03-17-2023, 01:16 PM
Mechcomp conveyors belts aren't a planned thing for me.
Specifically:
- We have ordinary conveyor belts that have a lot of code around them and I do not want to duplicate it.
- Constructible conveyors are something I would like to see added, but are a bit beyond my time and ability at the moment. (Most of the mechcomp things I've been doing are relatively minor.)
- There are some unused things like the "conveyor diverter" that could be mechcomp-enabled, similarly to how mechcomp can (?) currently toggle belt switches.
- Graviton accelerators and teleporters currently fulfill the "mechcomp moves stuff" niche, even if not really in the ideal way.
I noticed compost being mostly useless a few weeks ago when was looking at botany/plant stats. High health already does boost plant harvests, but it would be nice for it to have some alternate effect, because right now it's largely useless.
Specifically:
- We have ordinary conveyor belts that have a lot of code around them and I do not want to duplicate it.
- Constructible conveyors are something I would like to see added, but are a bit beyond my time and ability at the moment. (Most of the mechcomp things I've been doing are relatively minor.)
- There are some unused things like the "conveyor diverter" that could be mechcomp-enabled, similarly to how mechcomp can (?) currently toggle belt switches.
- Graviton accelerators and teleporters currently fulfill the "mechcomp moves stuff" niche, even if not really in the ideal way.
I noticed compost being mostly useless a few weeks ago when was looking at botany/plant stats. High health already does boost plant harvests, but it would be nice for it to have some alternate effect, because right now it's largely useless.