The List:
Name of Idea, linked to my post on it if it's not this one, followed by a link to the mod if it gets made
In-line crafting
Conveyer extras
Modular Vehicles
Fluid Extras
In-Line Crafting
Simple enough, an expensive but compact way to craft items on conveyers.
Items in items out like straight a conveyer. I'd think it'd requires a speed module 1, an efficiency module 1 and an automated crafting machine 2 and 2 yellow transport belts the result will be a 2x1 structure that can craft one or two item recipes taking an incoming conveyer, and out putting onto another.
All items for crafting need to be on the same belt, and will output the opposite side. No inserters necessary just connects upto conveyers at the short ends, a time delay between input and output to match the exceptional crafting speed (10x) and as though a half speed transport belt is carrying from oneside to the other, an additional idea isthat for single component crafting then each side of the belt can craft at full speed independently.
Items in items out like straight a conveyer. I'd think it'd requires a speed module 1, an efficiency module 1 and an automated crafting machine 2 and 2 yellow transport belts the result will be a 2x1 structure that can craft one or two item recipes taking an incoming conveyer, and out putting onto another.
All items for crafting need to be on the same belt, and will output the opposite side. No inserters necessary just connects upto conveyers at the short ends, a time delay between input and output to match the exceptional crafting speed (10x) and as though a half speed transport belt is carrying from oneside to the other, an additional idea isthat for single component crafting then each side of the belt can craft at full speed independently.
Conveyer Extras
fed up of losing items and space to the transport belt system while reorganising them in vanilla? Then this is for you
By crafting standard splitters with basic circuit bords you get one of two items
Sorters which take ABCD input and give ACDB Output (two in a row giving ADCB Output) meaning you can organise streams without complications. If you have copper cable and copper plates on one belt and iron plates and plastic on one next to it you can send the plastic and the wire to make advanced circuit boards and all the plates to make batteries without needing any extra space.
Switchers take the streams and switch their sides and their track so ABCD becomes DCBA, this will allow the full rearangement of items on parallel belts without complicated systems that spread wider than your conveyer belts already do. As well as switcing the side a belt is using with minimal effort
This idea came from having side inserters to help with space and finding a really compact design for a research set up which was limited by conveyers.
By crafting standard splitters with basic circuit bords you get one of two items
Sorters which take ABCD input and give ACDB Output (two in a row giving ADCB Output) meaning you can organise streams without complications. If you have copper cable and copper plates on one belt and iron plates and plastic on one next to it you can send the plastic and the wire to make advanced circuit boards and all the plates to make batteries without needing any extra space.
Switchers take the streams and switch their sides and their track so ABCD becomes DCBA, this will allow the full rearangement of items on parallel belts without complicated systems that spread wider than your conveyer belts already do. As well as switcing the side a belt is using with minimal effort
This idea came from having side inserters to help with space and finding a really compact design for a research set up which was limited by conveyers.
High Tech Armour
Given the player has advanced modular armour which once crafted is kind of over powered next to vehicles I think there's room for modular Tanks and cars, using the same modules for the modular armour, in larger grids and providing a few debuffsthere could be a lot of vercitility
by debuffs I mean things like personal shields would need to be weakened, protecting a car, tank or train given their relative size to a human wouldn't be as effective
In the same mod there could be room for other modules to be added (and an API interface so other people can design modules that work with the vehicles too), some of my ideas fot the vehicle modules are
8x8 portable fusion reactor, a scaled version of the mobile fusion reactor, which would be impracticle in modular armour at 8x8 but more powerful than the 4 portable ones it replaces.
2x2 Follower robot dispensers which allows a vehicle to dipence follower robots, along with allowing vehicles to keep their own followers, the limit like player robot counts can be increased by research from 5 to well the limit needs testing.
5x1 AI module that allows for the programming of patrol routes, each unit allows 2 way points, and has a limit to the number it can have, it's route must be clear, no trees etc, and it will stop to fight any enemies that come into range.
1x1 Logistics points so a Vehicle can pick up ammo refills, fuel, etc from the logistics network if it's in range each item requires it's own point.
by debuffs I mean things like personal shields would need to be weakened, protecting a car, tank or train given their relative size to a human wouldn't be as effective
In the same mod there could be room for other modules to be added (and an API interface so other people can design modules that work with the vehicles too), some of my ideas fot the vehicle modules are
8x8 portable fusion reactor, a scaled version of the mobile fusion reactor, which would be impracticle in modular armour at 8x8 but more powerful than the 4 portable ones it replaces.
2x2 Follower robot dispensers which allows a vehicle to dipence follower robots, along with allowing vehicles to keep their own followers, the limit like player robot counts can be increased by research from 5 to well the limit needs testing.
5x1 AI module that allows for the programming of patrol routes, each unit allows 2 way points, and has a limit to the number it can have, it's route must be clear, no trees etc, and it will stop to fight any enemies that come into range.
1x1 Logistics points so a Vehicle can pick up ammo refills, fuel, etc from the logistics network if it's in range each item requires it's own point.
Fluid Extras
Pipes can be a pain for transporting different fluids near each other and over distances, and only Oil comes in barrels so adding a few things would be helpful
Coloured piping, while lets say grey and black don't connect to each other they connect equally well to all the other fluid components.
Big Pipes that're 2 wide, to allow a larger throughput of fluids especially over distances, having twice the width they have four times the capacity, although they won't connect directly to machines.
And last but by no means least Valves, sometimes pumps can actually limit a flow rather than increase it, valves are one way pipes that require no power but provide no push either.
Coloured piping, while lets say grey and black don't connect to each other they connect equally well to all the other fluid components.
Big Pipes that're 2 wide, to allow a larger throughput of fluids especially over distances, having twice the width they have four times the capacity, although they won't connect directly to machines.
And last but by no means least Valves, sometimes pumps can actually limit a flow rather than increase it, valves are one way pipes that require no power but provide no push either.