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Add the cargo assistant job and spawner #2453
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…similar colors to logistics
Signed-off-by: Radezolid <snappednexus@gmail.com>
Requesting a hold on merging this, even when it's completely done. We're strategizing a small logistics change, and don't want to have our mappers duplicate work in adding spawners and stuff. This is certainly great, and 100% where we want to go in the future, this is just one of a few changes that should go sequentially |
Under Direction review, 22 hours |
Hell yeah, preferential treatment, two hours less than usual. |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
Signed-off-by: Radezolid <snappednexus@gmail.com>
I'm thinking the go live of this will be to merge this, get maps updated and update playtime recs on the same day |
That might require either coordination of the whole maps mantainers or getting permission from them and just doing it in one PR. |
I'm not really sure how else to do it tbh, but yeah it's gonna be a pain |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
Signed-off-by: Radezolid <snappednexus@gmail.com>
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cool, awesome, hoo-ray!!
About the PR
This role is meant to be a learner role for logistics. It spawns with a Logistics 101 guidebook in their pocket like other learning roles. This role makes the cargo tech the non-entry level role now and so I put time requirements on it.
Note: This won't add the job yet nor it limits the cargo tech time. Once it's mapped on every map we can just toggle it.
Why / Balance
This is meant to act as a easy way to recognize newbies from regular tecchies, like TA with an Engie. It also acts as a barrier from new players from being able to order stuff + it doesn't get salvage access on skeleton crew (Although I doubt this will stop any raiders with a toolbox).
Technical details
YAML, locale and some sprites changes.
Media
Requirements
Breaking changes
Hopefully nothing.
Changelog
No CL.