Skip to content

Commodities in cargo missions#6360

Open
zonkmachine wants to merge 1 commit into
pioneerspacesim:masterfrom
zonkmachine:commoditycargo
Open

Commodities in cargo missions#6360
zonkmachine wants to merge 1 commit into
pioneerspacesim:masterfrom
zonkmachine:commoditycargo

Conversation

@zonkmachine

@zonkmachine zonkmachine commented Jun 8, 2026

Copy link
Copy Markdown
Member

As mentioned on IRC. Adds some of the commodities to the cargo runs. Only the strings are used so they should not interfere with each other. The new cargo is registered again under a new dummy name cargo_, and then added to branches with the other cargo.

medicines

@zonkmachine zonkmachine marked this pull request as draft June 8, 2026 23:24
@zonkmachine zonkmachine requested a review from sturnclaw June 8, 2026 23:24
Adds commodities to the cargo runs. Only the strings are used so they
should not interfere with each other. The new cargo is registered again
under a new dummy name cargo_<name of commodity>, and then added to
branches with the other cargo.
@zonkmachine zonkmachine marked this pull request as ready for review June 15, 2026 23:42
@impaktor

impaktor commented Jun 16, 2026

Copy link
Copy Markdown
Member

Remind me:

  • What would the profit for the player if they sold the medicine (in the screen shot) over the market instead?
  • If it would be more profitable to sell over the market, and the player does that, what happens with the mission?

I'm slightly skeptical, as the cargo run missions were a way to give the player a chance to transport something other than what's on the commodity market, plus some 'fun' falvours, like wedding dresses in urgent need. Adding the normal cargo might "water down" the mission, or at least be unnecessary?

EDIT: I imagine if the client needs medicine, she can buy it over the market at the station where it's needed. If medicine is sold out, then we're in the NewsEventCommodity module territory, or SoldOut module.

@zonkmachine

zonkmachine commented Jun 16, 2026

Copy link
Copy Markdown
Member Author

I'm slightly skeptical, as the cargo run missions were a way to give the player a chance to transport something other than what's on the commodity market, plus some 'fun' falvours, like wedding dresses in urgent need. Adding the normal cargo might "water down" the mission, or at least be unnecessary?

To me it's an uncanny valley kind of thing. The two groups are kept apart but I see now reason for it. Why could you not have a shipment of medicine? It's not specified what kind of medicine in either case. It could be a sample of something and I've sketched on that kind of scenario. This is more akin to how it works in the real world. You buy and sell stuff or you get contracted to take similar stuff from point A to point B.

  • What would the profit for the player if they sold the medicine (in the screen shot) over the market instead?
  • If it would be more profitable to sell over the market, and the player does that, what happens with the mission?

In this iteration you can't sell the goods. Most of the strings of the new goods are either already translated or deliberately untranslated (.ja, .zh, etc.). I've used it for a while now and it doesn't feel strange at all. I could perhaps limit this cargo to just one branch each, to make it appear less frequently if that would somehow sweeten the deal? ;)

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Labels

None yet

Projects

None yet

Development

Successfully merging this pull request may close these issues.

2 participants