Sell your old ships at the store.
Under Consideration
If we could bring our old beaters up to the store and sell them for credits it would be great. Sell some gigantor-hack'n'slash starter pod then turn around and buy some fresh new design.
Hi,
Thanks for the feedback
Hi,
Thanks for the feedback
This is something that really needs to happen .
This is something that really needs to happen .
WE NEED THIS
WE NEED THIS
i am very frustrated trying to get a server going...... and I wont until i can sell ships or server admin spawn NPC trade stations that sells ships so that i can set up a trade commerce area in space
the starting off in space and being dropped off with just a Hilti drill is not realistic, no body would agree to go into space with just that.
i am very frustrated trying to get a server going...... and I wont until i can sell ships or server admin spawn NPC trade stations that sells ships so that i can set up a trade commerce area in space
the starting off in space and being dropped off with just a Hilti drill is not realistic, no body would agree to go into space with just that.
Fellow Engineers
Any suggestions on how to determine the value of a ship? Based on used Components, used resources, design, functionality, reputation,...?
Fellow Engineers
Any suggestions on how to determine the value of a ship? Based on used Components, used resources, design, functionality, reputation,...?
I think the simplest way of giving a ship value is by assigning each block a value or maybe the components that make up the blocks themselves. It's difficult to call any ship "used" in space engineers beyond if they simply have blocks missing. If there was some sort of degregation to blocks that occur over time (batteries and reactors decaying, armor blocks rusting) then maybe values could lower. I absolutely want the ability to sell and buy player creations between other people and at npc stations. There is an interesting mod out already that allows you to store grids in essentially a garage block. (Gauge's grid garage). Perhaps that could be used to help buy and sell ships. Thoughts?
I think the simplest way of giving a ship value is by assigning each block a value or maybe the components that make up the blocks themselves. It's difficult to call any ship "used" in space engineers beyond if they simply have blocks missing. If there was some sort of degregation to blocks that occur over time (batteries and reactors decaying, armor blocks rusting) then maybe values could lower. I absolutely want the ability to sell and buy player creations between other people and at npc stations. There is an interesting mod out already that allows you to store grids in essentially a garage block. (Gauge's grid garage). Perhaps that could be used to help buy and sell ships. Thoughts?
Actually, the easiest way, unfortunately, would be to write a script that allows you to save any blueprint of a ship you've built as a spawnable entity, (without the spawnability), that then reads every block on the ship, builds a list of all components within each block, (not including inventories, this information is easily accessible in the sbc file of each block), and determines the value based off a set range of "market values", (most likely grabbed from the components sbc file), for each component. After a list is assembled the cost of all components is totaled and the "Price" is then placed on the ship in the file.
This is incredibly doable though!
Issues I Foresee:
Updating a blueprint will mess up the script, or cause a massive lag spike as information is reviewed to see which blocks match the last blueprint and which blocks are new, so as not to have to rewrite the entire file.
Some people may abuse this by building useless ships made of tons of cheap components that makes for a very expensive ship.
Actually, the easiest way, unfortunately, would be to write a script that allows you to save any blueprint of a ship you've built as a spawnable entity, (without the spawnability), that then reads every block on the ship, builds a list of all components within each block, (not including inventories, this information is easily accessible in the sbc file of each block), and determines the value based off a set range of "market values", (most likely grabbed from the components sbc file), for each component. After a list is assembled the cost of all components is totaled and the "Price" is then placed on the ship in the file.
This is incredibly doable though!
Issues I Foresee:
Updating a blueprint will mess up the script, or cause a massive lag spike as information is reviewed to see which blocks match the last blueprint and which blocks are new, so as not to have to rewrite the entire file.
Some people may abuse this by building useless ships made of tons of cheap components that makes for a very expensive ship.
We Really Need Buy And Sell Player Ships
We Really Need Buy And Sell Player Ships
I would appreciate if you could both sell you old ships, and buy new ones. I understand that this game is about making your own ships, but I personally enjoy taking pre-made ships and modifying them.
I would appreciate if you could both sell you old ships, and buy new ones. I understand that this game is about making your own ships, but I personally enjoy taking pre-made ships and modifying them.
amazing idea
amazing idea
If you can sell your old clunker then allow new players to spawn at a NPC trade station
Added this suggestion
https://support.keenswh.com/spaceengineers/pc/topic/trade-station-respawn-option
If you can sell your old clunker then allow new players to spawn at a NPC trade station
Added this suggestion
https://support.keenswh.com/spaceengineers/pc/topic/trade-station-respawn-option
My suggestion for selling ships would be to be able to sell the grid for the minimum cost of each component. I think it might be good for economy if it is a better price to deconstruct it yourself and sell the comps, but you can sell the whole ship and get a little less than the value of the components.
For buying/selling ships player to player, i think a system kind of like one of the virtual hangar mods would be good. maybe a block that you need to connect to, or an option for connectors, where you can add grids from a connector to a virtual hangar in the store and have it for sale. the minimum cost would need to be the value of the components i think.
