Medieval Engineers

Medieval Engineers

52 ratings
Small Stockpile Inventory Physics
Type: Mod
Mod category: Script
Version: 0.7
File Size
0.220 MB
Oct 31, 2018 @ 4:17pm
Feb 27, 2019 @ 9:25pm
3 Change Notes ( view )

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Small Stockpile Inventory Physics

With this mod installed small stockpiles use inventory physics, meaning that when upright they will suck any items on top of them into the stockpile, and when turned sideways/upside down they will drop their items into the world.

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Note: These stockpiles will stop dropping items into the world when the floating object limit is close to being reached, to avoid losing items.
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Sillls Oct 7, 2019 @ 1:52pm 
Wow, I can see this working to repel attackers.
Hoovy Simulator 2 [FIN] Sep 1, 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 Feb 15, 2019 @ 12:05am 
Are you going to update this mod for the 0.7 update?
Equinox  [author] Jan 25, 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 Jan 25, 2019 @ 10:52am 
Does this work with modded piles? What about sandstone in the vanilla pile?
[RTB] Sarianos Jan 14, 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 Nov 5, 2018 @ 8:02pm 
you could use a complicated gear system as a timer, but then youd need a source of power for it
cosmic lemon-Nades Nov 3, 2018 @ 9:40am 
yo kejn
XCanG Nov 1, 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] Nov 1, 2018 @ 11:04am 
@XCanG Angle doesn't affect speed.