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[RELEASE] New Cargoes OXP (1.2.3 released 9 February 2013)

Discussion and information relevant to creating special missions, new ships, skins etc.

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Re: [WIP] New Cargoes OXP (0.4.0 released 25 Feb 2012)

Post by cim »

Okay, 0.4.0 is now available for download, and the first post has been updated with the link. A quick summary of the changes from 0.3:
- NEW: esoteric goods collectors. Found on the trade floor and pay top prices for rare cargo. Your best chance of finding the cargo is through scooping - it's rarely available on the trade market. Then you need to find the right buyer, and they might not be in your galaxy. But at over 1000Cr/TC, it might be worth the trip anyway.
- NEW: basic trade goods added to Charts 3 and 4.
- NEW: two more types of auction on the trade floor.
- Snoopers integration has been tweaked slightly to make TraderNet more reliable
- The names of the short-term trade goods have been tweaked to avoid confusion with long-term goods.
- A few bug fixes and pricing tweaks, again, probably no great effect most of the time but fixes up some edge cases.

Planned for 0.5.0: Charts 5 and 6 get basic trade goods, two more auction types, and a new sort of cargo contract.
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Re: [WIP] New Cargoes OXP (0.4.0 released 25 Feb 2012)

Post by DaddyHoggy »

cim wrote:
Okay, 0.4.0 is now available for download, and the first post has been updated with the link. A quick summary of the changes from 0.3:
- NEW: esoteric goods collectors. Found on the trade floor and pay top prices for rare cargo. Your best chance of finding the cargo is through scooping - it's rarely available on the trade market. Then you need to find the right buyer, and they might not be in your galaxy. But at over 1000Cr/TC, it might be worth the trip anyway.
- NEW: basic trade goods added to Charts 3 and 4.
- NEW: two more types of auction on the trade floor.
- Snoopers integration has been tweaked slightly to make TraderNet more reliable
- The names of the short-term trade goods have been tweaked to avoid confusion with long-term goods.
- A few bug fixes and pricing tweaks, again, probably no great effect most of the time but fixes up some edge cases.

Planned for 0.5.0: Charts 5 and 6 get basic trade goods, two more auction types, and a new sort of cargo contract.
This OXP feels like Lazarus brought to life! As I don't trade at main stations this, when I start playing again, will definitely be in my OXP folder! Thank-you. (and well done)
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Re: [WIP] New Cargoes OXP (0.4.0 released 25 Feb 2012)

Post by cim »

DaddyHoggy wrote:
This OXP feels like Lazarus brought to life! As I don't trade at main stations this, when I start playing again, will definitely be in my OXP folder! Thank-you. (and well done)
Thank you.

Unfortunately, for the moment, the new cargoes are only available at main stations. Inclusion of OXP stations is on the to-do list, but there are a few issues I can't yet figure out how to deal with sensibly, so it's not going to happen soon.
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Re: [WIP] New Cargoes OXP (0.4.0 released 25 Feb 2012)

Post by pagroove »

This OXP is amazing. I find myself looking and scanning for the best deals. However I have some add on ideas/wishes.

- Sometimes when buying a product I want to talk to a trade consultant who can say if the price of a product is good or not.

Yesterday I bought Goatsoup at 20 cr a TC :shock: . Turned out this was an incredible bad deal. Everywhere I came the goat soup was from 1 cr a tc to max 9cr a tc. Also there was no planet who needed it. If you can get some hints about if a price is good or not it would help.

-Also it would be handy to add to the buying price to the ships manifest: such as 20tc Goat soup bought at ....planet for 1cr a tc? Of course you can write it down but it would be handy.

-In the description of the Goat soup it says that it is an avian delicacy so I went to planets with birds but they wouldn't pay a higher price. Is this reflected in the OXP that a certain species would pay a higher price?

-it would help (for quick scanning) that the product names would be in green in the bar gossip.

-Maybe Svengali can make a special background image such as in BGS for the special trade floor?

Anyway this OXP is a must have. Keep at it!
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Re: [WIP] New Cargoes OXP (0.4.0 released 25 Feb 2012)

Post by Smivs »

pagroove wrote:
Yesterday I bought Goatsoup at 20 cr a TC :shock: . Turned out this was an incredible bad deal.
Maybe you would have done beter with Killer Goat Ice-cream 8)
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Re: [WIP] New Cargoes OXP (0.4.0 released 25 Feb 2012)

Post by pagroove »

:lol: :lol: :lol:
You creative pumpkin :)
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Re: [WIP] New Cargoes OXP (0.4.0 released 25 Feb 2012)

Post by cim »

pagroove wrote:
- Sometimes when buying a product I want to talk to a trade consultant who can say if the price of a product is good or not.

