Space Engineers

Space Engineers

[EEM] Exploration Enhancement Mod
Noller 7 Aug, 2016 @ 11:12am
How do i approach a trading ship?
it says come trade but i don't know how to make it stop for me to go in.
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Showing 1-4 of 4 comments
Nimak 24 Sep, 2016 @ 10:04am 
I have no clue either.
Johnny 5 Oct, 2016 @ 9:02am 
I line my ship up with it and then lock on with the landing gears, now capturing them is a whole nother story!
Blue64 29 May, 2017 @ 7:24pm 
There's a Connector Block that Ejects the cargo to Sell, a Sorting Block that allows you to select the Cargo to Sell, and a Timer/Programming Block (not sire which) that toggles all of the actions needed. :steamhappy:

Whilst this is nice and all, it has no real way to accurately display whether or not you are in "Trade Mode" or not, as they use the "Toggle" command, and not the explicit "On" or explicit "off" and they also do not factor in the Blocks possibly needing to be turned ON, as I have a tendency to turn off all of my Terminal Blocks to conserve Power (thrusters, Timers, Command Blocks, Lights, Ore Detector, Antenna, etc.) this tends to create problems for both the Timers and the Command Blocks they are attached to. :steamfacepalm:

You can't Run Code on a Block that's Off.
You can't activate a Timer that is Off.
You can't Run Code that Errors when Compiled. (which is a currently active problem)

They need to explicitly set the commands in the Timer Blocks for On/Off (they have plenty of unused Timers on the Fighter at least, plenty of space for it).

They need to BugFix their Code to succesfully Compile.
Noller 29 May, 2017 @ 9:24pm 
Well thanks! i guess i haven't really ran into one since last year but i'll be sure to see what it's all about
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