Space Engineers

Space Engineers

[EEM] Exploration Enhancement Mod
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norris_medina 23 Aug, 2016 @ 10:00am
PLZ fix trade AI
when I load a new world and approche a trade station i can not get it to sense the pigeoin ship.......no matter how close i get to the ejector..........i even tried a reentry ship with the same results.........it started once the new update was released.....other then that the mod works.
Last edited by norris_medina; 23 Aug, 2016 @ 10:01am
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Showing 1-15 of 16 comments
mahtrok 23 Aug, 2016 @ 10:37am 
Sounds like a Sensor Problem. Did you try different Trade Ports? And on which outpost did this happen.
norris_medina 23 Aug, 2016 @ 2:06pm 
seems like the Trade Post, Helios Wheel Trader, and Mahriane Industries Trader.............but those are the only ones i have come across. been trying to mess with it for the last few days.
Last edited by norris_medina; 23 Aug, 2016 @ 2:08pm
Father Dearest 24 Aug, 2016 @ 12:11am 
Yea, cant get the stations or trade ships to detect my ship for trading
Calaban 24 Aug, 2016 @ 2:13am 
yeah. no ships detected, terminal offline is all i see as well, andromedary trade ship, and other stations. basically all trading is broken.

And with starting pidgeon so sparce on parts, rather difficult to get started refining or making anything... so mod in general is unplayable without trade
Dikjuh 24 Aug, 2016 @ 8:09am 
For me the terminals are online, but trading hasn't been working since last patch for me, not a big deal since I found a big ship wreck providing me with all the metal plates and grids I need and pirates keep flying head first into my asteroid, so there's more resources from that :P

It's certainly not unplayable, quite the contrary, but not being able to trade was a very minor inconvenience before I found a way to defend myself against those pesky pirates.
jock2 24 Aug, 2016 @ 8:33am 
The 2.15 Version of the tradescript is working, old ones don't comoile because of changes in the ModApi
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=539692861
I updated the XMC - 718 <Trading Outpost> and could trade again. However tools were not sorted properly and stayed in the deposit crago, so my credits were going up forever. Other items i tested were fine, as were tools in the ATI testworld
norris_medina 24 Aug, 2016 @ 10:57am 
Originally posted by jock2:
The 2.15 Version of the tradescript is working, old ones don't comoile because of changes in the ModApi
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=539692861
I updated the XMC - 718 <Trading Outpost> and could trade again. However tools were not sorted properly and stayed in the deposit crago, so my credits were going up forever. Other items i tested were fine, as were tools in the ATI testworld
................so just add this to my mod pack and trade will work??
Last edited by norris_medina; 24 Aug, 2016 @ 10:57am
jock2 24 Aug, 2016 @ 1:00pm 
no, you have to add it to the progamable block on the station, edit station name and tradeport
so it only works if you spawn a station yourself and edit it





Calaban 24 Aug, 2016 @ 2:18pm 
Trade terminal button panels do nothing inside trading stations, so i cannot even manually drop and pick up stuff... if the fix is each and every station needs to be edited, then wow.. thats a lotta updating :(
norris_medina 24 Aug, 2016 @ 8:38pm 
Originally posted by jock2:
no, you have to add it to the progamable block on the station, edit station name and tradeport
so it only works if you spawn a station yourself and edit it
So I could reset all blocks to no ownership; then replace the Progamable block. Rename/edit the block and it should work; or will it only work if i spawn station/ship?
....Let me give it a try.....
Last edited by norris_medina; 24 Aug, 2016 @ 8:41pm
jock2 24 Aug, 2016 @ 10:48pm 
you have to change the station name and tradeport number in the script aftere you load the new workshop version into the programable block

I just spawned the station, never tried to take ownership of one, on the wokshop page of the script are links to blueprints
norris_medina 25 Aug, 2016 @ 8:03am 
Cool...... Thanks Jock2 for the tips Ill start working on that I just started using programable blocks so this should be a fun way to practice and look into how the trade AI script works .........again thanks
[HTiD] giddyp87 25 Aug, 2016 @ 12:27pm 
trade? you mean you dont just go take them and rob their stuff lol if anything trade ships need better protection including a self destruct :steamfacepalm:
Is there any change for a fix?
norris_medina 1 Sep, 2016 @ 1:49pm 
Originally posted by Sturmadler_(AUT):
Is there any change for a fix?
I think so....... but it will take some time give it a few weeks or so. they will have to fix the error in the trade script. then implement the new script to all the trade ship. its a lot of work just to have keen Software House change/break something else in a few months.
Last edited by norris_medina; 1 Sep, 2016 @ 1:54pm
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