problem with custom freighters

New to the game and have some questions.

I picked a regular freighter and upgraded it. I put 4 faster engines on the freighter.

I then ran the freighter out to a planet and couldn't not get it to start trading.
Next I created a standard freighter ran it to the same planet and it started trading.

In both cases I clicked on the freighter and then right clicked on the planet.

Why does my custom freighter not trade with planets? do I need to add a trade module?
I thought modules were for starbases, and I don't see a trade module on the standard freighter.

Any advice would be greatly appreciated.

Tharty
2,734 views 3 replies
Reply #1 Top
By default the game is set to remove all functioning components from a design when you upgrade it, so that it is easy to make major updates to your ships without losing all the work you've put in (as many users make quite elaborate designs).

Because of this, your updated freighter most likely lacked a trade module.

You can change this behavior in the options menu--uncheck 'remove functional components on upgrade'.

FYI, making faster freighters only lets you establish routes quicker--the minifreighters will still move one tile per turn once a route is set up.
Reply #2 Top
Constructor modules are for starbases, and trading modules for freighters.

Instead of upgrading a core ship, you can also start from scratch with a cargo hull - then add the trade module, engines, life support, etc. Make sure you save it with a unique name.
Reply #3 Top
Another idea - add a scout or survey module to your freighter. Then your freighters along your trade routes will keep an eye due to increased detection on the area they traverse.

As kyro said, do check the auto upgrade. I made that mistake, too. It was a big pain to have to rebuild every ship from scratch, so I'm glad a friend let me in on the setting change.

Hydro