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Cargo automations


Midaychi

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As a preface: Yes I'm aware this automates cargo, but it has to be set up beforehand and machines will never be as accurate or efficient as a carbo being who knows what they're doing.

This is also based on hearing that baystation was thinking of doing away with supply points and moving entirely to a money fund, so this probably works a lot better if paradise does the same.

 

 

First up: The database. A computer console and a server in or as an offshoot to the qm's office that he has access to. It contains information on scanned crates as well as their contents, and has various controls on how to handle it.

 

How do you scan crates, though?

 

The Database Scanner. A device similar to the mail tagger, but you use it on un-wrapped crates. It tags the crate with an identification number, and scans the contents into the database. Crates must then be left on those convenient yellow squares next to the conveyer belts or in the storage, or they are listed as awol on the database. When on the yellow indicators or in storage, the database will periodically re-scan tagged crates and update the contents if there are any changes.

 

What's this useful for?

 

Cargobot Smartpad: Those little yellow squares now are smart bots. They contain a scanner that can identify contents of crates above them, can pull crates ontop of themselves from the conveyer belt, and can nudge crates back onto the conveyer belt. They can also pop open crates momentarily and shove a specific item out onto the conveyer belt.

Edit:

Crates that are locked and not unlocked can only be manipulated by the smart pad as a whole crate and not their individual insides.

 

Why?

 

The vending machine. A large vending machine at the end of the conveyer belts embedded into the wall.

People can walk up and use it to see contents of tagged crates that have been set to active on the database by the quartermaster or cargo techs.

Cargotechs and Quartermasters can leave the items free to all, or they can alternatively set prices in credits on the items and define what access level is required to order each item. Money gained through this vending machine is payed into the supply fund.

 

Edit: You can also lock the insides of crates from being bought and set a price on the entire crate as a unit instead.

 

Edit 2: Crates that are locked and not unlocked can only be priced as an entire crate and not their individual insides. Unlock the crate to make it work normal and have individual items.

 

Ordering an object will eject it from the crate if it's on the appropriate smart pad, and send it on its way to the vending machine via the conveyer belt. Obviously, if the conveyer belt is inactive or otherwise obstructed or in use, this will break down.

 

Alternatively: Mulebots with their loading platform hacked can be assigned to the vending machine, and can be used to ferry the goods instead of the conveyer belt. Just amble up to the smartpad, open, load, run off to the vending machine.

 

 

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Further Ideas: Ability to set, when ordering crates from the console, if you want it mailed or delivered via mulebot, or a pickup.

 

If mailed is set, the supply console will send cargotechs a pda message about the crate's mail status and destination if the crate is scanned into the database.

If Mulebot is set, you will also have to define a delivery point. Cargotechs can inventory scan a crate and set it on a smartpad, and a mulebot will come by and pick it up and deliver it to the defined department.

If pickup, then it'll just be like normal.

 

Edit: Possibly also pda messages the person who ordered it that it's at the dock, when it's scanned into the database.

 

Another idea: If someone tries to order an item that's id locked and they don't have the necessary id level equipped, they're shown a denied screen explaining that they were denied and why they were denied. Using an Emag on the vending machine when this screen is up will silently bypass the screen.

 

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Been thinking about the best way to control how many crates cargo can order and it may be to simply add a category for each job. (And a few extra ones like emergency or pets.)

 

Each job category would have a separate supply of cargo points, that would solve the problem of a botanist not being able to order anything after sec has bought several ballistic crates. Certain jobs would regen points faster.

 

Some crates would overlap and be in two categories, they may be more expensive or cheaper.

 

For it to work properly there would need to be many more types of crates. (a side benefit is that specific items are easier to get and crates are easier to find)

 

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