Interested in getting a discussion going on this.
My suggestion for selling ships would be to be able to sell the grid for the minimum cost of each component. I think it might be good for economy if it is a better price to deconstruct it yourself and sell the comps, but you can sell the whole ship and get a little less than the value of the components.
For buying/selling ships player to player, i think a system kind of like one of the virtual hangar mods would be good. maybe a block that you need to connect to, or an option for connectors, where you can add grids from a connector to a virtual hangar in the store and have it for sale. the minimum cost would need to be the value of the components i think.
Interested in getting a discussion going on this.
I'm glad NPC stations have the option of selling ships to us, but would also like to be able to sell my ship there. Theoretically, an NPC station would disassemble ships for parts for the cost they give me is reduced by the effort they estimate they would need to invest. In other words, By selling my ship, I will get less than if I disassembled all the components of the ship myself and sold the components individually. I think that's a fair mechanic that recognizes the tradeoff in money and time.
I'm glad NPC stations have the option of selling ships to us, but would also like to be able to sell my ship there. Theoretically, an NPC station would disassemble ships for parts for the cost they give me is reduced by the effort they estimate they would need to invest. In other words, By selling my ship, I will get less than if I disassembled all the components of the ship myself and sold the components individually. I think that's a fair mechanic that recognizes the tradeoff in money and time.
This is also a good idea for server performance.
If the "left over" ships are only in a database it wouldn't take server performance (unlike players having multiple unused ships hanging around somewhere). Until someone buys if of course.
This is also a good idea for server performance.
If the "left over" ships are only in a database it wouldn't take server performance (unlike players having multiple unused ships hanging around somewhere). Until someone buys if of course.
Yer I was thinking this the other day, some people like designing, some building, some just like blowing stuff up. IF we could sell ships/resources/components, everybody can spend time doing the bit they like, for a fee.
The bonkers idea, the currency could be blockchain/NFT :) lol
Yer I was thinking this the other day, some people like designing, some building, some just like blowing stuff up. IF we could sell ships/resources/components, everybody can spend time doing the bit they like, for a fee.
The bonkers idea, the currency could be blockchain/NFT :) lol
It would be a nice feature to be able to do your own shipyard. I think of selling ships that I designed by myself on a trading station.
It would be a nice feature to be able to do your own shipyard. I think of selling ships that I designed by myself on a trading station.
As is, all you're able to put up on store blocks are comodoties and resources, comparing that to other trade stations makes it disappointing in the fact you can buy vessels or even fleets of vehicles for use in a range of tasks. It would be great to see power be given more to the player in this regard, letting them buy or sell ships to other player driven factions in official servers.
As is, all you're able to put up on store blocks are comodoties and resources, comparing that to other trade stations makes it disappointing in the fact you can buy vessels or even fleets of vehicles for use in a range of tasks. It would be great to see power be given more to the player in this regard, letting them buy or sell ships to other player driven factions in official servers.
I love this idea, but it's starting to border on things that I wouldn't rank as high on my wishlist. if it's quick and easy I'd like to have it, but not at the expense of development time on other features, still you have my vote.
I love this idea, but it's starting to border on things that I wouldn't rank as high on my wishlist. if it's quick and easy I'd like to have it, but not at the expense of development time on other features, still you have my vote.
If NPCs can use the ship which you sell is a good ider for me.
If NPCs can use the ship which you sell is a good ider for me.
sell ... and BUY! im bored to see alway the same ... 10? 20 outdated ovepriced ships in the npc stores ... ok SCs are easy to farm but what exactly i have to do whit SCs other than to buy H2? and why there are no ammo or handled weapons?
I want to suggest to add even custom turrets and custom playermade contraptions to the npc stores.
Please improve the economy part!
sell ... and BUY! im bored to see alway the same ... 10? 20 outdated ovepriced ships in the npc stores ... ok SCs are easy to farm but what exactly i have to do whit SCs other than to buy H2? and why there are no ammo or handled weapons?
I want to suggest to add even custom turrets and custom playermade contraptions to the npc stores.
Please improve the economy part!
Here is an idea. A grid seller block
Like the projector pick a grid to sell. it then determines the price based on the blocks or owner can set a price
to put the item on sale it needs to be able to collect all the components that would have been needed to build it from the local inventory. If the items are found it spawns it like any npc ship.
Option 2. the block is the size of the large grid. components have to be put inside of it. then ship is sellable
option 3. cargo and even fuel, oxygen tanks can be marked as for economy. then items from inside them can be sold such as fuel and o2. if a ship is offered in the ship block it takes comps from marked cargo and fuels it from marked fuel and o2.
Catches
Can be used to keep an escape ship if main ship destroyed. I see that as more of a quality of life thing.
To prevent spamming out infinite ships, torps, drones etc. have a build timer like the assembler. You pick a grid to sell. block grabs the comps and begins preparing the ship. it takes x time and after that the ship is available. It can hold only a few ships (PCU limit maybe) and servers can limit how many a player can have to prevent exploiting it.
