Engineers This isn't a storage complaint, just observation....

I read and caught up on most key issues players discuss re: 2.1 before coming back into ED after taking break from launch through all of 1.4 play. So skipped Horizons and Engineers till just came back yesterday.

Have usual collection of ships most long time players have, large and small, relatively cheap and expensive. So, being prudent I started small to limit losses from crazed NPCs as I relearned the game. So Asp and Python is what I stuck to.

Asp is configured as 72 Ton long range missions ship - and just doing missions, not even specifically hunting for Engineers components, in less than 2 days of playing I have 26 tons of weighted engineer mats (and a bunch more non-weighted). That is over a third of my entire Asp cargo hold - in just 2 days of running missions, without picking them for Engineer rewards or focusing on getting eng mats.

I think ~72 tons is a decent capacity normally for Asp cargo/missions purposes, but in a few more days I will have ~50% reduced, then 75%, etc. Unless of course I throw out the mats. But reading the Inara, sticky thread re: mats, etc - I have determined that almost all of what I collected are not useless mats, but stuff I will actually need to craft what appears to be pretty useful upgrades. But many of those are locked behind gates it will take some time to unlock.

For the time being, I can switch ships between my Asp and Python because both have enough storage, but can no longer switch into Imperial Courier because no cargo hold on it. Even if I had configured it with cargo though instead of pure combat, my current Asp/Python engineer cargo mats exceed by far the max cargo an imp courier can have anyways.

I am assuming for time being, most players are just throwing out mats in a sort of pained decision tree of what to keep vs what to throw out based on what is either most useful or what they can more immediately use vs mats that won't be used for quite some time.

It may be the RNG factor as well - if I could just use up some of this stuff, that might help. But looking at all my blueprints, I have a bit here, bit there that go into each recipe, but so far, nothing that I can actually build yet.

So my observation is that the more I play 2.1, the more ships I will not be able to fly as even throwing out some mats will leave me with enough that locks me out of pure combat ships like my courier. And regardless of lockout, I am rapidly running out of mission cargo space - pretty soon my Asp won't reasonably be able to do missions and I'll have to use my 128 ton cargo Python.

Which of course then in less than a week, will be 50-60% stuffed as well. So what then? Move up to Anaconda or reconfigure Python into pure cargo Python ~200ton cargo just so it can keep up with the mission cargo needs + storing engineer mats?

I promised this wasn't a complaint so it isn't. I'm just trying to figure out how I am going to juggle what appears to be a Star Trek Trouble with Tribbles case of growing mats vs. less and less storage options where I hold it all. Or just pull the trigger on the dreaded tossing out of items which I am not even a hoarder type and it still pains me to think about doing that.
 
I totally agree. I really do not want to ditch stuff into the vacuum of space. I do not want to fly around with tons of great cargo. The only solution is a planet based storage facility. Without storage I will not be Engineering mods. Pity really. Storage would have made 2.1 awesome.
 
Why do you equate selling mission reward commodities to "throwing them out"?

You get credits if you don't need them at the moment.
 
I definitely agree we need warehouse, some storage means outside of ships, etc. But being practical - that is a For Later kind of wish. The reality is I/we have what we have now - and in that reality, I am trying to figure out how to best juggle engineer mats until the hopeful day we have storage.

At first, I thought my decision tree would be simple - throw out mats for mod I have no interest in, then throw out mats for mods I likely won't be able to craft for a long, long while, etc. Some rationalization scheme to toss out mats.

But maybe due to RNG, but what I have collected in a mere 2 days of not even trying to collect stuff is listed on Inara as materials I will need for mods that I like, seem pretty useful, and all but a few are listed as rare or higher. e.g. nothing common that I can just throw out knowing I will likely replace it ultra quick.

So right now, my only coping mechanism is to use my current ship until ~50% cargo is used up storing eng mats, then move up to next bigger ship. But I'm already at the verge of needing to reconfigure what was normally a very generous 128ton multipurpose python build into a 200ton pure cargo python just to keep up with eng mats + still do missions.

The only logical next step after that is Anaconda. Which comes with a bunch of negatives, including limit to large landing pads. But at least it has a lot more storage. Maybe that was the purpose of the new huge ships in Horizons, to hold all the engineer mats.

Ive concluded that until and unless storage comes in, being a practical realist, I will have to throw away some eng mats - and the only decision tree I can come up with to help do that is simply toss out - no matter how valuable or rare the mat is - based on time when I will be able to use it. e.g. any mat that is locked behind an upgrade that I don't have engineer unlocked for because still need to rank up quite a bit with prior engineer

That lets me get rid of about half the mats I have now. But like my Tribbles reference, I think over a very short period of time, weeks - not even a month - I'm going to be needing to throw out mats for both mods I can't make yet and mods I can make because the rate of mats coming in exceed my ability to use them up immediately as the list of recipes I have partial but not full mats for grows (meaning gotta keep holding onto those mats until full recipe or toss them out completely)
 
Hmmm - another thing to add is that there are very few commodities you can only gain as a mission reward (afaik). Most can simply be bought in certain markets. Have you checked your cargo hold against that as well?
 
