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Dedicated Cargo for each Ship


psyk0na

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Hey!

What I´d really love to see is a mod that saves the cargo for each ship seperatly and stops the automatic cargo transfer when you swap ships.

I want to have a huge freighter for ressources, smuggling, trading etc. and I want to use a small "fighter" for personal missions etc.
But everytime I swap ships out, the cargo is transferred to the new "home ship", so my smaller ship is overloaded and I cant use the storage at all.

Maybe someone knows if something like this is possible and can do it. <3

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I haven't played far enough myself to get a second ship, but I like this idea - it makes no sense to have cargo automatically transfered when one switches ships, with the player having no say in the matter. Particularly with regard to smuggling - if you're not planning to sell your contraband at the current planet, it seems logical to leave it on another ship (although I'm not entirely clear on where the extra ships are stored when not in use). Sadly, I have a hunch this will run into game engine limitations - there is probably a hard coded setup for "player inventory" and "active ship inventory".

 

Personally, I might consider settling for a "shared cargo capacity" mod where accessing the cargo bay provides access to a container with a capacity equal to the combined sizes of the cargo bays of all my ships.

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Personally, I might consider settling for a "shared cargo capacity" mod where accessing the cargo bay provides access to a container with a capacity equal to the combined sizes of the cargo bays of all my ships.

But this wouldnt solve the issue with contraband items, would it?

 

I hope the engine doesnt prevent such mod from existing. But I have no knowledge about creating mods myself, so I wouldnt know.

 

"Dum spiro spero"

Edited by psyk0na
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Actually, I tried buying a ship, and it said that it would allow me to switch ships at any major city - which means the other ships aren't left behind somewhere (such as an outpost or where I bought the latest ship), but effectively following along with me - if the cargo bays are handled the way you suggest, that would lead to an exploit: I could get through the orbital scan using a ship that wasn't carrying any contraband, switch ships after landing to one that has some, go visit a shop, and sell the contraband from the ship there.

 

A mod that treats the cargo bays of all my ships as one inventory would actually make more sense here, as the scan would cover all the ships in my fleet (and the mod would just have to check how much total shielded cargo the fleet has, as well as how many total scan jammers are installed)

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