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The task layer under the missions

No confirmed picture from the game yet. This subject is kept as a note for now: the facts below are verified against the game's own files, but no image has been confirmed for it, so it is not published as a finished entry and is kept out of search engines.

Diagram: a mission is built on tasks, including filling, closing and delivering an order, an interaction task at the scale, ice-cream requests and a container for progression.
Original diagram drawn for this site. It is not a screenshot of the game.

What the game establishes

In play

Missions are built on tasks. The game keeps a task of its own alongside the mission, the container and the system, which is why a mission can be made of several steps rather than being a single instruction.

Order work is named in three parts: filling an order, closing it and delivering it. They are separate jobs rather than one job of handling an order, which is why an order can be part-finished without being finished.

The scale has an interaction task of its own, so weighing something is a job the game can hand out rather than only an action you perform when you get there.

Ice cream has requests of its own. A request is an object of its own, it has a display, and it has a generator that makes the pictures on it, which is why an order for ice cream can be shown rather than described.

Progression is kept in a container, which is how the game can hold what has been unlocked and what has not without every screen keeping a copy of its own.

Teaching jobs are shown by a display of their own, so a tutorial objective and a mission task are told apart by what shows them rather than by what they ask for.

What this entry does not tell you: how many tasks a mission holds, what a task pays, or how progression is counted. We have not verified those points, so we do not print them.

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