Galactic Trade Stocked for NEXT
Traveler detected – message terminal initiating
“There I was, standing at the center of the universe. Despite the races of the galaxies having large trade federations, freighters, and skilled traders, the trade was depressingly short. I veered off the course to change that. If I am to save other travelers, I must make it easier for them to get the resources they need.”
Okay, in all seriousness, I was pretty irked by the fact that there never really was very many substances available in the Trade Station’s galactic trade terminals. I mean, I kind of got the trade outposts and small settlements not having much, but if you’re going to name something “Galactic Trade Terminal” then you should be having a pretty impressive stock. So I fixed that.
This is a really simple mod that took me about 20 minutes, 18 of which was me trying to find which file dealt with trade terminals. Now, anything that the game had coded in to be able to be sold at space stations (most, if not all, substances and products sold at stations that aren’t always available in every system) will ALWAYS be available.
Things I didn’t change:
Types of items available (I didn’t add any new items for sale in the trade terminals)
Anything that edits DefaultReality.MBIN
If you find a mod that edits DefaultReality.MBIN and thus won’t work with this mod, you can either be cool and teach yourself how to change it with Winmerge or, I suppose, you could nicely ask me to make a patch for it. This would of course depend on if a lot of people are using the mod in question and the author gives me permission, since I’d essentially be using their work in a new file.
So Hello Games added a new trading system in 1.3 which is very cool but unfortunately only limited to specific 35 trade goods. In 1.5 for some reason they removed trade goods entirely from the space stations and other sales places so I added them back in.
I decided to make every product and substance in the game also be affected by this new trade system.
Basically, every item in the game now belongs to a certain class of items (Advanced material, scientific component, mineral, tech component, trade commodity or manufactured item) which corresponds to the 7 new types of economic systems added in the game. This means that each item in the game will have one type of system where it can be bought for much cheaper and one type of system where it can be sold for a lot more, enabling a lot more interesting trading.
I’ve also made items be even cheaper in systems where they are produced and more expensive in systems where they are needed to increase potential trading profits, this may be a little overpowered in the late game, I will probably add a more balanced version later for those who want to keep it realistic.
I’ve tried to give each item a realistic class although it wasn’t always easy, here are a few examples :
- A Neutrino Module is a Tech Component which means it will sell for cheap in Tech systems and sell for a lot in Fuel Generation systems.
- A Gek Charm is a Trade Commodity which means it will sell for cheap in Trading systems and sell for a lot in Advanced Material systems.
- Ferrite Dust/Pure Ferite/Copper are Minerals which means they will sell for cheap in Ore Extraction systems and sell for a lot in Ore Processing systems.
- Alloys of all kind (Aronium/Lemmium/Dirty Bronze, etc) are Advanced Materials which means they will sell for cheap in Advanced Material systems and sell for a lot in Scientific Systems.
Most of these are logical however they may be some inconsistencies so please report any item which feels out of place and should belong in another class.
If you want to learn more about each type of economic system and potential trade loops, check this page out : https://nomanssky.gamepedia.com/Economy
I’ve also added a few more smaller changes to go along with the trade overhaul:
- Stations and ships sell more items and a wider variety (a lot of items which were not allowed to be sold in the base game now are).
- The loss of value you get when selling many items has been reduced (not entirely removed)
- Some items such as the more rare exotic elements (frost crystals, solanium, rubeum, viridium) have seen their base price significantly increased to better reflect their rarity
I’ve tried to keep things reasonably balanced however there will probably be exploits and this definitely makes money making easier.
Please report any bugs you find and anything you want changed.
The mod is currently compatible with 1.5 NEXT update.
Has it gotten to the point where you’ve already bought all the blueprints you want, and now you just have these pesky nanites hogging inventory space? Perhaps you just discard them to free up that space? Well why discard them when you can sell them!
This very simple mod keeps vanilla trading in NMS with the exception that you can now sell nanites! The prices are completely unaltered and determined by the vanilla game itself! You are most welcome. 🙂
UPDATED FOR ATLAS RISING.