Cargo Bay
Cargo Bay | |
Location | |
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Making profit from harvested organs and stolen station goods. | |
Lobby: Everybody |
Workplace of the quartermaster, located in the south end of the station. Avoid spacewalking outside, since crates will occasionally come flying through space towards or away from the cargo bay.
There is a small pod bay next to the crate receiving area.
Maintenance Information
There are no vents here.
Though Cargo Bay is often called the Quartermaster's Office, on the power grid, they are considered separate areas; Quartermaster's Office is the area with the fabricators and quartermaster consoles while Cargo Bay is the area of conveyor belts below it.
Quartermaster's Office APC is located in the maintenance tunnel left of it. Cargo Bay's APC is on the other side of the wall where the MULEbots are stored.
Quartermaster's Office receives power through a cable in the same maintenance tunnel. Cargo Bay receives power through a wire in the door next to the MULEbots.
Cargo Bay | |
Location | |
---|---|
Making profit from harvested organs and stolen station goods. | |
Lobby: Everybody |
Workplace of the quartermaster, located in the southeast end of the station. Avoid spacewalking outside, since crates will occasionally come flying through space towards or away from the cargo bay.
There is a small pod bay next to the crate receiving area.
Cargo Bay | |
Location | |
---|---|
Making profit from harvested organs and stolen station goods. | |
Workplace of the quartermaster, located in the southeast end of the station. Avoid spacewalking outside, since crates will occasionally come flying through space towards or away from the cargo bay.
There is a small pod bay south of the crate receiving area.
Cargo Bay | |
Location | |
---|---|
Making profit from harvested organs and stolen station goods. | |
Office: Quartermaster, CE |
This wiiide open-space area resembling a real warehouse, that seems to draw inspiration from more [1] boxy stations, is workplace of the quartermaster, located in the south end of the ship. Avoid spacewalking outside, since crates will occasionally come flying through space towards or away from the cargo bay.
Not only is there a sweet forklift and cargo tug here, but also a MULEBot for automated cargo delivery. If you need to reach out to more remote markets and vendors, there is a small pod bay below the crate receiving area.
Maintenance Information
There are no vents here. Good thing the cargo flaps are airtight, right?
Cargo Bay | |
Location | |
---|---|
Crate expectations. | |
Office: Quartermaster, CE |
This wiiide expanse in the aft/north of the station is the Cargo Bay, or, as the quartermaster who apparently works here calls it, "Cargonia" and "a sovereign nation". Nation is a bit of a stretch, but it's definitely Crate Town down here. Crates of bees, booze, and bitchin' hats come in via the lower belt, are stored here until distribution, and are sent all across the station via manual delivery/forklift/MULEbot/cargo transporter.
If Hydroponics just feels like chillin', or Mining just feels like explorin', don't be angry or try to break into somewhere. You can make some money yourself! (Or, obviously, if they are studious, make some more!) There's plenty of space for growing crops; you can get your plant trays from Hydroponics Starter Kits, and if you hop in one of the Space Pods and explore a bit around the Mining Outpost, you'll find a very good source of seeds. You also have a rainbow of manufacturers at your disposal, so you could, say, make robot arms to export or manufacture your own mining equipment and mine your own ores.
Maintenance Information
There are no vents here. Good thing those plastic flaps are surprisingly airtight.
The APC for the lobby area is in the maintenance tunnel above, while the APC for the Cargo Bay itself is in the maintenance tunnel below, accessible via the maintenance access door near the entrance into Cargo Pod Bay.
Cargo Bay | |
Location | |
---|---|
Making profit from harvested organs and stolen station goods. | |
Office: Quartermaster, CE |
This wiiide room (perfect for starting a grow-op) in the northern parts of the station is the Cargo Bay, the workplace of the quartermaster. Crates of bees and booze enter via the lower belt and exit via the upper belt. Since this station came at a time before plastic flaps, the cargo shutter is just one huge hangar door for both belts, controlled by the switch in the northwest corner.
Since this station also came before forklifts and cargo tugs, those two are absent. The ever-reliable cargo transporter and MULEbot are still at your service, however. You also have a rainbow of manufacturers at your disposal.
Maintenance Information
There are no vents here. Better keep those airlocks close if you're going to leave the hangar open.
The APC for this area is in the maintenance tunnel below.
Cargo Bay | |
Location | |
---|---|
Making profit from harvested organs and stolen station goods. | |
Office: Quartermaster, CE |
This vaguely L-shaped room in the northeastern parts of the station is the Cargo Bay, the workplace of the quartermaster. It's positively crate city here; there's nothing in this place that doesn't involve crates. Crates of goods for the market go out via the upper belt; crates of goods for the station fly in via the lower one. Crates are distributed throughout the rest of the station via cargo transporter and MULEbots. There's a pod bay with space pods for finding crates and other valuables in the Debris Field, and a rainbow of fabricators for manufacturing goods to stuff into crates for the market.
Maintenance Information
There are no vents here. Good thing plastic flaps are surprisingly airtight.
The APC for this area is on the left wall, near the door into maintenance.