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Why do you equate selling mission reward commodities to "throwing them out"?

You get credits if you don't need them at the moment.

Because credits in this game up till Horizons/Engineers hit, were an exchangeable medium for a like return. e.g. you can 'use up' credits, like real life cash, to acquire goods or services that have like value. Or vice versa, sell an item for credit value, which then you can later convert back to any item you wish. (as all items were vanilla, and purchasable with credits)

However, with Horizons/Engineers, we now have items that live outside the credit economy - unique materials of no weight or with weight (eng mods for example), that can not be purchased but must be acquired.

If the credits I earned by selling mission reward commodities could be used to repurchase, even at a premium cost, those same mission reward commodities, then yes - you'd be correct and it would not be "throwing them out".

But since we can't - then it is entirely reasonable to equate forced ridding oneself of mission reward commodities or any other eng mat as throwing them out. Credits have no value in replacing those items we had to get rid of.

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Hmmm - another thing to add is that there are very few commodities you can only gain as a mission reward (afaik). Most can simply be bought in certain markets. Have you checked your cargo hold against that as well?

Admittedly I'm going by the Inara list - http://inara.cz/galaxy-components (but that seems to be the one most players reference others to). And all the mats I've collected thus far with a very few exceptions when I tried a bit of SRV exploring and got some mats that way, have all come from missions. So while the relative amount of mats that come from missions might be few - I'm just saying almost all the ones I currently have are mission ones since I ran a lot of long range delivery and sourcing missions while dusting off my skills.

And thus far, I've not seen any of those mats for sale in markets. I see all the ones that can be bought at markets noted on Inara, like say power transfer bus or radiation baffle - so if I ever come across those, sure - I'd just toss em knowing my most easily replaceable commodity is credits, so throwing them out is zero issue.

But alas, all the weighted engineer mats I have so far are a) useful looking in terms of mods they make, and b) are not referenced as market purchasable items from the Inara list.
 
Then it's time for you to lay off the mission boards, hunt down some of the remaining resources and get crafting.
 
Then it's time for you to lay off the mission boards, hunt down some of the remaining resources and get crafting.

Completely logical, because of course that is what the chain of causality vs consequences makes me NEED to do. I don't HAVE to of course, but it does impose that need condition.

I'm normally not a big extremist either way in the usual 'Blaze your own trail' argument that has been discussed ad nauseum even before Horizons came out, so I will just stand by what I said earlier - I will need to throw out by forced reasons due to lack of storage what are clearly good mats I would otherwise keep, or as you say - be forced to play only one style to chase specific crafting needs, in specific order, at specific places, in order to avoid wasting mats.

This would be similar to me saying to someone who really enjoys bounty hunting as their 80% preferred mode of play to 'time to lay off the bounty hunting and go mine or SRV scavenging so you can craft up/use up those mats'.

When you make what is essentially a sandbox game into less of a sandbox and more of a linear novel, then I think that is bad for all of us that enjoy sandbox games.
 
Well ... you can gather most resources in different ways and you do after all want to craft some modifications or else you wouldn't even think twice about selling mission rewards.

Which resources are missing? Can you simply kite around the bubble looking for missions that reward you with exactly those and avoid anything that puts more junk into your hold (you can still do random ones without commodity rewards until you find the right ones)? For all I know that should work.
Alternatively you can go mining or SRVing for elements and USS hunting or fighting for ship components. Still your choice.
 
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Jacozilla, you have been caught in the same trap that I would almost certainly be in, had I started down the crafting route. At present I'm saving for a T9, so I'm mainly trading but have also done some missions which give out these mats. Each time, I just sold them in the marketplace because I thought they were worthless. Fortunately, I didn't realise they were stuff for crafting or I'd be hanging on to everything and rapidly depleting my free cargo space.
For now, I'll keep doing what I'm doing. With the mounting wave of player opinion, it's only a matter of time before FD implement storage of some kind.
 
Well ... you can gather most resources in different ways and you do after all want to craft some modifications or else you wouldn't even think twice about selling mission rewards.

Which resources are missing? Can you simply kite around the bubble looking for missions that reward you with exactly those and avoid anything that puts more junk into your hold (you can still do random ones without commodity rewards until you find the right ones)? For all I know that should work.
Alternatively you can go mining or SRVing for elements and USS hunting or fighting for ship components. Still your choice.

according to the Inara list, all the partial recipes I have - which I now have the pieces which require mats that come from missions, now need mats that come from very different, other activities.

e.g. haven't check all, but half my list I checked thus far now needs activities focusing on scanning, mining, SRV combat and/or scavenging, etc to be able to get the other mats to complete the recipe. Far as I can tell, there is no recipe that is 100% fulfilled by 100% doing only 1 kind of activity. There are some recipes that are fairly easy because you can get all mats via 1 activity + buy some stuff at market - so those I will call the few, easy recipes.

