Elite Dangerous | System Colonisation Beta Details & Feedback

There have been around two million Cutter/T9 cargoes hauled since colonisation started so maybe not everyone finds it too boring.
And how many people bought the game so their computer got to play rather than them.
You are confusing those who decided to try and those who like it.
And no, strategy types of games - are games.
 
The leftover construction yards in my system were gone this morning. The original outpost is still bumped down the list from the ag center and at least back to making 3 things, none of them useful.

Narlikar (the ground settlement) is making 3 things as well, but two of them are useful for colonization at least. Mineral extractors and HN shock mounts. These things seem to change from day to day for whatever reason.
 
Whilst not a Trailblazer feature, I've for the first time since Trailblazers released, gone to equip my Artemis suit and it's gone, so has my engineering on my Dominator suit and it's gone back to Grade 1 from Grade 2. Just bought another Artemis suit (got thanked for my business) at the nearest station and gone back to my ship and the Artemis isn't there. I've relogged and nada. Anyone else able to check to see if anything untoward has happened with their suits?
 
After 4 garbage systems, I have just adopted a system that contains very wooly, abundant ice body Class III gas giant High metal content world Earth-like world Water giant Gas giant with water-based life type planets. I am thinking of building all the structures collectively in this system as multi-faceted and functional. How should I proceed? Can anyone with detailed information help me please. How should I proceed? My system is called HIP 39816
 
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I have two Orbital Construction Sites that have spontaneously started themselves in my colony HIP 79059. Each is next to a completed Installation that I did do. Is anyone else seeing constructions spontaneously start themselves? Does anyone know how to delete these things? I did not start them, but they're occupying valuable orbital station locations.

Yesterday, I had 2 orphan orbital construction sites that remained after 2 projects were finished.
They were probably not new sites that spontaneously appeared, because they carried the same name as the finished construction.
They showed a complete progress bar, but buggy written percentages that did not match the 100 % progress bar, e.g. 0 %, 27%, 100 %.
The older one vanished after being there for a few days, the newer one from yesterday is still there. I'd say: Just wait.
 
Can anyone confirm this? As in "What?!"

If true this needs to be clearly communicated, because it is quite a random rule.

Imho a squad mate has a station with economy influence in the second slot.
Having just watched a YouTube video on it, the issue with station in the second slot not picking up economies is a bug. So the advise on that video was to always use slot 0 to avoid disappointment for the moment, But congrats on having a working one in slot 2 (y)
 
Another bug:
I started my system with a military outpost station and when I try to select the tier two military outpost it says I need a military outpost to build it.

This would seem to suggest the claim stations are not counted as the prerequisites for tier two constructions being met, I would prefer this was fixed so they do count.

However, if this was done as an intended balancing mechanism then I would rather the military outpost was removed as a choice and only choices that do not affect tier two constructions were allowed. This is simply because I would have not chosen the military outpost if I had know this. I also think it will be a little confusing to have them count sometimes and not others and it does seems like a way to get unnecessary complaints.
 
1) Just a trivial comment/feedback, but I like that the numbers are reversed when on the wrong side of a landing pad at an orbital construction site. I would like to see them do this for all landing pads.

Screenshot_0002.jpg


2) Still having an issue trying to place something near a star in slot 1. It moved it again and created another slot. There was initially only one. now shows "3"
why here 3.jpg

3) With the current comment of "build stuff on the planet a station is orbiting", is it worth building anything at gas giants with no moons? Will installations of any type influence anything in the system? Government, Medical etc? Definately doesn't seem viable at this time to build a large station there.... even though NPC systems do just fine.
help.jpg
 
Another bug:
I started my system with a military outpost station and when I try to select the tier two military outpost it says I need a military outpost to build it.

This would seem to suggest the claim stations are not counted as the prerequisites for tier two constructions being met, I would prefer this was fixed so they do count.

However, if this was done as an intended balancing mechanism then I would rather the military outpost was removed as a choice and only choices that do not affect tier two constructions were allowed. This is simply because I would have not chosen the military outpost if I had know this. I also think it will be a little confusing to have them count sometimes and not others and it does seems like a way to get unnecessary complaints.

Maybe you want to build a ground T2 military hub (alala, ares).
You would probably need an orbital T2 military installation (vacuna, alastor) as prereq and not a T1 military outpost.
 
1) Just a trivial comment/feedback, but I like that the numbers are reversed when on the wrong side of a landing pad at an orbital construction site. I would like to see them do this for all landing pads.

View attachment 423571

2) Still having an issue trying to place something near a star in slot 1. It moved it again and created another slot. There was initially only one. now shows "3"
View attachment 423572
3) With the current comment of "build stuff on the planet a station is orbiting", is it worth building anything at gas giants with no moons? Will installations of any type influence anything in the system? Government, Medical etc? Definately doesn't seem viable at this time to build a large station there.... even though NPC systems do just fine.
View attachment 423574

A tip for your first question : in most cases there are some building extending beyond the landing pad (that you see from the cockpit when landed). So if you see the pad from above you can guess which way to land based on which side the pad is.

For your last question, you could build installations in order to up the colony stats (security / tech level / wealth / standard of living / developpement level). Or just something to get T2 constructions point.
 
Got a new (non)funny in my labrat system.
Thursday still had the construction site locations in nav panel and system map. Today they were removed. As per daily habit I still went out to check my markets hoping to scratch off the interrogation points hovering over my head. None of the new market values from outpost and planetary have changed; instead the starter market values changed. Supply went back to positive bars, while some in demand shifted back to demand as well. A big however is that the demand quantities have been gutted. I followed every construction completions to track market changes. This only occured since today while I stopped doing any construction completions since tuesday... There was no positive bgs state, the faction owning this asset is in a none state with the pip well within the general middle none state since I started this colony.

