Helium Rain

Helium Rain

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culsu 2018 年 10 月 2 日 下午 8:47
Moving fusion reactor to complex removed water input
I had some stations in the spire, and added a complex so I could fit more.

Two issues:
1) It was my 5th station, and it would not let me build complex components until I scrapped another station to bring me to 4 including the complex.

2) I added a fusion plant to the station, then told it to upgrade to level 2. I obtained the resources to finish it by scrapping my old lv 1 standalone fusion plant, and the newly completed fusion plant in the station was lacking the ability to add water when it finished (it also removed water from the local storage hub).

I added a second plastic refinery, and water appeared in the complex list as an input.

One additional suggestion would be that for trade items on complexes, it would be useful to set the ability to buy and sell seperately. I would like to be able to sell my excess fuel, but not buy fuel to stock the station initially.

Also, what is the (hidden) trade item about? Is this an internal buffer for the individual stations? I have fuel showing 6 times at 30k space each, for 150k trade space and 30 output space.
最后由 culsu 编辑于; 2018 年 10 月 2 日 下午 8:48
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Niavok 2018 年 10 月 2 日 下午 11:55 
For 1) the bug has been fixed and will be release in the next version. You can see details here :

https://psteamcommunity.yuanyoumao.com/app/681330/discussions/0/2747650363461739405/

For 2) It look like a bug. I will investigate.

Also, what is the "hidden trade item" for you ? Can you send a screenshot showing it ?

Thanks !
culsu 2018 年 10 月 3 日 下午 8:35 
https://steamuserimages-a.akamaihd.net/ugc/959721756350695341/BE0688125CF9A63E555E7DCBA747228CEE9B0C2C/

I have four categories of trade items noted in parenthesis: Input, output, trade, and hidden.

I also noticed that my storage space for each item stack seems to be 10k * the number of fusion reactors I have on the station.
culsu 2018 年 10 月 3 日 下午 8:56 
A few other minor issues I noticed:

1) The slider for allowed capacity in a trade fleet for a good does not work if you come back to edit it later. The setting needs to be removed and added again. The one above it for max transfer at one time does work on edit.

2) I am getting messages saying my ship X has been scrapped, even though I have scrapped no ships. They do not seem to be my ships though, I am not missing any as far as I can tell, and the prefixes are those of other companies.

3) My automated trade fleets made a lot of money for a little while, then started loading up on fuel attempting to sell to a company with no money to buy it. If I unload all the fuel to hubs or similar, they just load up on more.

The orbital transfer maneuver Blue Shores is referring to is likely a Hohmann transfer as well (it says Hoffman transfer).
最后由 culsu 编辑于; 2018 年 10 月 3 日 下午 9:00
Niavok 2018 年 10 月 4 日 上午 4:01 
Hum, there is too many slot associated to the Fuel, it should have one slot per resources.
The complex have 1 slot per resources but they should be visible only if there is a usage in the complex. If a resources was useful but a sub station is scrap, the no more usefull resource stock still available as "hidden" slot (the text is misleading) an the slot will disappear as soon as it is empty.

For the minors issues :
1) I will investigate
2) It seem we don't filter the scrap notification by company, it should be easy to fix
3) Yes, there is a known bug. Its fixed and will be available in the next patch : https://psteamcommunity.yuanyoumao.com/app/681330/discussions/0/2747650363463520929/

4) Oups, we will change to Hohmann

Thanks a lot for all these reports !
culsu 2018 年 10 月 4 日 上午 6:30 
I am glad I could help. Great game by the way, it is quite a bit of fun.

A lot of these seem to have trigger conditions such that they would not show up if you were playing optimally, and as it is my first playthrough I am not playing optimally. I thought it might be helpful to report them, as new players will likely encounter these (and I always personally hate it when I find out that my software had a trival bug which people avoid a feature over, but nobody ever bothered to report).

Complexes which have never had a station scrapped are still showing hidden goods slots.

I have another station not showing some goods it should use, except I cannot get it to take the resources at all. In this case I added a foundry and silicon mine to a station, but it will not show silicon or electronics at all (it has a habitat too).

I tried several things to get it to show, including scrapping the stations and trying again, adding another station, etc. The one unusual trait this shares with the scenario I first described is that there was already an existing standalone station of the type I added to the complex in the zone before I did so.

I have not tried to clean the zone out aside from the complex yet, I will try that later (it is the only working electronics foundry anywhere I think). Based on what happened with the reactor in the other zone, my guess is that this is the workaround for now. The other possibility is that it is related to the reactor I also added.


When I added reactors to stations, and it set the trade amounts high, it caused me to buy a vast quantity of goods. I essentially bought all production, which has really reinvigorated the economy. Military scores went from hundreds to thousands, stations started getting built, ships scrapped, and exiting to the menu now takes some time. If there is a ship limit that may be why they are scrapping them.
最后由 culsu 编辑于; 2018 年 10 月 4 日 上午 6:31
culsu 2018 年 10 月 4 日 上午 10:29 
Deleting other stations in the sector did not fix it, even if I deleted and added it back to the complex.

Starting a new complex allows a mine and foundry to be added with correct slots, but I have more hidden fuel slots than stations in the complex with just those two after running it for a bit.

Is there a cap on slots for goods per station?

From your description above that implies a static number though, so maybe it is turning slots into fuel slots?
最后由 culsu 编辑于; 2018 年 10 月 4 日 上午 10:37
Niavok 2018 年 10 月 6 日 上午 5:59 
All these complexes related problems seem due to a cargo bay management bug : the complex have one slot per resource but they are linked to the resources only if a sub station use a resource. Only linked or not empty slots are visible.

Some trading or scrap operations can give more resources than the linked slot can contain and will fill some empty and not linked slots (there will appear as "hidden"). If all the slots are fill with resources, the complex cannot link any slot to a new resource if a new sub station is built, so you cannot use this resource.

I fixed the bug and you should not have the problem with the next patch.

Workaround for the current version
If you have a complex with a useful resource not display. Apply this procedure :
- find a resource with one than more slot (for example, the fuel in your screenshot)
- choose a hidden slot with this resource (for example, the first slot in your screenshot)
- dump resource of this slot, or empty it with some ships
- then, return to main menu (exit the game) and load the game again
- the empty hidden slot should have been linked to the missing resource

Clean for the next version

The future patch will fix the apparition of the hidden slot, but it will not fix the existing hidden slot. (fixing it automatically mean dump your 104k fuel, i think you wouldn't like this :) )
So you will need to apply the workaround on existing complex, but it shouldn't reappear.

Thanks again !
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