
A huge thanks to @utilitas- for showing me this amazing trick!
Now, let's check how much we'll profit from this:
var/credits_per_slip = 2
var/credits_per_crate = 5
25 crafted crates(125) + '50 metal sheets' crate(2) + '50 metal sheets' order slip (2) = 132 credits!
I thought you was cool
your protection money ain't good with the ERP meatclub no more
did something change? I thought sending stuff back for money was a TG thing
This was known and not a bug. If you want your dedicated job to be "crate builder" you can do that. You won't make near as much as a miner though.
also @jknpj snitches get stitches, bolt down your department fucko im coming for your kneecaps
@Kurfursten Bruh
The economy, fools
We just need to send them a few crates to kickstart the economy, Jack
Code monkeys to make an assembly line building crates when
when will these brainlets learn that turning a raw material into a usable good for profit isn't a bug
Why even change the whole economy if you're just going to allow cargo to use macros to multiply their money with zero player interaction?
Making and selling crates isn't the issue. You're able buy a whole shuttle of '50 metal sheets' crates, stack 25 crates on top of every '50 metal sheets' crate and make way, way more money than miners currently make for digging half of the asteroid in a single supply shuttle call.
lmao how is money even real
just like
turn stuff into different stuff
this is how communism works right
If stacking crates is your concern, just give crates one_per_turf in their stack_recipe. This would make it so you can't macro it easily (you'd have to move), limit the number of crates built per shuttle, and generally make it clunky. You could even raise the build time to 3 seconds (currently 1.5 seconds)
Whatever you do, don't ping me about it because I don't give a shit right now and I do use github to watch other projects.