
by MatthewJMimnaugh
Tue Nov 20, 2018 6:33 pm
Forum: Ideas and Suggestions
Topic: Powered Conveyor Belts
Replies: 4
Views: 281

Re: Powered Conveyor Belts

Will check it out in the future. If it is what you promise (backed up by links and quickly, so I tend to believe you), it will be the first forum search tool that actually works :lol:
by MatthewJMimnaugh
Tue Nov 20, 2018 6:31 pm
Forum: Ideas and Suggestions
Topic: More Complex Ore Processing Tree
Replies: 4
Views: 287

Re: More Complex Ore Processing Tree

Sounds like another one for modding, then,
by MatthewJMimnaugh
Tue Nov 20, 2018 6:19 pm
Forum: Ideas and Suggestions
Topic: Powered Conveyor Belts
Replies: 4
Views: 281

Powered Conveyor Belts

TL;DR Conveyor belts no longer run on magic. What ? Conveyors moving under their own power is silly. Perhaps an engine at the beginning or end of a belt (coal fed initially, but electric when tech permits) would make sense? It would be small (1X1 or 1X2 at most). Why ? Realism How ? One tiny new bu...
by MatthewJMimnaugh
Tue Nov 20, 2018 6:16 pm
Forum: Ideas and Suggestions
Topic: More Complex Ore Processing Tree
Replies: 4
Views: 287

More Complex Ore Processing Tree

TL;DR More complexity to dealing with ore What ? Oil has a refinery, so why not ores? A Rock Crusher could create purer ore and stone, allowing for higher efficiency in smelting. Once the ore is melted down, why not a Casting Works, which is required to make the gears, poles, and all sorts of thing...
by MatthewJMimnaugh
Tue Nov 20, 2018 6:09 pm
Forum: Ideas and Suggestions
Topic: Crafting Priority
Replies: 9
Views: 545

Re: Crafting Priority

Koub wrote:
Tue Nov 20, 2018 6:05 pm
The devs have explicitely sait that no, never.
Well, that's depressing. Perhaps a mod, then.
by MatthewJMimnaugh
Tue Nov 20, 2018 5:43 pm
Forum: Ideas and Suggestions
Topic: Crafting Priority
Replies: 9
Views: 545

Crafting Priority

TL;DR Craft things NOW... or much later. What ? Ever have along cue of things you want to build, but something suddenly comes up that needs to be done NOW. Well, it would be nice to hold a hotkey and in order to have the current craft command to take “Priority 1.” It would have to be implemented in...
by MatthewJMimnaugh
Tue Nov 20, 2018 5:21 pm
Forum: Ideas and Suggestions
Topic: Modular Buildings
Replies: 8
Views: 701

Modular Buildings

TL;DR Be the designer of your own, very specific buildings. What ? This is a bigger request and would require a lot of programming, but buildings with varying size would be interesting. For instance: furnaces. We currently have 2X2 or 3X3 models, but what about more? I’m not talking 4X4 or 5X5 spec...

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