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[New build - EXPERIMENTAL] 25w04a: Trading, Galaxy, Cargo Space

This builds see the release of a few big features with trading and many improvements to the galaxy.



Galaxy:
  • There is now several regions:
    • The Core: The galaxy’s ancient heart, where once-dominant factions are now in decline. A place of forgotten technologies and lost power, where the past still echoes in the present.
    • The Arms: A high-stakes zone, rich in resources but plagued by constant conflict. Here, factions battle for dominance over valuable minerals and strategic points.
    • The Rift: Quietly nestled between the Core and the Arms, the Rift offers a peaceful refuge, rich in history but not as strategically vital. A hidden gem for explorers.
    • The Outer Rim: A remote, lawless frontier where pirates, smugglers, and fortune-seekers thrive. The rich landscapes are dangerous, but those who dare find immense rewards.
    • The Expanse: Vast and sparse, this lonely region offers few resources but endless potential for discovery. A haven for those who seek isolation and adventure.
  • Each star has economic traits: Agriculture, Industry, Mining, Technology, Trading, Frontier, Luxury. Regions will tend to have certain traits in average.
  • Holomap: view economic traits for each system, or zoom on a specific traits. Convenient to know where to go to trade items at a good price.
  • Holomap: you can "pin" (aka bookmark) a system and add custom information.
  • Holomap: various fixes and improvements






Trading:
  • Trader ship, Cargo cache or Trading Kiosks will now offer a trading menu.
  • Several goods are on sale, from the following categories:
    machinery, textile, medical item, food items, art, luxury goods, electronics, bioware, chemicals, robotics, ancient artifact.
  • Items have different quality: poor, common, uncommon, rare, epic and legendary.
  • Each systems have a given offer and demand score for each category, based on its economic trait.
  • It is up to the player to buy cheap and sell at a premium where a given good is needed!
  • Cargo will be sent in cargo space or in storage units.




Cargo Space:
As I saw in your builds that player like to add cargo bay (with often fake payload), I though it would be a good idea to make it functionnal for trading.
  • A new block is added to store cargo outside of storage units, so each crate is visible inside a ship.
  • Define a space to receive the cargo. You can drag handle in the world so no manual input is required!
  • Interact with the gate to put back any cargo if needed.


This was a big update, I expect some bugs and regression! Please tell me if you spot anything!

Cheers
Francois