I think it would be great to have a way in vanilla to sell ships even if limited.
Here is an idea. A grid seller block
Like the projector pick a grid to sell. it then determines the price based on the blocks or owner can set a price
to put the item on sale it needs to be able to collect all the components that would have been needed to build it from the local inventory. If the items are found it spawns it like any npc ship.
Option 2. the block is the size of the large grid. components have to be put inside of it. then ship is sellable
option 3. cargo and even fuel, oxygen tanks can be marked as for economy. then items from inside them can be sold such as fuel and o2. if a ship is offered in the ship block it takes comps from marked cargo and fuels it from marked fuel and o2.
Catches
Can be used to keep an escape ship if main ship destroyed. I see that as more of a quality of life thing.
To prevent spamming out infinite ships, torps, drones etc. have a build timer like the assembler. You pick a grid to sell. block grabs the comps and begins preparing the ship. it takes x time and after that the ship is available. It can hold only a few ships (PCU limit maybe) and servers can limit how many a player can have to prevent exploiting it.
I think it would be great to have a way in vanilla to sell ships even if limited.
Yes. sell ships to other players or even faction memebers (so they need to earn them rather than taking for free).
Yes. sell ships to other players or even faction memebers (so they need to earn them rather than taking for free).
Ships available for purchase at NPC stations are great, but the experience can be enhanced with player-created vessels. By using the station contract block, you can create a sales contract for a grid you own.
Your grid (along with all connected subgrids at that time) will be automatically evaluated, showing you the price the station would offer. The station's price is typically low, often just a fraction of the material cost used to build the grid. While this might not be the most profitable way to earn credits, it’s still a good option for disposing of old grids and earning some credits instead of simply deleting them from the info tab.
You can also choose to sell your ship to other players. In this case, the base price will be calculated based on the full cost of the components, and you won’t be able to set it lower than that base price, though you can set it higher. These contracts should have an expiration time (like a month) to keep the listings at stations from becoming cluttered. You can create only one selling contract at a time, go to anther stations if you want to sell more ships. A small fee, depending on the price you set, will be charged each time you list a ship for sale. When another player purchases your ship, the grid will be teleported near the station, and the ownership of all blocks (including connected subgrids at the time of contract creation) will be transferred to the buyer, ensuring a fair trade. Additionally, you'll pay a fee for the sale, which may vary by station, but is mainly intended to prevent exploiting the contract system to teleport ships over long distances.
Of course, you can also use your own contract block to set up ship-selling contracts. In this case, you can create as many contracts as you like, at any price, without expiration or fees. However, the ship will not be teleported to the buyer immediately after purchase, to prevent teleportation exploits. Instead, the buyer will receive the coordinates of the grid, or you might include the coordinates in the contract so potential buyers can inspect the ship before buying. It’s usually convenient to park the ship nearby for easy access.
There are now different types of stations: miners, traders, and shipbuilders. The new player ship-selling mechanics could be made available at all stations, or perhaps selling directly to the station could be limited to mining and trading stations, while setting up selling contracts for other players could be exclusive to stations that specialize in selling ships (shipbuilders).
Ships available for purchase at NPC stations are great, but the experience can be enhanced with player-created vessels. By using the station contract block, you can create a sales contract for a grid you own.
Your grid (along with all connected subgrids at that time) will be automatically evaluated, showing you the price the station would offer. The station's price is typically low, often just a fraction of the material cost used to build the grid. While this might not be the most profitable way to earn credits, it’s still a good option for disposing of old grids and earning some credits instead of simply deleting them from the info tab.
You can also choose to sell your ship to other players. In this case, the base price will be calculated based on the full cost of the components, and you won’t be able to set it lower than that base price, though you can set it higher. These contracts should have an expiration time (like a month) to keep the listings at stations from becoming cluttered. You can create only one selling contract at a time, go to anther stations if you want to sell more ships. A small fee, depending on the price you set, will be charged each time you list a ship for sale. When another player purchases your ship, the grid will be teleported near the station, and the ownership of all blocks (including connected subgrids at the time of contract creation) will be transferred to the buyer, ensuring a fair trade. Additionally, you'll pay a fee for the sale, which may vary by station, but is mainly intended to prevent exploiting the contract system to teleport ships over long distances.
Of course, you can also use your own contract block to set up ship-selling contracts. In this case, you can create as many contracts as you like, at any price, without expiration or fees. However, the ship will not be teleported to the buyer immediately after purchase, to prevent teleportation exploits. Instead, the buyer will receive the coordinates of the grid, or you might include the coordinates in the contract so potential buyers can inspect the ship before buying. It’s usually convenient to park the ship nearby for easy access.
There are now different types of stations: miners, traders, and shipbuilders. The new player ship-selling mechanics could be made available at all stations, or perhaps selling directly to the station could be limited to mining and trading stations, while setting up selling contracts for other players could be exclusive to stations that specialize in selling ships (shipbuilders).
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