Reviewing arrivals
Before anything is written to your project, Ferryman shows what arrives. The Arrival window opens for parcels from other editors (through Review in the notification or on the Transfers page), for parcel files and for dock parcels.
The header names the parcel and its sender: the project, the machine, the engine version and what was picked, for example SM_Crate (+5 it needs).
Where it lands
Section titled “Where it lands”Choose at the top, next to Land:
| Destination | What happens |
|---|---|
| Same paths | The same folders as on the sending side, like Migrate. The default for parcels that are sent. |
| Into a folder | Everything under one folder (the Incoming Folder, /Game/Incoming by default), keeping the sender’s folder structure. |
| Straight into a folder | The picked assets land in the folder itself; what they need keeps its place next to them. Unchanged assets that already exist here are used where they are. This is what Ctrl+V does. |
The folder field and its picker set the folder for the last two. Changing the destination updates every row.
When assets get new paths or names, references are fixed up: the arriving assets point to each other at their new places.
What is already here
Section titled “What is already here”Each row shows the asset with its thumbnail and class, where it lands at, what is here, and the action:
| Here | Meaning | Default action |
|---|---|---|
| New | Nothing exists at that path. | Import |
| Same | The asset exists with exactly the same bytes. | Already here (nothing to write) |
| Differs | The asset exists with different content. | Replace for what the sender picked; Keep mine for what came along |
| Rebuild | Made with a newer engine; rebuilt here from its recipe. | Rebuild |
| Can’t land | Made with a newer engine and can’t be rebuilt. | Skip |
For assets that differ, choose:
- Replace: the arriving asset replaces yours. The old files are backed up first.
- Keep mine: your asset stays; the arriving assets use it.
- Keep both: the arriving asset lands next to yours under a free name, such as
SM_Crate_2, and the arriving assets that use it point to the new one.
The bottom line sums it up: 0 new · 4 same · 2 differ · 63 KB, plus the number of actor files for levels and what can’t land.
Press Land to write it, or Cancel / Decline to leave it.
Safety
Section titled “Safety”- Backups. Replaced assets are moved to
Saved/Ferryman/Backupsin your project before the new ones are written. - All or nothing. If something goes wrong while landing, everything this parcel wrote is undone and the backups are put back.
- Missing plugins. When the parcel needs a plugin or code module your project doesn’t have, the review says so: This project doesn’t have … Assets that need it may not load until you add it.
- First contact. The first parcel from another machine shows four check words. Ask the sender which words their editor shows and land only if they are exactly the same. Tick Trust this machine from now on to pair with it. See Security.
When the review appears
Section titled “When the review appears”Review Arrivals in the settings decides when parcels from trusted editors wait for you:
| Setting | Parcels from trusted editors |
|---|---|
| Always | Every parcel waits for review. |
| When needed (default) | They land right away, unless something differs, a plugin is missing or the engine version is different. |
| Never | They always land right away with the default choices. |
Trusted editors are editors on the same machine, machines you paired with, and editors that send with your connection code. Parcels from machines you haven’t paired with are always reviewed.