Bigger inventory research and pumps that use electricity
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Bigger inventory research and pumps that use electricity
there should be a research for a bigger inventory (like a backpack or something) and pump should use electricity, then there should be 2 pumps burner pump (to get electricity first) and an electric pump.
Re: Bigger inventory research and pumps that use electricity
We are not in a biscuit-shop here.
See https://forums.factorio.com/forum/vie ... f=6&t=3394 and try to understand, why I wrote it. Thank you.
See https://forums.factorio.com/forum/vie ... f=6&t=3394 and try to understand, why I wrote it. Thank you.
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Re: Bigger inventory research and pumps that use electricity
Well, I agree with the larger inventory research. Currently the only way to make it bigger, is to mod the player entity, making it bigger from the start of the game. and larger inventories are often required in mods.
Re: Bigger inventory research and pumps that use electricity
We have already research for larger inventory, or what else is the quick-bar?
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Re: Bigger inventory research and pumps that use electricity
I think he means main inventory, the one accessed by pressing the inventory key, as opposed to the quick-bar.
Re: Bigger inventory research and pumps that use electricity
Imagine adding 50 slots worth of extra quickbars, and you will see why that's a problem.ssilk wrote:We have already research for larger inventory, or what else is the quick-bar?
Re: Bigger inventory research and pumps that use electricity
Is the character a character or a drudge? Why do you mean I should I do that?
And are there not already mods for that?
And are there not already mods for that?
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Re: Bigger inventory research and pumps that use electricity
As said, mods CAN make the inventory bigger by editing the player entity, these larger inventories are then available from the instant the player entity is created, IE, the start of the game.ssilk wrote:Is the character a character or a drudge? Why do you mean I should I do that?
And are there not already mods for that?
While this is useful, research to make the inventory bigger would be a good idea, mostly for mods where you'll be wanting to carry about 2 dozon different kinds of metal plates, amongst many other things.
But the toolbar can be made much bigger with research. The research just adds an extra bar of slots every time you research it, adding more levels to the research is quite easy.
you just need to make any new research with a type = "num-quick-bars" effect.
Research to make the inventory bigger isn't viable at the moment, because there is no effects.type definition to do it.
Re: Bigger inventory research and pumps that use electricity
But isn't that then not a problem of the mod, that you are a) needed to carry so much b) that there are so many different item-types.bobingabout wrote:As said, mods CAN make the inventory bigger by editing the player entity, these larger inventories are then available from the instant the player entity is created, IE, the start of the game.
While this is useful, research to make the inventory bigger would be a good idea, mostly for mods where you'll be wanting to carry about 2 dozon different kinds of metal plates, amongst many other things.
And isn't that also not against the basic ground-principle to automate as much as possible?
Don't misunderstand me: I ask, cause I don't have this problem. And I played a lot and very analytic. I try to understand yours or the suggestors problem and I cannot really see the need for that.
All that sound to me just like a by-pass to the underlaying problem, which is, that there seems to be players or mods or combinations of both, which play Factorio in a way, that generates this need. It's about the same basic question, why there are no not-filter-inserters or belt-lane-exchangers.Research to make the inventory bigger isn't viable at the moment, because there is no effects.type definition to do it.
There will be then mods, which enables players to have an inventory with 500 stacks and this enables a completely different play-style, then with only 60 or 80, cause you will be much faster in transporting things from A to B, than any other transport.
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Re: Bigger inventory research and pumps that use electricity
Yeah, well, you don't really NEED to have the bigger inventory, as you say, but a lot off things (like factories) that exist in the base game, you have 4(random figure) times as many, these arn't as easy to just not have with you, you'd either need to carry one to be able to place it, or it's ghost, or a blueprint to place the ghost image.
Another viable option if you had the abillity to have bigger inventory research, is that you could start with an inventory of only 10, and have to research to get an inventory as big as you currently start with
All I'm asking for is the option to be able to research it.
Another viable option if you had the abillity to have bigger inventory research, is that you could start with an inventory of only 10, and have to research to get an inventory as big as you currently start with
All I'm asking for is the option to be able to research it.
Re: Bigger inventory research and pumps that use electricity
It would be nice if we could add armor attachments that increase our inventory/carry capacity. Exoskeleton would surely make it possible to carry more things
Re: Bigger inventory research and pumps that use electricity
That sounds great to me!hoho wrote:It would be nice if we could add armor attachments that increase our inventory/carry capacity. Exoskeleton would surely make it possible to carry more things
I'd love to see this as well. As I don't play much with the big mods I don't generally lack inventory space, but I think it would be interesting to unlock more space over time through research.bobingabout wrote:Another viable option if you had the abillity to have bigger inventory research, is that you could start with an inventory of only 10, and have to research to get an inventory as big as you currently start with
All I'm asking for is the option to be able to research it.