Elite Dangerous | System Colonisation Beta Details & Feedback

Ah no, not equivalent. Fleet Carriers are just like Megaships - permanent mobile structures present in all modes. Any active functionality like a jump requires the player's intervention. You can't, for example, tell the carrier to keep doing a round of 5 systems until you tell it otherwise.
As far as I'm aware I can go to anyone's construction ship and see an up to date count for demanded commodities.
Maybe I'm not understanding something but it doesn't seem any different from the server side updates to FC maintenance costs for example.
 
Just completed another installation, Brewer screen came up, but ingame it does not say completed but 100% and the construction thingy is still there. If I try to land there, though, Scarlet Krait, all the time 🤷‍♂️

O7,
🙃

Btw all my newly constructed assets came online proper after the update, even though I had some worries about the medical installation I had just completed yesterday. My main starport even sells ships now up to Krait/Krait Phantom which is good. Market too, and it provides a variety of goods, but I still can only sell waste and fuel to it.So far, so good it seems. Missions galore, both on-foot and conventional. Btw I initially had an engineered Aphelion G3 for sale which obviously has been taken, but now there's another upgraded G3 P-15 with the scope mod (not that sought after maybe). So these restock somehow, it seems.

All in all, colonisation is fun! 🫡

O7,
🙃
 
@Paul_Crowther Greetings! I've encountered something worthy of attention.

At first, I believed this was something on my part and didn't bother thinking about it much, but with one phase of the work finished and was moving onto the next with halfway done, something was noticed.

Yesterday I've set up 3 construction sites for 3 Space Farm Installations.

1.jpg


By checking the list of commodities for each and every installation, I've created an Excel sheet where I put in the numbers of each type of commodity. I triple checked the numbers on my side and everything was alright. I jumped the Fleet Carrier to Trailblazer Dream supply station and bought the necessary commodities. In 2 trips, I purchased 784t of Aluminium and Titanium by accident, which in fact turned out to be a good thing later on.

Once I had everything I needed, I jumped back to the system I claimed and started transporting the needed commodities. The first two Space Farm Installations were constructed without any issues. While I was halfway done with delivering goods to the third and final Space Farm Installation, I noticed that certain commodities that I thought were delivered at the exact number, were either missing by one or two tonnes OR there were one or two tonnes too many (surplus was located in the cargo hold of my Imperial Cutter).

2.jpg


3.jpg


How did the needed quantity of certain commodities change after the construction was initiated? It's almost as if at one moment the numbers themselves reshuffled on all active construction sites at some point. It doesn't make sense. Once I had everything in my Excel sheet, I didn't bother checking afterwards because I believed it was not necessary.

I would understand if the numbers of different required commodities are changed by couple of tonnes, give or take a few when placing down a construction site, but once something is placed down and you have the finalized list of numbers of required commodities, that should be it, right?. Is this an issue that can be addressed?

I am enjoying the Trailblazer update very much however. I plan on fully utilizing the system I've claimed before moving onto the next. It will take time, 2 million tonnes of cargo won't deliver themselves! Keep up the good work, I'm really looking forward to investing my time into this. o7 CMDR.
 
What's an int calculation without rounding ;)

Same thing happened to me yesterday, had to deliver 124t of something, brought that in full, but 1t remained in storage. And it said 'complete, 0 left', so I couldn't ship that fine ton anew. That was my most important worry yesterday, as it said 'completed 100%' but not 'construction finished' or what. Trust the Brewer screen? Well maybe. Turned out all good for me, but looks like AI math (no comments about woke theories here) to me.

O7,
🙃
 
Check your leftside Nav panel-1 listings witihin designated system?
Yes, I used them couple of times. And now they are no longer in the Navigation panel selection, while you are in the system. Couple of people from other systems have reported same, that those Megaships have vanished from the list.

Looks like FDev disabled them or rotating them in new systems. I do wish you could actually bookmark them, to see where are the closest ones always located. Rather than playing guessing game and waiting until News is released about them.
 
Yes, I used them couple of times. And now they are no longer in the Navigation panel selection, while you are in the system. Couple of people from other systems have reported same, that those Megaships have vanished from the list.

