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New save for the expedition converted to normal save at the end had a full capacity Cold Storage bin and it's all still there.
My existing save that did the expedition and converted back to normal save, I forgot to package the Exo-Skiff tech and bring it back, so looks like that only has 10 on a freshly installed tech. It may retain the full capacity if packaged and re-installed?
Not that I assumed it would since it looks like the skiff is "bound" to your character rather than the technology module. Like, I dismantled the tech and freshly installed a new one. Then when I summoned the skiff again, it still had the custom color I had assigned to it, while cold storage retained the bait that I had put in.
I may re-test on another save.
I initially assumed it is because no-one in the expedition will likely have a Freighter with a Matter Beam and Containers, and the Expedition doesn't provide any other storage options (base storage containers or Exocraft) except the Nutrient Processor so this additional storage capacity would compensate for that.
As pointed out above by M.V.Petra, it still needs storage capacity elsewhere to transfer and sell your catch.
Interestingly, it looks like the colour is defined account-wide. I just applied a custom colour on one save and it has changed the colour on all my other saves.
It's not about access to sell quickly, it's about storage management, and having extra spaces that are specific for the purpose of the new exo-skiff is pretty cool.
And yes, it would be nice if this storage was more accessible while in other menus.
Absolutely! Like as it currently stands, it doesn't even appear as an option on the quick transfer menu, you have to be physically in range to access the cold storage directly. For real functionality the nutrient processors should also have an option to access it so you don't have to do so much inventory juggling to do any fish-based cooking. Which so far for me is just processing raw seafood into their various less-space-eating variants like peeled claws and fish fry, and then stashing those in the nutrient processor storage for future use.
The game uses several reference files for save file formatting.
In "DEFAULTSAVEDATA", it shows that 2 types of additional storages exist: FishPlatform and FishBaitBox. The first is correctly set at 60 slots and the second at 10. This is likely the format the game uses when creating the save content for expeditions ("ExpeditionContext" in the save file).
But there are other formats that exist, namely "BACKUPSAVEDATA" and "BACKUPSAVEDATACREATIVE". In both those files, the FishPlatform inventory is set at 10 slots. For some reason, the save files from people affected (and me) doesn't seem to use the default file. This is easily fixable by HG.
My theory as to why would be that these files are used for older saves, perhaps very old saves (mine has existed from release), and were just incorrectly set. But that's just a theory.
NB: as for the FishBaitBox I think it's the slot in which we put the bait, it's set to 1 space by another file. If a modder wants to have fun, we can try to see what happens if it's larger and several baits are put in it xD
In the Expedition, you can only store caught fish in the Cold Storage, bait is not allowed.
https://steamcommunity.com/sharedfiles/filedetails/?id=3325978026
In Main Game you can now store bait in the 10 slot (as well as fish if you want).
https://steamcommunity.com/sharedfiles/filedetails/?id=3325977392
I wonder if there are supposed to be two separate boxes? There are two on the Skiff but both access the same shared store. Perhaps one is supposed to be the 10 slot Bait Box and one is supposed to be the 60 slot fish bin.
Notice there is a "." under the name of the container?
https://steamcommunity.com/sharedfiles/filedetails/?id=3325976815
Incidentally, I have now tested exporting the Skiff module with full 60 slots from an Expedition back to main save and behaviour is the same. Empty 10 slot when re-installed on main save.
EDIT:
From Experimental thread and last patch notes:
Looks like the bait being disallowed in the box was a bug that has been squashed (screenshot above was pre-patch).