Cargolifters were never delivered to the station, I did "equip" them but the trade offer was never fulfilled. Unfortunately I had to resort to a "save edit" to get them onto the station. After I did this it took about 1-3 hours for things to start working normally again.
The AI for the manager needs alot of work, he doesn't prioritize anything in buying wares or which ship that is waiting gets to dock first. Also you'd think trade ships trying to fulfill orders shouldn't take the 5-10 minutes to dock before figuring out that the manager doesn't have enough money, or there are no cargolifters at the station, or some other problem, this logic check should be made before approach. Also I think it would help alot of Egosoft could add in some "trade failed" information into the logbook to help players figure out some of these issues that sometimes aren't bugs its just something the player doesn't know.
For others having this same problem, this is the code you need to add cargolifters to stations as units they use, not just in their storage. It is placed directly after </turrets> which is under the info for the station itself (Just search for the name of your station in the save file first, and than find </turrets> and add the below code starting on the next line).
<ammunition>
<available>
<item macro="units_size_xs_transp_empty_macro" amount="5"/>
</available>
</ammunition>
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Below is the Original Post
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I have built two stations in Aerodome and both are complete after much work getting some of the materials, but after giving them managers and plenty of money NPC trade ships and my own who are trying to trade with the stations just fly to Aerodome and than sit there not moving. There are now over 20 NPC trade freighters in Aerodome not moving. Also when my stations were first built the trade offers would disapeer from their lists indicating there was a ship that took the offer and was on its way, but after waiting a long time (I think there is a timeout code for how long a station will wait for a ship to arrive and complete the deal) the deals will just go back onto the market until another unsuspecting trade ship accepts the offer and than comes to join the 20+ ships already not moving in Aerodome.
Thanks for any ideas on how to fix this.
Vlyxnol. Free Play Mode
(Solved): v1.25(NPC and Player Trade ships not trading with player station)
Moderator: Moderators for English X Forum
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(Solved): v1.25(NPC and Player Trade ships not trading with player station)
Last edited by Vlyxnol on Sun, 2. Mar 14, 10:50, edited 2 times in total.
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The two most obvious issues:
1) Make sure your manager has funds to cover the purchase (not the architect)
2) Make sure that there are cargo drones on either the station, the ship, or both.
edit: also you did you change the manager to restrict faction trading after some of the ships were already inbound?
1) Make sure your manager has funds to cover the purchase (not the architect)
2) Make sure that there are cargo drones on either the station, the ship, or both.
edit: also you did you change the manager to restrict faction trading after some of the ships were already inbound?
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I did not change the manager to restrict trading, my manager has 11m credits more than enough for everything he's asking for.ZonedOut wrote:The two most obvious issues:
1) Make sure your manager has funds to cover the purchase (not the architect)
2) Make sure that there are cargo drones on either the station, the ship, or both.
edit: also you did you change the manager to restrict faction trading after some of the ships were already inbound?
However I did equip cargo drones and the manager has a trade up requesting them so the station does not infact have drones currently. So i went and bought drones from a nearby supplier and I went to sell them with one of my frieghters to my station, but the freighter wont' sell the drones to the station (because the station has no cargolifter drones).
This seems like a problem, am I missing something?
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If your ship have Cargo URV then it should trade with the station.
look in the trade menu to see if the station is asking for Cargo lifters .
oh one more thing how far are you on you station ? does it have a URV port ?
If you do not have one you can not trade with it .. you will have to build that section next .
sorry that is all I can think of.
look in the trade menu to see if the station is asking for Cargo lifters .
oh one more thing how far are you on you station ? does it have a URV port ?
If you do not have one you can not trade with it .. you will have to build that section next .
sorry that is all I can think of.
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- Joined: Wed, 19. Feb 14, 18:33
The URV Launcher is Done as it was part of the Stage 1 ProcessScorpionscs wrote:If your ship have Cargo URV then it should trade with the station.
look in the trade menu to see if the station is asking for Cargo lifters .
oh one more thing how far are you on you station ? does it have a URV port ?
If you do not have one you can not trade with it .. you will have to build that section next .
sorry that is all I can think of.
Ok so the station indeed didn't have cargo lifters available so I went into the save and added them as units to use.
<ammunition>
<available>
<item macro="units_size_xs_welder_drone_macro" amount="10"/>
<item macro="units_size_xs_transp_empty_macro" amount="5"/>
</available>
</ammunition>
This is added underneath </turrets> which is just below shields. The addition above to the save file did give the station 10 construction drones and 5 cargolifters in its "Units" info and it says there available for use.
I tried to originally use the <ware ware="cargolifter" amount="10"/> but this only adds cargolifters to the stations storage not as actual cargolifters the station can use.
However after I gave the station cargolifters through an edit save I canceled and re-initialized a trade that was offered by the station and my ship still just sat there.
I also should mention that I am in the process of extending this station to build another Plate Foundry, so maybe the problem so that if the station is being extended it cannot trade normally. I will try to edit the save some more and get the extension built and see if it starts to trade normally than.
Oh and there are now over 50 Trade Freighters now in Aerodome lounging around, its kinda funny.
Thanks, Vlyxnol.
EDIT: I have completed the extension and still the same problem nothing is trading with this station

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So I left my game run for 8 hours after it seemed to be working again, and Aerodome is almost all but cleaned up, there are only about 10-15 freighters left in the system and my station is trading goods though VERY slowly, but it only has 1 trading ship attached to the manager.
I'm pretty sure the solution here was to give it cargolifters, and wait 1-3 hours for the trade offers to timeout and be retaken by a different ship.
After 8 hours my station has all but 1 good it needs to start producing, i'm going to try to add some more freighters to it to hopefully get it to fill faster. It could also be filling slowly because most of the OL economy freighters were sitting here for so long doing nothing, i'm sure this has impacted the economy in my game, and it may take a bit to catch everything back up.
I'm going to let it run for a while longer and get my station another trading ship under the managers control and if I can get the station to fill up on what it needs and start producing, I'll declare this problem solved, though not very smoothly.
<ammunition>
<available>
<item macro="units_size_xs_transp_empty_macro" amount="5"/>
</available>
</ammunition>
For others having this same problem, this is the code you need to add cargolifters to stations as units they use, not just in their storage. It is placed directly after </turrets> which is under the info for the station itself (Just search for the name of your station in the save file first).
Thanks, Vlyxnol.
I'm pretty sure the solution here was to give it cargolifters, and wait 1-3 hours for the trade offers to timeout and be retaken by a different ship.
After 8 hours my station has all but 1 good it needs to start producing, i'm going to try to add some more freighters to it to hopefully get it to fill faster. It could also be filling slowly because most of the OL economy freighters were sitting here for so long doing nothing, i'm sure this has impacted the economy in my game, and it may take a bit to catch everything back up.
I'm going to let it run for a while longer and get my station another trading ship under the managers control and if I can get the station to fill up on what it needs and start producing, I'll declare this problem solved, though not very smoothly.
<ammunition>
<available>
<item macro="units_size_xs_transp_empty_macro" amount="5"/>
</available>
</ammunition>
For others having this same problem, this is the code you need to add cargolifters to stations as units they use, not just in their storage. It is placed directly after </turrets> which is under the info for the station itself (Just search for the name of your station in the save file first).
Thanks, Vlyxnol.