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You can check proof of this and read detailed description here:
https://sp.zhabite.com/sharedfiles/filedetails/?id=2055544110
Hope this can be fixed!
[pdx_entity.cpp:1164]: cargo_transport_containers_entity has no attach point named part1
If this is happening with a new game and the mod was enabled since start than another mod has to be involved that breaks the automatically generated designs of either a default or normal country.
[18:54:59][effect_impl.cpp:3393]: invalid design for create_ship effect. file: common/scripted_effects/100_scripted_effects_automated_trade.txt line: 225
[18:54:59][effect_impl.cpp:3393]: invalid design for create_ship effect. file: common/scripted_effects/100_scripted_effects_automated_trade.txt line: 225
This error is spamming up the error.log, and has been since you updated for 2.1. No trade ships are appearing. I suspect the IDs of the designs were renamed by some over-eager PDX dev, again.
I'd hoped you'd have had other reports of the issue and it had been dealt with, but my re-testing of the mod shows that's not happened. It makes me wonder if it's an isolated issue or your 22000+ subs hadn't even noticed, or had and didn't bother to tell you. Note, I don't have my extension of the mod activated, so it's not that.
https://forum.paradoxplaza.com/forum/index.php?threads/dev-team-2-1-0-documentation-if-else_if-else.1100202/
@Cray935: Yes, they do take a very long time to perform their trade. The reason being that if I make the performance too good the galaxy view map gets cluttered with trade ship icons. This is an performance optimalization from before I added the option to limit the amount of ships through a policy.