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Cargo Clothing Fabricator
Posted: Sun Nov 23, 2014 7:53 pm
by Antonkr
In a spearhead to make cargo have more stuff to do, and be less boring! Myself and some unnamed metafriends might make this.
Two machines
Clothing Mill, Clothing Fabricator
Clothing Mill,
Takes in jumpsuits to produce Cloths(resources)
Takes in various pets to produce pet pelts
When emagged takes in lizard people to produce lizard-pelts
Clothing Fabricator
Takes in cloths, and leather to produce jumpsuits, jackets, shoes, satchels and backpacks.
Takes in platsteel to produce various armor.
Takes in plasma, and platsteel when upgraded to produce basic hardsuits
Takes in gold, cloths to produce captain's jumpsuit (requires one per jumpsuit) ((should probably be upgraded prior))
Takes in silver,cloths to produce other head's jumpsuits.
Takes in sterelyzine, cloths to produce labcoats/biosuits
Emag to produce tacticool jumpsuits, and no-slips, with clothing requirment
Botany can no longer produce leather jackets etc, but instead can produce raw leather.
Leather and clothing can be obtained, by either the mill, or by ordering it through crates.
BONUS Machine: Medal Fabricator. Can produce different looking medals from various metals that are mined, with custom, title, and description.
any ideas/suggestions for this?
Re: Cargo Clothing Fabricator
Posted: Sun Nov 23, 2014 8:03 pm
by Intigracy
.
Re: Cargo Clothing Fabricator
Posted: Sun Nov 23, 2014 8:17 pm
by Jacough
Takes in various pets to produce pet pelts
> Steal Ian
> Shove him into the clothing fabricator
> Get lynched for parading around in a corgi fur coat
Fund it
Re: Cargo Clothing Fabricator
Posted: Sun Nov 23, 2014 8:47 pm
by Jacough
Violaceus wrote:Medal fabricator should be in captains office.
Except nobody would ever use it. I've literally never seen a captain hand out a medal.
Re: Cargo Clothing Fabricator
Posted: Sun Nov 23, 2014 8:50 pm
by omnitricks
While on the subject of jumpsuits for different departments or heads, maybe headset keys as well since there is actually no legit way to get more besides the basic ones.
Re: Cargo Clothing Fabricator
Posted: Sun Nov 23, 2014 11:09 pm
by Alex Crimson
No head of staff jumpsuits or hardsuits please, or producing no-slips. Last thing we need is Cargo giving those things out like candy. Everything else sounds cool. Maybe give Botany some kind of cotton plant to produce raw materials for making clothes.
Re: Cargo Clothing Fabricator
Posted: Mon Nov 24, 2014 12:20 am
by RG4
Head jump suits are always fun because they're fancy as hell. Hardsuits is a bit extreme and what about extra-grip shoes? Instead of 100% noslipping it'll be between 0-100%
Re: Cargo Clothing Fabricator
Posted: Mon Nov 24, 2014 1:03 am
by cedarbridge
RG4 wrote:Head jump suits are always fun because they're fancy as hell. Hardsuits is a bit extreme and what about extra-grip shoes? Instead of 100% noslipping it'll be between 0-100%
RNG a shit
Re: Cargo Clothing Fabricator
Posted: Mon Nov 24, 2014 1:12 am
by Scott
>more stuff to do
As if they need that, but anyways, no hardsuits/spacesuits and head jumpsuits with proper access only.
Re: Cargo Clothing Fabricator
Posted: Mon Nov 24, 2014 4:02 am
by Cipher3
Jacough wrote:Takes in various pets to produce pet pelts
> Steal Ian
> Shove him into the clothing fabricator
> Get lynched for parading around in a corgi fur coat
Fund it
This.
Re: Cargo Clothing Fabricator
Posted: Mon Nov 24, 2014 6:39 pm
by Antonkr
Current idea is that the department members and heads have to request their jumpsuits for it to be able to be printed, and of course in the quantity specified. This will be part of the supply ordering console, (which will also have stuff from the autolathe). Of course that will be emaggable so that cargo can mass produce captains suits as long as the materials exist for it.
Re: Cargo Clothing Fabricator
Posted: Mon Nov 24, 2014 6:44 pm
by cedarbridge
Alex Crimson wrote:No head of staff jumpsuits or hardsuits please, or producing no-slips. Last thing we need is Cargo giving those things out like candy. Everything else sounds cool. Maybe give Botany some kind of cotton plant to produce raw materials for making clothes.
