Spacefarer

by Lex_sk

A space-flight adventure built on Space Age: your ship is your only base, and planets are the milestones of progression, the source of contracts and trade. Start a new game with the "Space Start" scenario. Приключение о космических перелётах на базе Space Age: корабль — единственная база, планеты — вехи прогрессии, источник заданий и торговли. Начните новую игру со сценария «Космический старт».

Scenarios
2 hours ago
2.0
29
Logistics Mining Manufacturing Storage

g sale from chests?

a day ago
(updated a day ago)

Sometimes, I am 90% sure that the game let me sell things thst were not in the hub. but, putting things in chests doesn't seem to work when I tried it. is there some specific mechanism there I am missing?

edit: thinking on it, I bet it is the missions specifically that look at random chests.

would be nice if either it always looked at chests for sale too, or chests placed adjacent to a cargobay/hub. though once I get to the point of rapid expansion, I suppose hub space won't be too expensive anymore.

12 hours ago

You are correct — items in chests are counted for mission turn-ins, but they are not used when selling items directly. And yes, by the mid-game, regular chests are not really needed anymore. However, for the 'hard' and 'Very hard' difficulty levels, your suggestion makes a lot of sense, since the hub works in the 'old way' there. I'll implement that. Thanks!

5 hours ago

That said, make sure that the chests must be adjacent to the hub or bays - If I want to save something and never sell it, it being not adjacent makes that safe, impossible to sell.

Or something, I dunno.

2 hours ago

Since 0.9.108 chests are counted for trade too, not just missions — so selling from chests already works anywhere on the platform, and 0.9.112 uses the same rule when rescuing contents of a mined building.

Restricting it to chests adjacent to the hub or bays is an interesting idea and I'll think about it, but I'm wary: "adjacent" is easy to break by accident (you move a bay, and your goods silently stop counting), and the whole-platform rule is the one that's easy to predict.

For a safe you don't need the adjacency rule though — anything stored in a vehicle's trunk is invisible to trade and missions (only chests and the hub hold are counted). A car parked on the deck works as a strongbox today :)

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