Wiki / Ship sections / Cargo intake
Cargo intake
A cargo intake is a hold mouth: a 30 x 20 m box, three cells across, two high and one deep, with an accordion door on one face. Bring the door to a canister and the intake takes the whole canister into your hold. Pick an item in the Inventory pane and the intake drops it out through the same door, packed into canisters.
The intake does not reach out or pull. A canister goes in only when it touches the thin slab in front of the opening, so a pickup is flying: you move the door onto the canister.
| The cargo intake at a glance | |
|---|---|
| Size | 30 x 20 x 10 m: three cells across, two high, one deep |
| Opening | 22.2 x 15.3 m, centred on the door face |
| Door | opens for a canister within 40 m in front of it, in 1.2 s |
| Take | any part of a canister within 1 m in front of the opening |
| Drop | one canister at a time, at 3 m/s away from your ship |
| Sight | drawn for a canister within 200 m of your ship |
| Health | 90 |
Taking a canister in
| Canister | What the intake does |
|---|---|
| In front of the door and within 40 m of it | Opens the door. |
| Any part of it within 1 m in front of the 22.2 x 15.3 m opening | Takes the whole canister into your hold at once, at any speed and any angle, open door or not. |
| Touching your ship anywhere else | Is not taken. |
| Heavier than your hold has room for | Stays out, whole. |
| Just dropped | Leaves without being taken. It is taken back only if it turns and comes within 1 m of the opening again. |
With a canister within 200 m of your ship, the pickup sight draws a cross on your intake's face and a line to the canister, with no lock needed. A travel-locked canister in range takes the line first; otherwise the canister nearest an intake does. Fly until the line stands perpendicular to the intake cross, then close the gap. The sight stays cyan while closing. The take sound and the canister going through the door confirm a take; the sight goes with the canister. An unavailable intake, or no canister within 200 m, draws no sight.
The take ignores speed, but a canister is a free body: one that meets your hull beside the opening is knocked aside, not taken. Come up under it door first and gently.
Dropping cargo
Undocked, the Inventory pane's Jettison packs an item into canisters queued on your intake; Jettison and pickup has the form. Once you close the interface, the door folds open and the canisters leave through it one at a time, in the order you queued them, at 3 m/s relative to your ship. Each is born 4.4 m out from the door, and the next waits until no canister is within 12.5 m of that point. Canisters still waiting are lost with the intake.
Canisters
A canister holds at most 200 kg across all its stacks. Within 100 m of your ship, each canister carries an amber tag that reads what it holds, such as 4 Hull plate, or Mixed cargo for multiple item types, with its total mass in kg. The tag hides while the canister is off-screen. A canister has 20 HP; at zero it and its contents are destroyed, not picked up. Canisters can be designated with a travel lock but cannot enter the combat target slot. Canisters are not saved: they go when the scenario ends, and a jettisoned stack returns to your hold when the scenario loads again.
Canisters come from two places: your own jettison, and a mining beam cutting ore out of a rock.
Variants
| Variant | Size | Opening | Door zone | Take gap | Drop speed | Health | |
|---|---|---|---|---|---|---|---|
| captureassets/catalog-cargo-intake-section.png | Cargo Intake Sectioncargo_intake_section | 3x2x1 | 22.2 x 15.3 m | 40 m | 1 m | 3 m/s | 90 |
One intake ships. The Line Warship you fly in New Game carries it on its top deck, aft of the dorsal guns, door up. Bolt one onto any other hull in the ship editor; it takes neighbours on every face except the door. See Ship sections for mods for the numbers a mod can change.