Anything you can tell us about [the cargo refactor] that's underway?
TL;DRThe cargo refactor's main goal is making cargo physical so it can be moved and pirated; it is being worked on, with box-size and stacking challenges to solve.
In terms of the... I can give you some information, because obviously it's under the purview of inventories. Essentially, the biggest factor about the refactor on the cargo side of things is making it physical. That's the biggest thing. So right now, for example, if you want to go and use the tractor beam to move cargo from point A to point B, or you want to pirate someone's cargo, you can't do that, because even though the objects have collision and you don't walk through them or anything like that, they're not physically represented in the world in terms of being able to interact with them and pick them up and move them. So the first factor is that we want to make it physical so that you can do that. And that's part of the road to physical inventory, shall we say. And once we get there, that obviously has many different tendrils that span off into, okay, well, now you've bought something from the shop. The shop has to deliver in a physical nature. Okay, well, how do those cargo boxes... how do you arrange them? Do we have some form of magnetic snapping system so that you can then put on the boxes? And it's never as simple as it sounds. Before my time, we created the box of one SCU size, which is actually 1.25 meters cubed. Unfortunately, 1.25 meters cubed doesn't divide well by one. So we have boxes in the world that are 50 by 50 by 50 centimeters. So clearly we have challenges to overcome when we're talking about stacking multiple boxes in your cargo in a physical nature. So there's lots of different knock-on effects. It's not just refactoring and doing the physicalization. But it is coming. It's being worked on. It's all going to be put there eventually. But that at least gives you a tidbit into the cargo refactor.