Cargo Bay
Cargo Bay | |
Location | |
---|---|
Making profit from harvested organs and stolen station goods. | |
Lobby: Everybody |
Cargo Bay is the workplace of the Quartermasters, located in the south end of the station. Every part of it is in some way designed to enhance some part of the Quartermaster experience.
In the middle at the very north is big ol', welcoming desk for taking orders from customers, with a phone, QM console, and Bank Records computer that QMs sadly cannot use. To the left is a simple conveyer belt for moving crates into the hallway for all passerbys to enjoy. Right of both is a Cargo announcement computer. One might use it to announce the grand opening of a microbrewery or the excellent deals on tools and other essentials. Or fling insults at the Head of Personnel for stealing the shipping budget. Right of that, in the opposite spirit, is a small alcove that has a reclaimer and is ideal for covert business operations.
In middle, there is another QM console and the standard array of manufacturers and fabricators. In addition to the usual general-robotics-medical-mining setup, there's also a gas extractor and ship component fab. Crates are shipped to and from the market and the rest of the station at the two belts below here.
In the southeast is a small pod bay with a Belt Hell station. The rest of the southern parts of this area have a system of conveyor belts and mass drivers that's honestly better seen than explained. Avoid spacewalking outside, since crates will occasionally come flying through space towards or away from the cargo bay.
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. The crate receiving area itself also has a nice utility tractor train just waiting to be ridden. Just be careful of the belts!
Maintenance Information
The lobby area has an air injector that's connected to the Starboard Air Hookup.
The APC for this whole area is near the conveyor belt into the Warehouse.
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 boppin' 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 | |
---|---|
Seceding from the station. | |
Office: Quartermaster, CE |
This great expanse near the Shuttle Bay is the Cargo Bay, the "kingdom" of its self-proclaimed "lords" the quartermasters, who insist this place is really called "the Sovereign Principality of Cargonia". Its "economy" is based around the production and procurement of various goods, some manufactured in a variety of "industries", some bought from foreign space markets via the lower cargo belt.
Uniquely, this Cargo Bay is one of the few to use the old single-belt system. All goods are "imported" to and "exported" from the market via one long belt with two side belts in a small belt room in northern parts of Cargo. When the belt is moving down, it's ready to accept crates of goods coming in from the lower belt. When it is moving up, it is ready to send crates of goods to export through the upper cargo belt. The direction of the belt is controlled by a conveyor lever right of the belt.
From there, crates and other goods are "exported" to the rest of the station in variety of ways, and each of the three QMs disagree on which way is the best. One espouses a simple but somewhat inflexible system of cargo transporters and teleporter pads; another favors a fleet of "high-tech" automated robots called MULEbots for delivering goods. The third prefers to hand deliver goods himself, usually via either forklift or Utility Tractor.
Maintenance Information
There are no vents here. Must be what's causing this QMs to secede from the station.
The APC for this area is on the right wall, near the switches for the cargo belt hatches.
Cargo Bay | |
Location | |
---|---|
Crate expectations. | |
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.
Cargo Bay | |
Location | |
---|---|
Fulfilling crate expectations. | |
Office: Quartermaster, CE |
Don't be put off by this room's poor Crate Review System rating; the Quartermaster's Office in the southwest of the station is a fine place to be, whether you're a QM or one of their customers.
The lower and arguably most important half is a cargo receiving and shipping area. Off in the right are two belts, the upper one for receiving crates ordered from the market via the QM consoles, the lower one for sending crates to sell to the market. Setup is remarkably easy. Just press the nearby buttons to lift the shutters, pull the top lever rightward so that cargo goes into your workplace, and pull the bottom lever leftward so that the crates you send can get launched by the mass driver.
The maintenance area surrounding this lower area has a few tools and some more cargo carts for the tractor. The easiest way to get to them to enter the warehouse south of here, and take the western door.
In the right of this lower half are several, mostly empty crates, a cargo tractor for deliveries, a cargopad, and another conveyor belt system. If you push the lever near the cargopad towards a certain direction, the conveyor belts moves up, and you can simply push crates onto it to deposit them outside the office. Push it in another direction, and people can now simply push crates through the flaps to deliver them to you. If you want to close shop, press the button above the lever to pull down the shutters.
The upper half contains a few extra amenities that are officially unnecessary but highly useful for Cargonians. These includes lockers with spare uniforms and equipment, empty wooden crates, an aesthetically-pleasing array of desks and QM consoles, and a veritable sampling of the various fabricators and manufacturers of the station's departments. There's also a announcement computer off in the upper right, so you can tell the whole station just how good your wares are and what kinds of wonderful deals you're offering.
Maintenance Information
There are no vents here. It's not like this is a vent office or anything.
The APC for the lower half is in its lower right corner, while the APC for the upper half is left of the array of manufacturers.
Cargo Bay | |
Location | |
---|---|
Hail Cargonia! | |
An acoustic guitar strums in the background
Welcome to Quartermaster's, alternatively called QM, Cargo Bay, Cargo, or, as the folks who populate this quaintly rectangular province call it, Cargonia. Whatever you call it, you can divide into three parts.