The others are all 2 or 3 activity types all mixed in - unless Inara notation means that it is just the most probable activity that earns you that mat, not the only way. But if you are chasing specific mats, I suppose you'd want to do the most probable earning activity anyways.

Other than a minority of exceptions, any way you slice it, if you want to earn Eng upgrades, you need to do activities at both a TIME and a TYPE which may not be your cup of tea. I concede eng upgrades or not is a freedom of choice players have, to just stay vanilla mods or not - but with the somewhat reasonable stance that due to the impact the custom mods have, it is a 'freedom' that comes at significant cost if you choose to ignore crafting and chasing mod upgrades.

I normally like mining, I also like trying out bits of everything. So I am not really put out by needing to do these other activities vs say a player that really spends 90%+ of their time in one activity only, like say a dedicated combat or rez hunter. What I am put off by is the forced timing. I would like to mine, or bounty hunt, or run missions when I want to - e.g. sandbox.

Not when a filling up craft mat tonnage says I have to, or throw out. Either lack of storage was an incredibly obtuse oversight, or more likely, it was by design in terms of FD's vision of 'guiding' players into activities vs just letting us truly sandbox when, where, and how we wish.
 
Why do you equate selling mission reward commodities to "throwing them out"?

You get credits if you don't need them at the moment.

Somebody just got the point. Unbelievable.

Topic: storage has to come. No question.

Or a workaround how to install cargo racks on non-cargo-equipped ships. So stupid.
 
e.g. haven't check all, but half my list I checked thus far now needs activities focusing on scanning, mining, SRV combat and/or scavenging, etc to be able to get the other mats to complete the recipe. Far as I can tell, there is no recipe that is 100% fulfilled by 100% doing only 1 kind of activity. There are some recipes that are fairly easy because you can get all mats via 1 activity + buy some stuff at market - so those I will call the few, easy recipes.

Right. I forgot about scans and mining because the first happens so naturally (scanning ships, wakes or USS/POI data points) and the second is usually just a single mining trip to get that one ton you need before you craft it.

I would like to mine, or bounty hunt, or run missions when I want to - e.g. sandbox.

You do that then, but keep your cargo clear. It will also hurt less should you lose that ship with cargo you've ferried around for weeks.

Either lack of storage was an incredibly obtuse oversight, or more likely, it was by design in terms of FD's vision of 'guiding' players into activities vs just letting us truly sandbox when, where, and how we wish.

They didn't get to finish the system in time.
 
Jacozilla, you have been caught in the same trap that I would almost certainly be in, had I started down the crafting route. At present I'm saving for a T9, so I'm mainly trading but have also done some missions which give out these mats. Each time, I just sold them in the marketplace because I thought they were worthless. Fortunately, I didn't realise they were stuff for crafting or I'd be hanging on to everything and rapidly depleting my free cargo space.
For now, I'll keep doing what I'm doing. With the mounting wave of player opinion, it's only a matter of time before FD implement storage of some kind.

They have already announce storage is coming in one of the live streams. Making all these threads a bit redundant.
 
They have already announce storage is coming in one of the live streams. Making all these threads a bit redundant.

redundant only if point of thread was to complain about lack of storage, which it wasn't. being a realist, the practical concern is that the lack of storage issue is here today, while storage implementation is not.

whether this TBD, not specified when feature of storage comes in sooner vs later, it is not here now, period. So realists deal with the problem at hand vs. point to a solution not yet arrived much less specified with date.

my thread was the observation, how it impacts me, and ask for how people are dealing with it. Was there some rule of thumb for what to keep vs toss out perhaps. As I said, new to both horizons and engineers, and thus far my list of mats all seemed pretty useful, but that's what threads are for - to ask, learn, and receive info from those that care to share.

If you classified all threads that asked for specific ways to deal with an issue as redundant, then there would only need to be one gigantic super-thread with 100+ pages to wade through and the entire forum could basically otherwise be shut down.
 
They have already announce storage is coming in one of the live streams. Making all these threads a bit redundant.

Not it doesn't. They answered questions about module storage, so we can keep a modded piece of equipment when changing loadouts. It is not really clear whether commodity storage will be part of that.

Also, it would only be a band-aid for certain situations. It doesn't help, for example, when you want to equip your Viper and have to replace some equipment with a cargo rack, then fly 100Ly from the storage location to the engineer, for 2 or 4 tons of cargo, i.e. 2 or 4 crafting attempts, each round trip.
 
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