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Trading & Contraband Crate Destinations #2602
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Trading & Contraband Crate Destinations #2602
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…-station-14 into 2024-12-22-cargo-destinations
RSI Diff Bot; head commit 675d933 merging into e84aa8a Resources/Textures/_NF/Structures/Storage/Crates/contraband1_crate.rsi
Resources/Textures/_NF/Structures/Storage/Crates/contraband2_crate.rsi
Resources/Textures/_NF/Interface/Misc/cargo_destination_icons.rsi
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I like this idea, but I am not sure about the priority crates + crate destinations being random. I can see a few un-fun scenarios because of the priority crates:
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If you want to make a system where you take shipments that are N crates of X to a known destination, great. This is a minimum viable product to make cargo hauling as-is less braindead - build on top of it, but that's out of scope for now. The priority crates are there as a challenge. Stick to your regular trade crates if you don't want them. Risk management and decision-making are essential to trader gameplay. At the very, very least, now you have to think about organizing your cargo bay instead of just ramming everything in the back. |
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i had a fucking aneurysm from looking at this code
Issues should be addressed. Haven't really had a chance to test them, will do when I can. edit: I forgot - milon mean repo ban he |
skill issue |
Fix PDA chat app lag issues first mean milon. |
it works fine on my machine, get a better server |
Keep a civil tone, @MilonPL. |
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minor nitpicks, looks good otherwise
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
…-station-14 into 2024-12-22-cargo-destinations
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
…-station-14 into 2024-12-22-cargo-destinations
TODO: move cargo hauling out into some cargo, mining & salvage section
About the PR
Adds destinations to cargo and contraband crates. Higher value contraband crates (tiers 2-5 at the time of writing) have a time limit on them, and high value cargo crates also have a time limit on them.
Payout is larger at the destination, reduced everywhere else. For priority crates, prompt delivery, likewise, results in larger payouts, and late delivery results in reduced payouts.
Stations can be registered as trade crate destinations to be selected from in the trade crate selection.
Currently, only the cargo depots are rigged up as trade crate destinations, but any station can be, but logically they should have cargo sale pallets. This is not checked for, and may be subject to user error.
This probably needs a solid set of revisions, but it seems functional in my (admittedly limited) testing.
TODO:
Why / Balance
Cargo hauling is just about the dullest thing in the game. This improves it marginally. This also should make smuggling more involved, as to get an optimal payout, you may need to visit multiple places to offload your goods.
There is now actually a reason to purchase regular cargo crates - they have no time limit.
How to test
Buy or spawn some crates. The crates should be labelled in the bottom right (similar to envelopes) with priority crates having a moving black and yellow band. When timed out (currently 10 minutes for high value trading crates), this switches to a darker yellow, still variant.
Media
Look at all those crates. The yellow and black bands are animated.
Requirements
Breaking changes
Changelog
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