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Sell Loot Settings
Sells the loot you've gathered and banks your coins. Each part only runs when you've turned it on and you're carrying something for it, and coins are banked even on a run with nothing to sell. In one run it can:
- sell tied gem pouches and skin bundles to Trader kiosks (opt-in, see Trader kiosks)
- sell loose gems from your gem pouch at the gemshop
- sell your skin bundle at the tannery
- sell metals and stones (nuggets, bars) at the gemshop
- sell harvested trap components at the locksmith (Thieves only)
- restock spare gem pouches at the gemshop
- exchange foreign coins, then deposit at the bank or tip a bankbot
If a feature you've turned on is missing a setting it needs, sell-loot stops before selling anything and names the missing setting.
Sells and banks in sell_loot_town if it's set, otherwise in your hometown. The town argument overrides both.
hometown: Crossing
sell_loot_town:Opens your gem pouch, sells its loose gems at the gemshop, and closes it again. This is on by default, and sell-loot won't run until gem_pouch_adjective is set. If you don't sell loose gems this way, set sell_loot_pouch: false.
sell_loot_pouch: true
gem_pouch_adjective:
gem_pouch_noun: pouch
sell_loot_skip_pouch_close: false| Setting | Default | Purpose |
|---|---|---|
| sell_loot_pouch | true | Sell the loose gems in your worn gem pouch at the gemshop. |
| gem_pouch_adjective | none | Your gem pouch's adjective, e.g. red. |
| gem_pouch_noun | pouch | Your gem pouch's noun. |
| sell_loot_skip_pouch_close | false | Leave the pouch open after selling. |
A tied pouch can't be opened, so the gemshop can't sell its gems. With Trader kiosks turned on, a tied worn pouch is offered to the kiosks instead.
Keeps a stock of empty gem pouches in spare_gem_pouch_container, buying more at the gemshop whenever you drop below spare_gem_pouch_target. This runs every time, even when there's nothing to sell.
spare_gem_pouch_container:
spare_gem_pouch_target: 5Restocking needs gem_pouch_adjective as well. With only the container set, sell-loot says Spare-pouch restocking is off: set gem_pouch_adjective to enable it. (Appraisal can use a spares container without an adjective, so this is a notice, not an error.) If the town you're selling in has no gemshop on the map, sell-loot says it can't restock there.
Opt-in. Sells tied gem pouches and skin bundles whole to Trader kiosks (from Prosperity in Absentia), at the markup each kiosk's owner has set. You don't need to be a Trader. Anything the kiosks won't take still goes to the gemshop or tannery as usual.
sell_loot_trader: false
sell_loot_trader_room:
sell_loot_trader_nouns:
- kiosk
- plinth
sell_loot_minimum_markup: 0
full_pouch_container:
tie_gem_pouches: true| Setting | Default | Purpose |
|---|---|---|
| sell_loot_trader | false | Turns kiosk selling on. |
| sell_loot_trader_room | none | Room id where the kiosks are, or a list of room ids to try in order. Required when this is on. |
| sell_loot_trader_nouns | kiosk, plinth | What to look for in the room. Add a noun if a Trader has altered theirs. |
| sell_loot_minimum_markup | 0 | Lowest markup % to accept. Owners set -10 to 80. Use -10 to sell to any kiosk. |
| full_pouch_container | none | Where your tied, full gem pouches are stored. |
| tie_gem_pouches | true | Stored pouches are only offered when this is on. |
To use kiosks in more than one room, list the rooms in the order to try them:
sell_loot_trader_room: # room ids holding the kiosks
- 4652
- 8266A single id (sell_loot_trader_room: 4652) or a comma-separated line (sell_loot_trader_room: 4652, 8266) works too. If any entry isn't a room id, sell-loot stops before selling anything and says so.
It sells:
-
tied gem pouches stored in
full_pouch_container(needsgem_pouch_adjectiveandgem_pouch_noun) - your worn gem pouch, if it's already tied
-
your skin bundle, if
sell_loot_bundleis on. sell-loot ties it first.
How a run goes:
- sell-loot walks to the first room in
sell_loot_trader_roomand studies every kiosk there to read its markup. - Kiosks below
sell_loot_minimum_markupare skipped, and so is any kiosk that won't show its markup. The rest are tried richest first. If no kiosk in the room is worth selling to, or the room can't be reached, sell-loot moves on to the next room. - Each pouch or bundle is offered and the sale confirmed. The kiosk pays you and hands the item back.
- When a kiosk runs out of funds partway through a pouch, the pouch moves on to the next kiosk, and the empty kiosk is skipped for the rest of the run.
- When every kiosk in the room is out of funds and you still have something to sell, sell-loot tries the next room. After the last room, it carries on to the gemshop and tannery as usual.
- At the end you get a summary: pouches sold, empties cleared, and anything left behind and why.
sell-loot only moves on to another room when a room has no kiosk worth selling to, or every kiosk in it has run out of funds. While kiosks there still have funds, whatever they refused (such as a pouch worth under 1 gold) isn't taken to another room.