I can't keep building if there is this much inconsistency to find stuff out, especially if after 3 days of no actions done in my system suddenly the demand quantities are slashed in half, with some bars going from neutral or negative back to positive, despite system local news showing only my ships being used.

If it wasn't a non displayed bgs positive state, which I doubt it was since after every building completed I was able to see the changes in the market, does it then comes from the removal of the orbital constructions and maybe, just maybe (would likely not match the current numbers anyway) that my 2nd government and security installations have been scratched off as stat bonuses?
 
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Yesterday, I had 2 orphan orbital construction sites that remained after 2 projects were finished.
They were probably not new sites that spontaneously appeared, because they carried the same name as the finished construction.
They showed a complete progress bar, but buggy written percentages that did not match the 100 % progress bar, e.g. 0 %, 27%, 100 %.
The older one vanished after being there for a few days, the newer one from yesterday is still there. I'd say: Just wait.
Mine had one that came from an Outpost that turned into an Installation and broken Coriolis.

A week later, 2 more appeared out of 2 Installations.

The next day they all cleared up, but I still have an installation instead of the Outpost I selected.

It's very, very broken, and I'd say we need at least one free do-over for the whole system, and then a permanent ability to delete/respec.
 
OK, so this is a weird one, and wondering if anyone else has seen this go on? I've numbered the slots in a particular order for a reason (right to left), wondering if there's just something that I'm not aware of going on.

Ref the below picture:
1743212867744.png


... I've tallied all the slots to count how many there are.

Key point here is, before I paid close attention... construction sites 41,42,43,44 (all in blue), were all built at Slot 40 (pink, closest to sun), and in the original configuration only slots 38/39 existed... that is there was only one slot in orbit of the asteroid fields.

To prove the point, I have one concurrent build left, which I'll place now at slot 40

1743213051778.png


I've just chucked down comms installation there, and look what's happened:

1743213742910.png

... I basically now have whole new slot added at #45.
I mean, I'm not mad. But this feels like a pretty major bug.

Going to the sites, they seem to be placed in the same location, but only just? Two sites 22km apart here
1743213990028.png


Meanwhile...

1743214207541.png



Still not mad....

1743214256375.png


Maybe it's letting me do one for each cluster?
 
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OK, so this is a weird one, and wondering if anyone else has seen this go on? I've numbered the slots in a particular order for a reason (right to left), wondering if there's just something that I'm not aware of going on.

Ref the below picture:
View attachment 423583

... I've tallied all the slots to count how many there are.

Key point here is, before I paid close attention... construction sites 41,42,43,44 (all in blue), were all built at Slot 40 (pink, closest to sun), and in the original configuration only slots 38/39 existed... that is there was only one slot in orbit of the asteroid fields.

To prove the point, I have one concurrent build left, which I'll place now at slot 40

View attachment 423584

I've just chucked down comms installation there, and look what's happened:

View attachment 423586
... I basically now have whole new slot added at #45.
I mean, I'm not mad. But this feels like a pretty major bug.

Going to the sites, they seem to be placed in the same location, but only just? Two sites 22km apart here
View attachment 423588

Meanwhile...

View attachment 423589


Still not mad....

View attachment 423590

Maybe it's letting me do one for each cluster?
I´d rather believe that FDev handles the suns orbit such way that i first only shows 1 to 3 slots. But a sun is a quite large body, so one would possibly be able to place 50+ installations there?
Hence, once a slot is filled an additional one is shown (hey we still got space) - so they initially don´t litter the map with some 20+ empty slots around the sun?
 
I´d rather believe that FDev handles the suns orbit such way that i first only shows 1 to 3 slots. But a sun is a quite large body, so one would possibly be able to place 50+ installations there?
Hence, once a slot is filled an additional one is shown (hey we still got space) - so they initially don´t litter the map with some 20+ empty slots around the sun?
Yeah, but the "total slots available" count continues to go down, even though it's adding new slots.

1743215336060.png


That used to be 40, before I added these sites, even though there are still 40 slots on the system map.

Also, it's not spreading them out... it's colocating them all in the one location like above.
 
nevertheless, I´d prefer that bug stays - a good way to push your system-stats and parking-space for that pre-requ. Installations with no other use... I don´t mind a trash-yard :)
 
nevertheless, I´d prefer that bug stays - a good way to push your system-stats and parking-space for that pre-requ. Installations with no other use... I don´t mind a trash-yard :)
Yeah look... my "here and now" mind tells me "Sure, this is fine".... my future-proofing mind says "If that site counter goes below 0... does it lock out building more in the available slots? Might it even irreparably break that system?"

I'm never really a fan of leaving even beneficial bugs around... it's like Firefox vs IE (before Edge) and Javascript... IE would break on invalid JS... firefox would just carry on, but this in several experiences I've had, led to some major problems for some sites.

(I mean, don't use JS, but yeah)
 
Please move a trailblazer megaship to both Pleiades and Coalsack nebula. The ships are somewhat redundant in the bubble there's loads of systems with resources available. Players made the bridge using their carriers but they're there. Can we just accept that it happened and place a ship with actual quantities of resources in the area so that both the players with and without carriers can take advantage of the locations. As a nod to the fact those are thargoid I wouldn't mind if they were parked on the border but closer than 300ly would be appreciated for people who can't use carrier hauling.
 
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