If cargo is mass producing no-slips then somebody (or everyone) is getting brigged for probable possession of an emag.
Re: Cargo Clothing Fabricator
Posted: Tue Nov 25, 2014 1:13 am
by whodaloo
I pointed out in the end-game content cargo thread that cargo should really be able to order clothes and the like but this is a much much better idea and I'm super hyped for it. All I ask is make sure you get an ID lock on it or something so you don't end up with people breaking into cargo every round to fit themselves up with their special snowflake outfits.
Re: Cargo Clothing Fabricator
Posted: Tue Nov 25, 2014 2:15 am
by Raven776
cedarbridge wrote:Alex Crimson wrote:No head of staff jumpsuits or hardsuits please, or producing no-slips. Last thing we need is Cargo giving those things out like candy. Everything else sounds cool. Maybe give Botany some kind of cotton plant to produce raw materials for making clothes.
If cargo is mass producing no-slips then somebody (or everyone) is getting brigged for probable possession of an emag.
As if a good HoS doesn't swipe cargo's console with an emag to get sleepy pens and other fun loot anyways...
It would mostly end up with people powergaming to get an emag from a dunked traitor just to swipe the machine, a console, and maybe something else (pet borg?) before fucking off and handing it back to security and saying 'found it on the ground!'
Re: Cargo Clothing Fabricator
Posted: Tue Nov 25, 2014 5:39 pm
by Malkevin
I was once going to add a Protolathe to cargo so they'd be the ones distributing tech.
Bit glad I didn't though because cargo isn't exactly known for not abusing their position.
Re: Cargo Clothing Fabricator
Posted: Sat Jan 10, 2015 11:40 am
by Ezel
>not giving nuke ops this so they dont have to disguise as assistent anymore
Re: Cargo Clothing Fabricator
Posted: Sat Jan 10, 2015 12:41 pm
by Balut
It seems a little weird to use the magical unknown element plasma to produce armored space suits, but as mentioned making them hardsuits is probably not that hot of an idea.
Re: Cargo Clothing Fabricator
Posted: Sat Jan 10, 2015 1:18 pm
by DemonFiren
Make it take assistants to produce assistant leather, for making a new Captain's laser in case the old one is inevitably "misplaced".
Re: Cargo Clothing Fabricator
Posted: Sat Jan 10, 2015 2:43 pm
by AnonymousNow
I actually like the idea of them making RIGs - but it needs to only become an option after a lot of work, such as a good mining haul and the best parts available.
Also, one of the captain's items is made out of assistant leather. Allow it, when emagged, to skin humans.
EDIT: I thought I read every post in the thread, how did I not see the one just before mine?
Re: Cargo Clothing Fabricator
Posted: Sat Jan 10, 2015 3:53 pm
by Phalanx300
Add a special room for it so crews don't have to strip naked in front of Cargo.
Re: Cargo Clothing Fabricator
Posted: Sat Jan 10, 2015 6:12 pm
by danno
it's about damn time we get a clothing fab.
Re: Cargo Clothing Fabricator
Posted: Sat Jan 10, 2015 9:24 pm
by Antonkr
This will be done with the full first phase of my cargo update which I'll hopefully start working on today.
MEANWHILE if you are a spriter I still need sprites for some other aspects of the process. See the sprite request thread for details.
Re: Cargo Clothing Fabricator
Posted: Sun Jan 11, 2015 8:05 pm
by Balut
Re: Cargo Clothing Fabricator
Posted: Thu Jan 15, 2015 2:43 pm
by alterpanda
it sounds like this is happening and im really excited about it
Re: Cargo Clothing Fabricator
Posted: Fri Jan 16, 2015 1:07 am
by Balut
Just a thought: Cargo's probably gonna pillage everywhere for spare jumpsuits for spare points. This is going to make it a serious bitch to change clothes if you're a traitor trying to disguise yourself.
Or if you want to loot certain color jumpsuits, but they're being gigantic faggots and want you to hunt down the HoP for a stamp so you can get a yellow jumpsuit.
You can order vending machine restocking crates or whatever, right? Can it be made that Cargo has access to cheap, plentiful clothpoints/whatever via an orderable crate? Also devalue the rebate on sticking jumpsuits in there. Make the crate vastly preferable to the looting of a million billion jumpsuits, like.