Ostranauts Bulk Trading Guide
Move pod freight between stations — and never zone-sell a pod for half price
Bulk trading is not dragging crates into a barter zone. It is the Cargo Kiosk system: install cargo pods, buy abstracted trade goods into those pods, torch to another registered station, and sell the spread. Nineteen-plus stations participate. Done right, a freighter pays for He3 burns; done wrong, you zone-sell a pod for roughly forty percent less and wonder why the economy feels broken.
Use this guide after you can fly, dock, and survive mortgage shifts. Cross-read Ship Flipping, Fusion Torch Drive, Zones and Hauling, and salvage economy.
Gear you need
- At least one cargo pod (Cargo Kiosk purchase or rare salvage)
- A hull with torch or long remass for inter-station hops
- Matching pod specialty for the goods you carry
Pod types community docs list:
| Pod | Handles |
|---|---|
| Standard | Ordinary bulk |
| Climate-controlled | Temperature-sensitive cargo |
| Radiation-shielded | Radio-sensitive goods |
| Specialty | Climate + radiation |
Greyed-out market lines mean the selected pod cannot legally hold that good — switch pods before you blame the kiosk.
Using the Cargo Kiosk
On OKLG Port Azikiwe the kiosk sits near Fuel and Ferry services. Flow:
- Dock and open the Cargo Kiosk.
- Select the destination cargo pod on your ship (multi-ship docks need the correct hull selected).
- Browse Station Market goods with live percent modifiers.
- Drag the Buy/Sell slider; mass caps how much fits.
- Confirm, undock, burn to the destination station, reverse the sell.
Trade goods are not inventory objects you pocket — they live in the pod abstraction until sold.
Never zone-sell pods for max cash
Community and creator tests show the same trap: selling a cargo pod through a barter/zone sale can pay around $15k while hauling the same pod to the Cargo Kiosk in person pays around $26k. Licensed salvage kiosks sit in between. If maximum profit matters, carry the pod to the cargo interface.
This is separate from ordinary salvage part sales — but the lesson rhymes with Zones and Hauling subtotal previews.
Example route thinking
Public wiki-style route sketches (percentages shift with patch economy — always read the live kiosk):
- Control systems bought discounted at one port, sold marked up at Venus orbital (VORB)
- Industrial products returning toward OKLG
- Luxury or He3 legs between outer hubs when your torch budget allows
Price the entire trip: remass, docking fees at both ends, mortgage shifts during transit, and pirate risk near Ceres. A +70% goods tag means nothing if a boarding burns the freighter — Physical Combat and Ship Combat stay relevant.
Bulk trade versus gigs and salvage
| Loop | Best when |
|---|---|
| Gigs | Broke on station, no pods |
| Salvage | Steady OKLG income |
| Ship flipping | Project hulls, wrench time |
| Bulk trading | Torch-capable freighter + capital |
Start bulk only after one freighter is mortgage-stable. Seed pods with flip or salvage profits, not the last RCS bladder.
Related pages
- PASS Ferry — crew moves while the freighter stays undocked
- Map hub — station geography for routes
- Tools hub — shift planner for burn days
- Updates hub — economy-affecting patches
- Builds hub — torch and flip prerequisites
Frequently Asked Questions
Quick answers for spacers who want to stay alive.
Why are Cargo Kiosk goods greyed out?
The selected cargo pod cannot hold that good's specialty (radiation, climate, or both). Select a matching pod type or install another pod.
Should I sell cargo pods from a barter zone?
No if you want max price. Haul the pod to the Cargo Kiosk personally — zone sales often pay far less for the same pod.
Is bulk trading good for brand-new captains?
Usually not. You need pods, remass, and mortgage buffer. Use gigs and salvage first, then flip or trade once torch travel is routine.