Auto-sell junk cargo 'Rewards'

Hi FD! Is there any chance that you could implement some sort of "Auto-sell cargo rewards" setting or button or toggle so that when handing in missions we dont have to constantly empty our cargo holds of useless junk? It would be a great quality of life improvement and doesn't sound too hard from a coding perspective. Thanks!
 
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And please nerf (or fix, your choice) this "can't hand in mission cause no storage space for rewards".

I had to sort out yet another newbie yesterday who fell foul of this stupid "Gotcha".

Yes good point, if we had some sort of setting to auto-sell cargo rewards or auto-dump them or auto-ignore them then people with low or no cargo space wouldn't have to worry about that "can't hand in mission cause no storage space for rewards" problem. I think it should be optional though, I'm sure some people really like sifting through junk.... :)
 
Two other buttons as well:

Sell all- obvious.

Sell all profit- sell anything that you'll make any profit on. Making GOOD profits is on you, this is just a quick sell for anything that's worth more than you paid for it. Works like "sell all" for anything you didn't buy from a market.
 
I got stuck in somewhat of a total trap the other day...

I was in my passenger Orca. Because these rewards are a thing, I had to fit a 4t cargo bay, which I'd rather not done.

So I took a load of missions, some of them with cargo rewards.
Then, upon undocking one of my passengers decided they wanted 3t of clothes. Rather alot for a short trip!
Anyhoo, one of my destination systems sold clothes, so I picked up 3t, and continued my tour of the galaxy.
Upon completion, I headed home to hand in the mission.

I could not hand it in, because I didn't have room for the cargo reward. Because it was being taken up by the 3t clothing....

Work that one out. :p

If we don't have room for the cargo reward, it should just be lost. (With a confirmation).

CMDR Cosmic Spacehead
 
CSH, are you SURE the passenger asked for THREE tons? That's very unusual, they usually ask for 1 or 2. Also, when the mission is handed in, I believe that I have observed (although not that stringently, so I might be wrong) that the cargo requested by the passenger is removed at hand in. I'm pretty sure of this because like you I have a single 4t storage compartment on my Dolphin and do a lot of passenger missions, I often fulfil their 'requests' and I haven't had this issue, EXCEPT when I bought too many goods for the passenger. Like I say, I may be wrong, or it may be different because your explorer rank is higher than mine, so please don't think I'm speaking authoritatively, just throwing it out there. :)
 
Hi FD! Is there any chance that you could implement some sort of "Auto-sell cargo rewards" setting or button or toggle so that when handing in missions we dont have to constantly empty our cargo holds of useless junk? It would be a great quality of life improvement and doesn't sound too hard from a coding perspective. Thanks!
Yeah. I'm sure these "rewards" are useful in specific circumstances... but most of the time I'm not interested in them.

It would be even better if, when accepting the mission, we could tick a box that says "I'm not interested in the cargo rewards, please just give me a monetary equivalent". Then no need to auto-sell (which you could easily forget that you left switched on).
 
I say just get rid of cargo rewards altogether. The sale value of the good is usually a pittance compared to the mission reward. It's really not worth the trouble.

(I suppose there are modular terminals to consider, but this seems like an arbitrary requirement that could be changed to something else)
 
Hi FD! Is there any chance that you could implement some sort of "Auto-sell cargo rewards" setting or button or toggle so that when handing in missions we dont have to constantly empty our cargo holds of useless junk? It would be a great quality of life improvement and doesn't sound too hard from a coding perspective. Thanks!
Or just drop the commodities as a "reward", all together.
They are nothing but a pain in the biowaste produce opening.
 
Commodity rewards were crucial when engineers required materials plus commodities. As the need for engineering commodities has been removed and is hopefully not coming back, commodities as mission rewards now make little sense. Thus, they should be removed and more materials offered as mission rewards.
 
Commodity rewards were crucial when engineers required materials plus commodities. As the need for engineering commodities has been removed and is hopefully not coming back, commodities as mission rewards now make little sense. Thus, they should be removed and more materials offered as mission rewards.

Indeed. I'm not sure anyone would seriously object to getting rid of them at this point.
 
Commodity rewards were crucial when engineers required materials plus commodities. As the need for engineering commodities has been removed and is hopefully not coming back, commodities as mission rewards now make little sense. Thus, they should be removed and more materials offered as mission rewards.

Except there are still rare commodities, like Modular Terminals that are unavailable for purchase from markets but still required to unlock certain Engineers. They would have to change the Engineer qualification mechanics as well if they eliminated mission reward commodities altogether.

I would like to see an option to decline any non-cash reward at the time of accepting the mission in the form of "Accept Credit Reward Only" button added. This way all these hassles are eliminated ahead of time, nor will these unwanted material/data rewards clog up the ridiculously low storage bins virtually unseen causing issues down the road.
 
Except there are still rare commodities, like Modular Terminals that are unavailable for purchase from markets but still required to unlock certain Engineers. They would have to change the Engineer qualification mechanics as well if they eliminated mission reward commodities altogether.

I would like to see an option to decline any non-cash reward at the time of accepting the mission in the form of "Accept Credit Reward Only" button added. This way all these hassles are eliminated ahead of time, nor will these unwanted material/data rewards clog up the ridiculously low storage bins virtually unseen causing issues down the road.

Seems like a minor thing to change those from commodities to materials to me. Still, I'd be happy with your solution.
 
Or just drop the commodities as a "reward", all together.
They are nothing but a pain in the biowaste produce opening.

Yes at the moment they are, but FD should probably come up with a solution that would enable them to re-introduce cargo rewards again if required at some future point without having to make major code changes to the mission system. Having a player-controlled setting to make them optional or using CMDR Minion Blob's "accept credit reward only" button seems like the best way of doing that. That way if FD ever reintroduces non-garbage cargo rewards again all players will have to do is turn off that button.
 
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CSH, are you SURE the passenger asked for THREE tons? That's very unusual, they usually ask for 1 or 2. Also, when the mission is handed in, I believe that I have observed (although not that stringently, so I might be wrong) that the cargo requested by the passenger is removed at hand in. I'm pretty sure of this because like you I have a single 4t storage compartment on my Dolphin and do a lot of passenger missions, I often fulfil their 'requests' and I haven't had this issue, EXCEPT when I bought too many goods for the passenger. Like I say, I may be wrong, or it may be different because your explorer rank is higher than mine, so please don't think I'm speaking authoritatively, just throwing it out there. :)

A lot of my passengers ask for 3 tons too.
 
A. I never fulfill requests (might if items were available without requiring that I divert). I consider the other passengers don't want to wait until Miss Thang gets her bling on.
B. I never divert a shipment regardless the request
C. The game seems to funnel you into a less efficient loadout to increase the amount of time you need to achieve goals by presenting dilemmas where you need to decide which is more important - all passengers get their needs met or you get your mission completed (vs) max passengers per trip ergo max Cr/min.

I don't think C will change without another dilemma being presented.
 
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