The topmost part, with its distinct grey or tileless flooring, contains two mass driver and conveyor belt systems, the left for sending cargo, the right for receiving it. Both feature plastic flaps, and before they can be used, one must press their respective buttons to lift their shutters and pull their respective levers at the bottom end of the belts for them to actually get them moving. The Clown's humble...adobe is accessible from here, as is a rack with an emergency space suit.
Speaking of which, when we leave the bottom ends of the belts, we find machines much more capable of human interaction in the middle part. In addition to the aforementioned buttons and levers for said belts, we find a label computer for making shipping labels, an announcement computer, an impressive array of fabricators and manufacturers, and, most imporatntly, a QM console for ordering the crates that Cargonia is so well-known for. We also find more interesting items, such as a hand labeler for noting owners/destinations of crates, a cargo transporter for easy teleportation of crates, and a roll of wrapping paper for celebrating the season of giving for all seasons.
Speaking of crates, we find four empty wooden packing crates in the bottom part, perhaps waiting to hold a lucrative ore export, perhaps waiting to hold a well-timed shipment of tools and materials to parts of Atlas ravaged by breaches in the hull. In addition, we can also find a long table, some Quartermaster equipment lockers (really most notable for the hand labelers), and another QM console.
More importantly, we find a simple conveyor belt for delivering crates to those waiting outside. As with the sending and receiving belts, one must push the button on the nearby table and pull the lever on the left end of the belt for it to be of use. In addition, we find a simple desk with paper and writing utensils for taking in-person orders, for when the supply request console is simply too impersonal.
Maintenance Information
There are no vents here. A shipment of them was requested long ago, but it seemed to have been lost in red tape. Cargonians are still sore over it.
The APC for the entire area is the middle top right, near the table by the right belt.
Cargo Bay | |
Location | |
---|---|
Shrine to the Six-Faced Ones. | |
The Cargo Bay in the lower left/west/port side of the ship is where the Quartermasters send and receive shipments to and from the market and engage in whatever zany schemes they've come up with to make money. It's right by the Fitness Room and Bathrooms, which themselves are in the horizontal hallway directly above Arrivals.
The crates come in and leave via two belts in the lower center-ish, which are thankfully not blocked when the ship shield is up; these have switches to raise and lower the two sets of shutters and two levers that control the direction of the belts. There's also another belt in the top right for sending crates out into the public hallway; similarly, this also has a lever that controls belt direction and a button that controls some shutters. Nearby is a table with a recharger for your cargo transporter and one of the few hand labelers on the ship.
You're probably asking about those hulking shipping containers. You can open them just by clicking on them, but there's some you can't open, and aside from one of the red ones that contains a harmonica, there's nothing in any of them. They're immovable and pretty good at hiding things though....You've probably also noticed all the cardboard boxes and wooden crates lying around. They're all empty, just like [POLITICAL FIGURE OF CHOICE]'s heart. If you need more crates, you can make some more at the crate manufacturer.
Speaking of manufacturers, there's a small array of them in the top left, partially so you can provide people with tools and other supplies in case the public fabricators or departmental-specific ones run out or are unavailable, partially so you can make pod parts or robot limbs or whatever to sell to the market. Nearby are two forklifts for antics like pretend jousting. If you press the switch near these forklifts, you'll raise some shutters, revealing a small area where a fluid tank and some segways are kept, which you can use for real jousting.
Cargo Bay Office
There's a specific subsection of this area in the left called "Cargo Bay Office". Easily identifiable by the red carpeting and wooden furniture, this area has two stock market computers for buying and selling stocks. It's a bit like slots, in there's a lot of pure random chance involved, but you can at least predict the outcome somewhat by paying careful attention to the news.
Maintenance Information
There are no vents here. They don't have six faces like all the crates and shipping containers here.
The APC for the Cargo Bay Office is on the bottom wall in that area. The APC for the rest of the Cargo Bay is above the crate manufacturer by the entrance to the main hallway.
Cargo Bay | |
Location | |
---|---|
Making profit from stolen organs and harvested station goods. | |
Found on the south end of the station, the Cargo Bay is the center of station commerce. Here, Quartermasters buy high and sell low to try to make a tidy profit for their corporate overlords - or to blow it all on buying a second engine. The main room has almost every kind of manufacturer device available, as well as the computers needed to do the QM job and a few QM gear closets. It also has a router chute - make sure to use the barcode printer to set the destination of any crate you load in!
The lower half of the Cargo Bay is where the magic happens - there's an outbound-inbound pair of conveyors, which you can tell apart by which way their mass drivers point. Another QM computer and a barcode printer let you do most of your job down here instead of continually bouncing between the two halves of the bay. To the right is a router for Kondaru's belt hell, or at least what could be somewhat considered belt hell. To the left is the cargo podbay, for when stuff gets stuck or you need to deliver to SPACE.
Maintenance Information
There are no vents here. Someone sold it.
The APC for the upper half is on the right wall. The APC for the whole lower half is in the solely-belt room, on its left wall.