- Registrado
- 15 de Dic, 2022
does cargo not get out going orders for the station to full fill like from setcom or anything
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/vg/ do have something kind of similar, I played a round a few months ago in cargonia and there's a system you could set up with telepads and Rapid Crate Senders across the departments which could work for Riviera if you're keen on the concept. You'd setup said telepads wherever you felt like in each department then use the RCS on a crate once it's ready to go in order to teleport it over to the department. The telepads and RCS could be both built by R&D or ordered through supply requests, it was pretty niftyI guess could also come up with some custom delivery thing like an airlock or something where you shove the goods in then it closes and calls it 'delivered' and opens up to the department, but it seems weird and awkward to use, would be way more complicated to cood and as such take way longer to show up, and may be unnecessary.
First of all hot pink crabs are forbidden, second of all that actually looks a lot better maybe change color and soften the outline a bit?more experiments but found an existing crab in the textures so i just stretched its texture over this and use the in game coloring to change its colors. I just need a second opinion on this because i think it looks strange but interesting.
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Must be the mixing algorithm, base sprite is still red I take it? I honestly think probably any colors available should just be pre-colored, that way you can have a uniquely colored midsection and so on, not be stuck with shades of only one color.i picked a dark purple and that is the color it gave me so it might just be the coloring system not allowing dark colors
What's the problem here exactly? You can already:One problem that exists right now that could benefit from community input is: how to deliver goods to a department?
All of this seems unneccessary when you have this -
- Another option is to just 'accept delivery' when the goods make it into a particular area or areas of the station. This is a lot less secure but it would be almost impossible to be stuck unable to deliver.
- Could also use the MULE delivery stuff but that has the problem that it can only do one crate at a time and if the department leaves it full there is no way to finish even another single crate contract until they come clear it out on their own.
- I guess could also come up with some custom delivery thing like an airlock or something where you shove the goods in then it closes and calls it 'delivered' and opens up to the department, but it seems weird and awkward to use, would be way more complicated to cood and as such take way longer to show up, and may be unnecessary.
Just make the receiver scan the crate with a crate scanner (this is already implemented) or stamp it with the head of department's stamp. Invoice idea could work if the invoice was simply stuck to the crate and the delivery is deemed fulfilled if you tear it off of a crate.Someone comes and baps the crates or an invoice to 'accept delivery'. I kindof like the invoice idea because then a cargo guy can show up with a clipboard and you 'accept' the delivery from that which seems amusing to me. The problem is its harder for the deliverery person (imagine a future where departments order things from eachother, not just the current idea) and especially for reverse contracts the department didn't ask for it may be hard to get someone to come take delivery.
I can confirm it works. It's a fairly ancient system, every codebase should have it. I do like the idea of a semi-automated delivery acceptance system that only awards you goodboy points when someone picks up the crate, however, I've never experienced cargo not delivering shit properly. There's either cargo and they deliver well to everyone 99% of the time, or there isn't a cargo, and right now, it's solidly the latter.use disposals to mail the crate into the person's department (I'm not sure if we have this system implemented);
"What do you mean don't set up a singularity engine in Cargo? This is tyranny!"No power? Build your own engine in all that cargo space you are not using and then cut the lines to the rest of the station, making you Texas on your own independent grid.
Exactly, but on Riviera Cargo starts with $0 and only has enough crates in their storage for $350 more, so it needs to somehow make more money first before ordering goodies for themselves and that's exactly what we're debating here.If you are cargo and nobody is ordering anything then your role is to order stuff yourself and enjoy time as the most self reliant department other than engineering on the station.
Unfortunately, QM doesn't have mining access. In other words, cargo may as well go break in everywhere. (not that it's much of a problem, 3 people is "everyone gets all access" territory regardless)... so you might as well go do some mining).
All examples from (shit) stations that allow cargo to act on its own, and have starter money. On Riviera, starter money is $0, there are no periodical wages or automatic contracts (yet), you get $50 per empty crate with no other real options for income (other than siphoning your own very limited account), and (I believe) you need $450 just for an Electrician's crate. Not to harp on the fact too much, but they may as well be a pure roleplay role with how little agency they get.If you are cargo and nobody is ordering anything then your role is to order stuff yourself and enjoy time as the most self reliant department other than engineering on the station.
No chef? become Bargonia and grill.
No sec? Arm yourself.
No power? Build your own engine in all that cargo space you are not using and then cut the lines to the rest of the station, making you Texas on your own independent grid.
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Thumbnails related, its what cargoniansshouldget up to when left unattended
You can't get dehubbed because not even Lummox himself has access to BYOND SS13 hub, or else all of the 18+ ERP furfag servers would've been nuked long time ago (18+ content is forbidden on BYOND as per its ToS). Also old /vm/station had a hub entry that looked like picrel and never got dehubbed. It most likely an issue in the codebase or something, gecko should investigate what's wrong.Idk exactly when this happened, but it looks like we got dehubbed. Rip
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old /vm/station had a hub entry that looked like picrel and never got dehubbe
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