Elite Dangerous | System Colonisation Beta Details & Feedback

Explicit set of symptoms for the constant (re)deploy beacon bug:
1. on login I'm getting the notification to deploy before the timer expires (usually in duplicate)
2. deploy the beacon, 'contacting colonization ship', ...
3. about 60 seconds later the marker for the first station build location disappears from the architects view (initially the flag is there)
4. rinse, repeat

I have tried just about everything but am about to do a complete re-install, will let others know if any success
 
I lost my status as System Architect on the system that I had claimed and started construction on. We had already delivered about 75% of the materials when my mission disappeared, and I no longer had the status. I went to the system that had claimed the system, I can't claim again, it shows that it is blocked for me.

Another member of my squadron tried and for him it shows that the system is still under construction. The ship is still there, I no longer have a mission and are not recognized as an architect, but we will continue trying to evolve anyway.

This is a very annoying and discouraging bug. :cry:
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I was writing the text above when my friend found a possible solution for this: "Restart the game for complete. Exit game, launcher and steam." This makes my mission and lost data appears again in-game.
Just a big scare! 🤪🙃
 
What the hell. Reserved a system, was told I had 24 hours to deploy the beacon. Went to bed because I was EXHAUSTED from being up all night waiting, log back on this morning to find beacon has disappeared and system is now blocked. Not claimed, just blocked. My claim has disappeared.

EDIT: I relogged, fully exiting the game, and it seems to have resolved.
same here, except for me, i deployed the beacon, then started off to collect resources but got disconnected. Then logged back in and another CMDR was listed as the architect on my system. Exited the game and relogged, and all good, i am again listed as the architect. Very odd.
 
Got my first claim in. Really stoked, however when I went to the camera suite to get a picture the game crashed. It happened twice in succession so maybe there's a bug with it? Anyone else able to replicate this?

My system. I had to choose an icy asteroid base:
001AED7E5CA4E1D421736A38938794D3F3E5A10C


Also, just some thoughts on the 15lyr limit. I'm wondering if we're thinking about it the wrong way, as in if you think about it being in the bubble it doesn't make sense to be able to claim something much more than that because of power play and faction reasons. So my thought is that it might be possible or a suggestion to have two types of colonization, one that's more of a bubble expansion type where a limited range makes sense, and then have a deep exploration version where the limit is in the 500-1000lyr range (or more), but with the caveat that any system that is to be claimed has to be something like 100lyr from the nearest inhabited system. This claim would also be devoid of any links to factions etc.. stuff like that. Does that make any sense?
 
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Anyone else just never have their Colonisation Ship arrive?

Claimed the system just fine, deployed the beacon, it says "Contacting Colonisation Ship..." and... that's it.

Re-logged, and when I got back in, I was able to deploy the beacon again. So I did. Same deal. I have the architect view and everything, just no Colonisation Ship.
The colonization ship arrives at the primary station location not where you drop the beacon. In case that was the confusion.
 
I have been unable to pick the planet I've scoped out since the update went live.
I keep getting "System Claim Unsuccessful" even though when I'm within range and dealing with the proper contact, I can go through the setup process, pick stations, type and pay. The blip is also green.

I've made a ticket, but I worry they won't get around to it and someone else will claim while I am asleep and since I've waited, now even the alternative systems I've kept an eye on are already gone. I would have liked to participate in this beta, but given my luck, out of all the possible stars I could have picked, of course I pick the one that has an issue. -.-
 
I have been unable to pick the planet I've scoped out since the update went live.
I keep getting "System Claim Unsuccessful" even though when I'm within range and dealing with the proper contact, I can go through the setup process, pick stations, type and pay. The blip is also green.

I've made a ticket, but I worry they won't get around to it and someone else will claim while I am asleep and since I've waited, now even the alternative systems I've kept an eye on are already gone. I would have liked to participate in this beta, but given my luck, out of all the possible stars I could have picked, of course I pick the one that has an issue. -.-
I am getting the same notification. Same conditions. It's broken. Oh well. Guess I'll come back in a month.
 
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Anybody scan the beacon? I did and had no issues so far. However I'm not sure if how many stations I'm building.. I'm building an ocellus starport and, may build an outpost later if frontier get the cmm composite supply resolved.
 
I'm having a different issue: I'm no longer the architect of the system I picked.

The Colony Ship is still there.
 
Is it even possible to create a refinery economy system? I settled a system that has good mining opportunities, and I was hoping to build some stations that would be of the refining economy for players to take advantage of. The only facility of the "refinery" facility type is the tier 3 planetary refinery hub. This means I need to build at least a tier 1 and a tier 2 facility in order to get the tier 3 point needed to build the tier 3 planetary refinery. However neither the tier 1 facility nor the tier 2 facility can be of the refinery economy. These facilities would all push the economy in directions away from refinery.
 
It would be a good balance if there was a way to increase the range based on how well established the system is. Like a fully established system would have a range of 100ly+ and less developed systems would have a smaller range. That would reduce the amount of colony systems but also keep the range high enough.
 
Dear Frontier,
thank you so much for using our PMF The Void Walkers as your example faction.... Now we've got all these randoms (including apparantly a few of the devs) using our systems for this new feature and it's an absolute headache! :ROFLMAO:

So I have to ask on behalf of the entire team: are you going to do the work to take control of those systems for VW or do we now have to fight every Tom, and Harry this side of Beagle Point from now on?

I have not received so many pings on discord in months lol....people think I work for you (I don't). I'll be very curious to see how this pans out over the months.
Also, where's the tick gone?
 
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Super simple. Find anybody who already builds CMM factory and help them, or start own such project and ask to help others. This will be "AI production booster" u've asked for.
In the past seven years of collecting CMMs to rebuild stations (and excessive logging) the top two stockpiles of CMMs for sale at one location has been 1106 tons and 1008 tons from surface refineries in Boom.
 
My experience thus far has been pretty solid, aside from the CMM composites. Current top station on Inara has a supply of 381 and that restocks every 10 minutes, so that's minimum 6 straight hours of going into the market and buying some every 10 minutes to build a tier 2 station, and something like 20 hours for a tier 3. These numbers are unrealistically optimistic as they don't include runs to carriers to dump your cargo hold, and the market not having the supply lower ever. I really don't think the gameplay loop of opening a menu once every 10 minutes is very engaging. I could understand the number of CMM composites if the other commodities had much larger numbers. 14,000 CMM Composites feels more inline if it were like 200,000 Steel, but as it stands it likely will take me and my group longer to get the CMM Composites than it will for us to gather every single other commodity required. Either the supply needs a zero added to the end, or the requirement needs a 0 taken off of the end. I hope this gets addressed, as I am very excited to see my ice asteroid station and start building out my system.
 
Feedback on costs:
25M for colonization: great. Could be higher. But i dont care. This is not prohibitive and every intermediate Player can join.

Costs for stations: think you nailed it in general.

Issue: the requirements for CMM composites are too high.
We need 50k for an Orbis. Max supply within 80ly is 234. This is an issue and needs to be addressed. So please add a 0 to the supply rate.
 
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