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components:cargo [2026/10/05 19:20] – external edit 127.0.0.1components:cargo [2026/10/09 18:59] (current) – external edit 127.0.0.1
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 ===== Delivering and Storing ===== ===== Delivering and Storing =====
  
-Cargo reaches a site only when the pilot says what should happen to it. ''Cargo > Deliver'' hands crates to the site, ''Cargo > Store'' puts them into its store, and ''Cargo > Drop loaded'' only sets them down. A dropped crate lies where it fell until someone delivers or stores it from **Nearby**; a crate set down from the sling is handled the same way.+Cargo reaches a site only when the pilot says what should happen to it. ''Cargo > Deliver'' hands crates to the site, ''Cargo > Store'' puts them into its store, and ''Cargo > Drop loaded'' only sets them down. A dropped crate lies where it fell until someone delivers or stores it from the cargo's ''(N on ground)'' entry; a crate set down from the sling is handled the same way. Each cargo can be unloaded in full or in steps of 1, 2, 4, 6 or 24 crates.
  
 The menu offers only what the site takes: The menu offers only what the site takes:
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 | Site not yet commissioned | Its commissioning cargo | — | At the marked construction point; an airplane within 80 m of it | | Site not yet commissioned | Its commissioning cargo | — | At the marked construction point; an airplane within 80 m of it |
 | Airfield | Project cargo | Every cargo | Within 500 m of the Tycoon tent | | Airfield | Project cargo | Every cargo | Within 500 m of the Tycoon tent |
-| Source | — | Every cargo | On the helipad; an airplane within 80 m of it |+| Source | — | — | Cargo is only taken out here |
  
 Your aircraft's position decides for the whole unload, not where each crate lands. Unload low and almost stationary; if that is not met, nothing leaves the aircraft. Your aircraft's position decides for the whole unload, not where each crate lands. Unload low and almost stationary; if that is not met, nothing leaves the aircraft.
  
-**Delivering to a Settlement or an airfield.** Food feeds a Settlement's supply. Project cargo is bound to the site's Projects: it counts towards them and cannot be taken out again. A site accepts a cargo only up to what its largest single Project still needs, not the sum of all of them. Crates beyond that are unloaded all the same and stay on the ground, and the message says so.+**Delivering to a Settlement or an airfield.** Food feeds a Settlement's supply. The delivery message shows how far the unload raised the supply, for example ''Food supply 42% -> 75%''. Project cargo is bound to the site's Projects: it counts towards them and cannot be taken out again. A site accepts a cargo only up to what its largest single Project still needs, not the sum of all of them. Crates beyond that are unloaded all the same and stay on the ground, and the message says so.
  
-**Storing.** Stored cargo waits in the store and does not count for Projects; to build with it, take it out with ''My Location > Storage'' and deliver it. Each storing costs 75 GEL per crate, paid by the pilot who stores, whatever the balance. Airfield stores have a limit, see [[components:airfields|Airfields]].+**Storing.** Stored cargo waits in the store and does not count for Projects; to build with it, take it out with ''My Location > Storage'' and deliver it. Only stored crates can be taken out again; delivered project cargo and a Factory's inputs stay where they are. Each storing costs 75 GEL per crate, paid by the pilot who stores, whatever the balance. Airfield and Settlement stores have a limit, see [[components:airfields|Airfields]] and [[components:settlements|Settlements]].
  
 Only **Deliver** pays a wage, shared by every pilot who brought the crate closer, see [[components:credits|Credits]]. Only **Deliver** pays a wage, shared by every pilot who brought the crate closer, see [[components:credits|Credits]].
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 A crate that is not delivered stays in the world and can be picked up again, with these limits: A crate that is not delivered stays in the world and can be picked up again, with these limits:
  
-  * **Refused:** a Settlement whose Food store is full refuses Food, a Settlement or airfield takes no more project cargo than its Projects need, and an airfield with full storage refuses every cargo. The crate stays on the ground.+  * **Refused:** a Settlement whose Food store is full refuses Food, a Settlement or airfield takes no more project cargo than its Projects need, and a full airfield or Settlement store refuses further Store. The crate stays on the ground.
   * **On the ground:** a crate survives one restart and is lost at the second, see [[components:restarts|Restarts]].   * **On the ground:** a crate survives one restart and is lost at the second, see [[components:restarts|Restarts]].
   * **Slot change, respawn or disconnect:** crates aboard are forced onto the ground where you stood. Each one has a 50% chance of being destroyed; the rest can be picked up again. Leaving the aircraft in the air is also an [[components:aircraft-losses|aircraft loss]].   * **Slot change, respawn or disconnect:** crates aboard are forced onto the ground where you stood. Each one has a 50% chance of being destroyed; the rest can be picked up again. Leaving the aircraft in the air is also an [[components:aircraft-losses|aircraft loss]].
components/cargo.1791228026.txt.gz · Last modified: by 127.0.0.1