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If you want help to figure it out post screen shot of your shipyard logical view.
It’s just bugged i am half tempted just to use repeat order transfer goods commands I got 10,000 hull parts waiting in the factory and only have 300 in the shipyard and they don’t want to move em sometimes it works perfectly
And again… ive used buy up to and sell all but setting and I don’t want to change it to faction only because I want the overflow sold…
Endgame in this game is literally meant for you not to pay attention to it and let it work because it’s extremely unoptimized same with ship command
And unfortunately I enjoy RTS/management sims so endgame here is a dream but man it’s frustrating it’s really a shell shocker a few hundred hours into your play through and realize everything you’ve worked up for is a headache to use and play with
1) Range between stations in relation to Manager Level (Each Manager star increases Sector Range by 1; starting at local sector)
2) Buy Rule must be set as unrestricted or Own Faction
3) Sell Rule must be set to unrestricted or Own Faction
4) Buy Price must be set to greater than or equal to the Sell Price
5) Sell Price must be less than or equal to the Buy Price
6) S/M/L Docks must be available for trade in relation to the transport ships used (At least 1 Cargo Drone must be available for L transport ships)
7) Buying station must have sufficient funds to advertise buy orders
8) Buying station must have sufficient and appropriate S/L/C storage capacity (setting auto storage and building a another container may help) Additionally, dump or trade excessive goods to allow available storage as the station may already be maxed out with other goods
9) Do not set a sector restriction on the stations or hops to the stations; it may be that the ships are simply avoiding dangerous sectors
10) Sometimes the traders don't realize there are new resources listed in your sell/buy logical overview; maybe remove all orders and assignment, then reassign them again
11) Ship inventory used to be a problem in earlier patches which would cause traders to hold onto resources they can't sell; now they generally just drop everything automatically (even the AI does this)
I hope one of these helps you out!
This happens when, for example, you have a hull parts factory supplying your shipyard. If the hull parts factory is short on one of it's raw or intermediary resources the station manager put's all the station traders on priority orders to trade exclusively for the missing ware until stocks of that ware reach a certain threshold. After that the station traders are released back to normal duties.
There can be innumerable reasons why this might happen.
You can tell if this situation has happened by looking at the wares list of the station traders - you will see that a number of wares have been removed from it and investigating further you will find the wares that remain on the list are those that are either empty or low stocks in inventory.
Not saying this is @Fast's problem here, but it is common issue for those that don't know about it. The solution btw is to grab your station traders and set up a load of manual trades to get stocks of the missing ware as a short term measure to get things moving again and then look intio why the statgion ran dry of it to begin with.
As I said above, if traders are refusing to shift stuff down your supply chain there is always a game play reason. The inter-station trade system has been working as designed for four years now, it's never a bug even if it feels like it to you.
A screenshot of the station logical view is the first step to get help from vets to pinpoint the problem.
there is nothing else to say really. every other ware works, except hull parts.
If the other 15 or so wares are working fine and everything is full, why is hull parts not?
Because bugged.
Ive checked everything, I even changed the station manager, a 5 star, and replaced him with another 5 star, I turned off sales entirely, filled up the requires wares for hull parts and then had a full hull part factory capped out and still.no trade. repeat order only thing that works.
I also see that MANY people have mentioned the same issue or similar issue on this forum. And yet, people are like AMG U MUST DO SOM WRONG. but nope. I even retried a separate save just to see if its my save. Nope, same issue, with same ware. Will not transfer hull part, without repeat order.
Not using repeat orders, just ships assigned to stations & auto-traders & the NPC traders. Do have a variety of L traders, as hullparts need much room to sell in large quantities. M traders don't seem to move the stuff alot.
Got more trouble getting turret parts moved, always takes alot of time before they touch the stuff, even if the producing factory is filled & the shipyard/wharf/equipment dock/defense station needs them.
If the factory stays full for a long time, I tend to assign an additional L trader to it, as it also needs a large hold to move in large quantities.
if you purely want to sell to your own faction it no work.
if i unlock it for all factions, other factions comes to buy them.
Additionally you are never going to solve the problem unless you accept there is one somewhere. As I said, the trade system has worked for years since the game was released.
It certainly does providing you set it up properly.
Did you turn off sales of the hull parts? If the “sales” are turned off, your traders probably won’t take them automatically, and you’ll have to do repeat orders instead.
I only bring this up because I figured out early that if I turn off “buy” for my ore processors, my miners stop bringing ore. Had to set a trade restriction to only “buy” from my own faction… Even though it’s not technically buying that’s occurring, so I assume sell works the same way.
But no hull parts.
Not ever.
Not until I assigned one of my own supply ships to bring them hull parts. After many, many hours of non-delivery, finally I had to do this myself.
The funniest part was the hull parts were being sold aplenty by the Argon one system over. Yet nobody would deliver.
I'm beginning to suspect it's the auto buy and sell pricing based on the symptoms.
Once inventory is very high on the hull factory, the price drops to the point below the buy price of the "other factory" using hull parts. This creates only a few transport runs before the buy price of the "other factory" reduces below the sale price of the hull factory.
Once it is established that you can automate again, then we can work on selling excess with either adjusting the price or using a separate trading station using buy price as the priority matrix.