Simple way to integrate cargo loading/unloading into docking

    Do you like this idea?


    • Total voters
      3
    Joined
    Jan 8, 2015
    Messages
    10
    Reaction score
    1
    Simple, no new mechanics method of cargo loading/unloading:

    Benefits:
    Allows for cargo vessels and could be used for "trade routes, trade missions"
    Allows for salvage turrets (which would be awesome for big mining ships where multiple players could be collecting materials from large asteroid fields and/or planets.)
    Uses the already-established logic system. Requires only one additional block/computer (two if desired)
    Uses the new sorting system, allows for diverse new station builds/ship builds (cargo shuttles, loading/unloading bays, REAL trade stations, etc)


    New computer (docking computer)
    a simple computer that works similar to the rail controller - attached to a button that controls it's state, active, it loads, inactive it unloads cargo.

    the docking ship - connect the cargo computer and the button to the rail docker of your choice. then connect the storage units you want to load/unload. You could for example have one rail docker that is just for loading and one for unloading, or just use the button.

    the station/ship to be docked with: connect the cargo computer and button to the RAILS (or rotator, turret docker, etc) and the plex storage units you want to load/unload from/to - when a ship is docked and has a cargo computer set to unload, and the cargo computer on the station is also set to unload, then cargo will be moved from the ship to the attached storage units. if the station rail the ship docked at is set to loading, it will act as a basic rail dock, and neither load/unload. when a ship docks and is set to receive cargo and the cargo computer on the station is also set to load, the items in storage will be moved to the ship.

    Optional modules:
    Cargo transport modules - the basic cargo computer only pushes/pulls at a maximum of x items of all types per tick. every transport module increases the transfer rate by X, at the cost of additional power load.

    Alternative to modules:
    use a static amount of items moved from place to place each tick.

    Additional idea: Attach the cargo computer to a station shop module and anything in attached storage is sold at the shop (if funds/ etc are available to allow it). could be added to trading guild shops to make for some awesome trade route concepts. A reverse could be engineered in the sense that attaching a single storage unit with specific auto-pulls would automatically BUY the specified amount, deducting the credits from the person piloting the ship.

    Final note:
    Using logic blocks and the like it could be possible to make super trade stations using faction blocks and "cargo trains" - essentially, several factions on a huge space station could use their "cargo trains" that are unloaded from their ships, loaded to the cargo trains, the trains travel to different parts of the station controlled by other factions, and then traded/sold to shops of other factions. the same could be done in reverse for buying, allowing for some REALLY cool, really diverse server worlds or even single player experiences. Additionally, this could very easily used in conjunction with a bulletin-board like system for randomly generated trade-based missions (example: "Bring 10,000 black advanced armor to the shop in sector x,y,z - receive X amount of credits and (assuming you're adding the Role-Playing elements hinted at) (other reward)")