Yesterday I bought Goatsoup at 20 cr a TC :shock: . Turned out this was an incredible bad deal. Everywhere I came the goat soup was from 1 cr a tc to max 9cr a tc. Also there was no planet who needed it. If you can get some hints about if a price is good or not it would help.
If you're in Chart 1-4 there should be somewhere that will buy it. There are a few goods that don't have importers and/or exporters in every chart, but they're relatively uncommon (and indicated in gossip by "another galaxy" appearing as the source or destination)

20Cr/TC is on the high side for food, so you might need to find an importer that either has a high base price for food or is a long way from anywhere that sells goat soup (or ideally both) to make a worthwhile profit, but there should be a few systems that fit that. Where are you now?
pagroove wrote:
Also it would be handy to add to the buying price to the ships manifest: such as 20tc Goat soup bought at ....planet for 1cr a tc? Of course you can write it down but it would be handy.
Added to the to-do list. Thanks.
pagroove wrote:
-In the description of the Goat soup it says that it is an avian delicacy so I went to planets with birds but they wouldn't pay a higher price. Is this reflected in the OXP that a certain species would pay a higher price?
It's supposed to - the descriptions are intended to be at least somewhat helpful. Looking at it, though, I've accidentally copied the importers from a different food onto the goat soup good. I'll fix that for 0.5.0 - in the meantime, try to sell it to a renowned chef as an ingredient.
pagroove wrote:
-it would help (for quick scanning) that the product names would be in green in the bar gossip.
I didn't know that you could change the colour of text in mission screens - how does that work?
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Re: [WIP] New Cargoes OXP (0.4.0 released 25 Feb 2012)

Post by Thargoid »

Just dropped this into AddOns, and the first thing I notice is that it's writing so much to the log file that it's breaking my connection to the debug console.

I presume this is only a temporary set-up whilst it's under construction, but it's a touch annoying. Will have a prune of the script and adjust things, but thought I'd report it anyway.
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Re: [WIP] New Cargoes OXP (0.4.0 released 25 Feb 2012)

Post by cim »

Thargoid wrote:
I presume this is only a temporary set-up whilst it's under construction, but it's a touch annoying. Will have a prune of the script and adjust things, but thought I'd report it anyway.
If you comment out the obvious line in this.debug() in cargotypeextension.js that should get rid of most of it.
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Re: [WIP] New Cargoes OXP (0.4.0 released 25 Feb 2012)

Post by pagroove »

20Cr/TC is on the high side for food, so you might need to find an importer that either has a high base price for food or is a long way from anywhere that sells goat soup (or ideally both) to make a worthwhile profit, but there should be a few systems that fit that. Where are you now?
Ok I understand. Anyway after a couple of jumps I sold the food with loss on the normal market.
I am in Galaxy 3.
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Re: [WIP] New Cargoes OXP (0.4.0 released 25 Feb 2012)

Post by pagroove »

Maybe (for a later version) special stations can have specialist markets too. For example a SuperHub market which specializes in high-tech products.
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Re: [WIP] New Cargoes OXP (0.4.0 released 25 Feb 2012)

Post by Gimi »

pagroove wrote:
Maybe (for a later version) special stations can have specialist markets too. For example a SuperHub market which specializes in high-tech products.
For this one I would suggest starting with the con-stores from YAH. They are a "commercial" addition to the game from the start. Then Seedy space bars, rock hermits and so on. It's an intriguing idea, and this is making the trading thing a totally different ball game. If I could, I would dedicate the F4/4 key to your OXP. Brilliant work.
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Re: [WIP] New Cargoes OXP (0.4.0 released 25 Feb 2012)

Post by SandJ »

pagroove wrote:
Ok I understand. Anyway after a couple of jumps I sold the food with loss on the normal market.
I spent 12 years putting money into a highly-recommended Eagle Star endowment policy only to discover it was worth significantly less than if I had put the money under the mattress.

Losing money on a risky New Cargoes deal is exactly what should happen from time to time. 8)

By the way, want to buy any Dutch tulip bulbs? South Sea Bubble shares?
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Re: [WIP] New Cargoes OXP (0.4.0 released 25 Feb 2012)

Post by cim »

SandJ wrote:
pagroove wrote:
Ok I understand. Anyway after a couple of jumps I sold the food with loss on the normal market.
Losing money on a risky New Cargoes deal is exactly what should happen from time to time. 8)
Indeed. You should always be able to make a gross profit on the basic cargoes eventually, though whether after counting fuel and repair costs you make a net profit is a matter of your skill and experience as a trader. (And if you count the opportunity cost of not being able to use that hold space for other deals in the mean time, there are some goods in some systems that probably aren't worth buying at all)

pagroove: for Galaxy 3, I recommend Aenqute for goat soup sales. In an odd coincidence, this is even true for the buggy trade route data that you've got.
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