What happens to each pouch:
| After the kiosk | What sell-loot does |
|---|---|
| Sold and emptied | Goes to spare_gem_pouch_container until you have spare_gem_pouch_target spares. Extras are thrown away (see Discarding empty pouches). |
| Worn pouch emptied | Put back on, ready for the next hunt. |
| Bundle emptied | Worn again so the next hunt fills it. |
| Partly sold | Kept. It still holds gems, so it's offered to the next kiosk and then your next trader room, and goes back in full_pouch_container if they're all out of funds. |
| Refused as too cheap | Kept in full_pouch_container, and the run moves on to your next pouch. Kiosks won't buy anything worth under 1 gold. |
| Untied | Left as it is. sell-loot never ties a pouch you stored: only Traders can untie, so a tie can't be undone. |
| Couldn't be read | Left as it is, and listed in the summary. |
When in doubt, sell-loot keeps the pouch. A pouch is only treated as empty when the game says there's nothing in it.
Before you turn it on:
-
spare_gem_pouch_containermust be a different container fromfull_pouch_container. sell-loot stops with an error if they're the same, because emptied pouches would get mixed back in with full ones. - With
tie_gem_pouches: false, stored pouches are skipped entirely, since none of them will be tied. - A kiosk that runs dry needs its owner to add funds before it buys again. The summary tells you when that happened.
Sells your worn bundle at the tannery, if it holds any skins. With Trader kiosks turned on, the bundle is offered to the kiosks first.
sell_loot_bundle: trueSells nuggets, bars and other metals and stones at the gemshop.
sell_loot_metals_and_stones: false
sell_loot_metals_and_stones_container:
sell_loot_ignored_metals_and_stones:
autoloot_container:
autoloot_metals:| Setting | Default | Purpose |
|---|---|---|
| sell_loot_metals_and_stones | false | Turns metal and stone selling on. You may also want nugget and bar in loot_additions. |
| sell_loot_metals_and_stones_container | none | The container to sell from. Can be one container or a list. Required when this is on. |
| sell_loot_ignored_metals_and_stones | rare metals and stones | Metals and stones NOT to sell. The full list of names is in data/base-items.yaml. |
| autoloot_container | none | Your autoloot container. |
| autoloot_metals | none | Set to true to also sell metals and stones from autoloot_container. |
Thieves only. Removes your component container, sells the harvested traps in it to the locksmith in one go, and wears the container again. If other players are in the shop, it waits up to about 25 seconds for them to leave.
sell_loot_traps: false
pick:
component_container:
component_container:
sort_auto_head: true| Setting | Default | Purpose |
|---|---|---|
| sell_loot_traps | false | Turns trap selling on. You likely also want harvest_traps set. |
| pick: component_container | none | The container holding your traps. Checked first. |
| component_container | none | Used when pick: component_container isn't set. |
| sort_auto_head | true | Runs sort auto head after putting the container back on. |
sell-loot only walks to the bank when you're carrying more than sell_loot_money_on_hand, or any foreign coins. It exchanges foreign coins into the local currency first, then deposits everything except the amount you keep on hand.
sell_loot_money_on_hand: 3 silver
sell_loot_skip_exchange: false
sell_loot_skip_bank: false| Setting | Default | Purpose |
|---|---|---|
| sell_loot_money_on_hand | 3 silver | Coins to keep on hand, as an amount and a denomination. |
| sell_loot_skip_exchange | false | Don't exchange foreign coins. |
| sell_loot_skip_bank | false | Don't deposit at the bank. |
Money-changers won't exchange more than 1,000 platinum at once, so sell-loot exchanges larger purses in 1,000-platinum chunks (or whatever limit the changer names). If a changer won't take even a chunk, sell-loot tells you, so you can exchange the rest by hand. Remember that deposit all only banks the local currency, so any foreign coins that couldn't be exchanged stay in your purse.
Deposits by tipping a bankbot instead of using the bank.
bankbot_enabled: false
bankbot_name:
bankbot_room_id:
bankbot_deposit_threshold: 0| Setting | Default | Purpose |
|---|---|---|
| bankbot_enabled | false | Turns the bankbot on. Needs bankbot_name and bankbot_room_id too. |
| bankbot_name | none | The bankbot's name. It must be in the room. |
| bankbot_room_id | none | Room id where the bankbot waits. |
| bankbot_deposit_threshold | 0 | Copper of your local currency to keep instead of tipping it over. |
With the bankbot on, sell-loot still exchanges foreign coins first (unless sell_loot_skip_exchange is set), then tips the bankbot your local currency above bankbot_deposit_threshold. If sell_loot_skip_bank is also true, it skips the exchange and tips every currency instead, still keeping bankbot_deposit_threshold of the local one.
Used when kiosk selling leaves more empty pouches than spare_gem_pouch_target. Without a worn trashcan, sell-loot uses a bin in the room, or drops the pouch as a last resort.
worn_trashcan:
worn_trashcan_verb:| Argument | Purpose |
|---|---|
| town | Sell and bank in this town instead of sell_loot_town or hometown. |
| amount type | Coins to keep on hand, e.g. 5 gold. Overrides sell_loot_money_on_hand for this run. |
;sell-loot
;sell-loot Shard
;sell-loot 5 gold
;sell-loot Shard 5 gold
You can run it automatically after hunting, as a T2 after-shutdown script or inside a training block.
t2_after_shutdown:
- gosafe
- sell-loot- skill: Athletics
start: 10
scripts:
- hunting-buddy
- sell-loot