Looks like FDev disabled them or rotating them in new systems. I do wish you could actually bookmark them, to see where are the closest ones always located. Rather than playing guessing game and waiting until News is released about them.
I am right now landing on Trailblazer Dream, HIP 90578.. !?
 
This might have been discussed already but (230 pages of discussion, sheesh)...

Apparently there's a connection between a space port you construct and the surface settlements you construct on the surface of the planet that the space port orbits? As in, the economy/supplies of the space port depend on those surface settlements? And, apparently, on top of that, only certain planet types support certain surface settlement types (and, by inference, if you build a "wrong" type of settlement it will be useless)?

Is there any info on this somewhere?
 
This might have been discussed already but (230 pages of discussion, sheesh)...

Apparently there's a connection between a space port you construct and the surface settlements you construct on the surface of the planet that the space port orbits? As in, the economy/supplies of the space port depend on those surface settlements? And, apparently, on top of that, only certain planet types support certain surface settlement types (and, by inference, if you build a "wrong" type of settlement it will be useless)?

Is there any info on this somewhere?
I saw this same info from this post on reddit

1742509382947.jpeg

My primary T2 station -the one which we can't decide its location- orbit around a non landable planet...

How can Frontier be this incompetent and not see this coming ?
 

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I saw this same info from this post on reddit

View attachment 422315
My primary T2 station -the one which we can't decide its location- orbit around a non landable planet...

How can Frontier be this incompetent and not see this coming ?
if this is true that makes a whole lot of systems literally worthless, including the ones that should be prized like terraformables and ELWs, because it's impossible to contruct anything on them.

If that's "by design", then it's a terrible design.
 
I saw this same info from this post on reddit

View attachment 422315
My primary T2 station -the one which we can't decide its location- orbit around a non landable planet...

How can Frontier be this incompetent and not see this coming ?
They need to change this and make it a tiered system.

I have a Coriolis around a Gas Giant. In my case, the Gas Giant has moons.
I was expecting it to be influenced by the stuff I did build around and on the moons.

This should be a tiered system.
Aka - if body has stuff on it, it influences orbital station.
If not landable / no stuff but there are moons, it jumps to those (maybe with a small malus compared to direct body).
If not landable and no moons, it is influenced by next body that is landable or overall dominant system economy.

I am VERY annoyed at the moment, as this is a considerable amount of effort for what is currently a fancy poop factory.
 
if this is true that makes a whole lot of systems literally worthless, including the ones that should be prized like terraformables and ELWs, because it's impossible to contruct anything on them.

If that's "by design", then it's a terrible design.
You'll be singing a very different song once they make those planets landable... :p
 
You'll be singing a very different song once they make those planets landable... :p
I expect to see George Martin release The Winds of Winter and A Dream of Spring before FDev ever allows us to land on anything else.

This news about how gas giants and moons work just totally destroyed any desire I had to work on my system, because I chose it for its high number of landable bodies with views of their parent gas giant. Some of them were even ringed landables. But if the primary port...which I couldn't pick the location of...is around a gas giant with no other orbital slots...it's forever useless because none of the moons - either orbital or landable - will affect it...then I wasted three hours building a space shack where you can only buy and trade space poop and onionhead gamma, forever, for some reason. Jeeeeeesus FDev lol
 
@Paul_Crowther Greetings! I've encountered something worthy of attention.

At first, I believed this was something on my part and didn't bother thinking about it much, but with one phase of the work finished and was moving onto the next with halfway done, something was noticed.

Yesterday I've set up 3 construction sites for 3 Space Farm Installations.

View attachment 422262

By checking the list of commodities for each and every installation, I've created an Excel sheet where I put in the numbers of each type of commodity. I triple checked the numbers on my side and everything was alright. I jumped the Fleet Carrier to Trailblazer Dream supply station and bought the necessary commodities. In 2 trips, I purchased 784t of Aluminium and Titanium by accident, which in fact turned out to be a good thing later on.

