Alright I’ve thought about it for a while and came up with some ideas.
Shipping Mission System Concept
Crates come in block and item form. The item is a custom item which cannot be put in any inventory but a player inventory, cannot travel through pipes, cannot be picked up by hoppers, etc. It is acquired when getting shipping missions from NPCs. The block is a custom block which can only be placed on unextended piston heads. They can be removed either by breaking them or by triggering the pistons to make them all pop out so you can pick them up.
Types of crates
There is a fixed set of crate types, including:
Perhaps sub-types for some of these, such as oak wood crates etc?
- Wood Crates
- Gem Crates
- Fuel Crates
- Metal Crates
- Gas Crates
- Plant Crates
- Food Crates
Each crate has a different value for each planet. This is a value from
1.0. If it’s under
0.0, the planet is an exporter planet for that crate type. If it’s above
0.0, it’s an importer. The farther from
0.0 it is, the more intense its value is.
For example: A planet with
-0.15 for Wood exports small amounts of wood. On the other hand, a planet with
-0.95 for Wood exports massive amounts of wood. The farther from
0.0, in this case the lower the number, the more it exports.
Likewise, a planet with
0.25 for Wood imports wood for modest credits. In contrast, a planet with
0.99 for Wood pays handsome sums for wood.
- With a value of 0, it neither imports nor exports.
- This can all be balanced visually using a simple GUI program I can make.
Next I will post the shipping mission generation logic concept