Once I had everything I needed, I jumped back to the system I claimed and started transporting the needed commodities. The first two Space Farm Installations were constructed without any issues. While I was halfway done with delivering goods to the third and final Space Farm Installation, I noticed that certain commodities that I thought were delivered at the exact number, were either missing by one or two tonnes OR there were one or two tonnes too many (surplus was located in the cargo hold of my Imperial Cutter).

View attachment 422263

View attachment 422264

How did the needed quantity of certain commodities change after the construction was initiated? It's almost as if at one moment the numbers themselves reshuffled on all active construction sites at some point. It doesn't make sense. Once I had everything in my Excel sheet, I didn't bother checking afterwards because I believed it was not necessary.

I would understand if the numbers of different required commodities are changed by couple of tonnes, give or take a few when placing down a construction site, but once something is placed down and you have the finalized list of numbers of required commodities, that should be it, right?. Is this an issue that can be addressed?

I am enjoying the Trailblazer update very much however. I plan on fully utilizing the system I've claimed before moving onto the next. It will take time, 2 million tonnes of cargo won't deliver themselves! Keep up the good work, I'm really looking forward to investing my time into this. o7 CMDR.
yep, I also had the improession that numbers (on a small scale ~ 5%) do randomly change.
I use a spreadsheet as well to manage my colonies/construction sites and my 3 FC´s loadout, which is tailored to meet the requirements for specific construction-sites by the Architekt-view data AFTER placing the construction order.
At one occasion yesterday that requirements info even managed to skip out Steel und Titanium completely, so O come back some 6000 to short
 
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To illustrate on this a bit further about why I'm so miffed.


1742515938766.png


This is my system. I picked it deliberately because it had a lot of landable moons with their own orbital slots, and I was going to specialize each gas giant in a different thing. Since the logical way this system should work is that the economy of a station is affected by everything that orbits the same body as itself - if not the entire system - (eg, landable moons, landable planets, non-landables w/ orbital slots), this would have allowed me to create an industrial gas giant system, an extraction system, a tourism system, etc. Had it been possible to choose the primary port location I definitely wouldn't have put it around a gas giant that won't ever allow it to develop into something useful. I would've put it over the only decent planet in this system under the way FDev has apparently designed and implemented the feature: the ringed landable planet with a single orbital slot to influence.

But instead I have a big pile of useless landable moons without enough slots to do anything with on their own orbiting things we can't influence because FDev hasn't given us the ability to build Cloud City yet. What a bizarre choice for something that seems very obvious when looked at by anyone that didn't have input into making the game.
 
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I expect to see George Martin release The Winds of Winter and A Dream of Spring before FDev ever allows us to land on anything else.

This news about how gas giants and moons work just totally destroyed any desire I had to work on my system, because I chose it for its high number of landable bodies with views of their parent gas giant. Some of them were even ringed landables. But if the primary port...which I couldn't pick the location of...is around a gas giant with no other orbital slots...it's forever useless because none of the moons - either orbital or landable - will affect it...i spent three hours building a space shack where you can only take space poops and buy onionhead gamma for some reason. Jeeeeeesus FDev lol
Yeah like...

In all the stellar forge generated systems, the economy of a station is mainly influenced by the type of body it orbits - ELWs have agri stations, refineries are found around high metal content worlds, extraction stations tend to be found around ringed planets, and so on, and a lot of people made the not-unreasonable assumption that colonies would follow the same sorts of rules.

Because why wouldn't they?

And fdev being fdev, provided us with the vaguest of documentation, no hard numbers, a UI that says "SYSTEM ECONOMY INFLUENCE" on things that it turns out don't actually influence the system economy, only the local body...

What's their plan, to just half-bake it and move on when people get frustrated and give up then not bother developing it further because everyone's given up on using it?
 
Because everyone is pounding out small outposts in systems they dont actually plan to manage to get further out of the bubble. There are going to be so many gas station systems it'll be like having gas stations on "every corner". Its quick colonization, but pretty messy too. Maybe the cost to claim a system could increase the further the distance you planned to go, limited to the same jump range as a FC... Let us really get out there a ways - and then we can fill in the gaps.
 
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