Elite Dangerous | Colonisation Facilities & Markets

Me and a squad friend built a station to 69% and now it says my system is invalid??? I spent last night collecting 14,923 cmm's from trailblazer promise and came back to see this ......?????

edit: RESTARTING PC Fixed it, for now
Yeah, the game might 'lose' your colony architect status, but it usually comes back before long. Still a Beta.
 
Anyone can tell me if having geological signals in a planet will affect it's extraction or industry output? What about scientific installations in planets with biological signals?

Also, where can I find a spreadsheet with all the specs and requirements for colonization buildings? I know there's at least one people are using on streams.
 
So according to a reading of that chart, hubs and orbital installations are a waste of time and resources.
No. Without good tech level and others stats your colony will produce less materials/goods, you will get small weekly payments and so on. Installations are cheap to build and give stats that your system need, plus you need them for Tier 2/3 points.
 
Greetings Commanders,

The current process for growing the market in a Starport is to build up facilities on or around the planetary body that it is orbiting.

We are continuously iterating on the design implemented, and we will continue to investigate ways to allow all facilities to find a route to market elsewhere within that star system. We have read your feedback and we are taking it into account in our investigation.

Thank you for continuing to share your thoughts during this Beta process and helping us to improve Trailblazers.
I’m sorry but having built 4 facilities (2 planetary and 2 orbital) I fail to see the point of this whole Trailblazers feature. It doesn’t exactly enhance gameplay. What am I supposed to do with what has been constructed? Does it have to be maintained or do I just let it be?
 
Question:
If I build an orbital outpost 1st (e.g., a Vulcan) and then build a Coriolis 2nd, will the top faction get the Coriolis since that is a bigger asset? Or is the 2nd station assigned randomly, regardless of build type? Anyone have any direct experience they can share?
 
Question:
If I build an orbital outpost 1st (e.g., a Vulcan) and then build a Coriolis 2nd, will the top faction get the Coriolis since that is a bigger asset? Or is the 2nd station assigned randomly, regardless of build type? Anyone have any direct experience they can share?
From my experience, all subsequent stations/installations/ports/settlements have a randomly assigned owners (out of factions present in that system).
 
Question:
If I build an orbital outpost 1st (e.g., a Vulcan) and then build a Coriolis 2nd, will the top faction get the Coriolis since that is a bigger asset? Or is the 2nd station assigned randomly, regardless of build type? Anyone have any direct experience they can share?
I started with a Vulcan outpost in one of my systems and then built i Coriolis. In that system the top faction got the Outpost and the second highest faction got the Coriolis - this may have been randomly assigned as @mkizub says above.
 
Anyone else notice the number of items required is not the same on the UI where you choose you station/outpost vs what's actually required once to confirm and start building? Specifically: 'Industrial Outpost' I made a spreadsheet of the requirements from the initial UI and it was 18,987 units in total, but when checked back on the system map later most of the values had changed the total was now 21,777.
I assume this is a bug ?

Update: just started a Settlement and it's different too, I took screenshots of the requirements to be sure, first UI said 5682 in total and final UI on the system map has slightly different numbers for all the items and totals 5669
 
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Anyone else notice the number of items required is not the same on the UI where you choose you station/outpost vs what's actually required once to confirm and start building? Specifically: 'Industrial Outpost' I made a spreadsheet of the requirements from the initial UI and it was 18,987 units in total, but when checked back on the system map later most of the values had changed the total was now 21,777.
I assume this is a bug ?
Your primary port always has a ~15% commodity tax added on top. Facilities placed in system after your primary port is complete have a degree of randomness to it. Sometimes it rolls a bit more, and sometimes less.
 
Your primary port always has a ~15% commodity tax added on top. Facilities placed in system after your primary port is complete have a degree of randomness to it. Sometimes it rolls a bit more, and sometimes less.
Wow, so basically it's RNG for the numbers. not all the values went up on the primary port, but most did.
on the settlement some went up and some down.

@FDev why make it random ? it doesn't help any one and it doesn't add any 'fun' to the grind of hauling thousands of items!!
 
Anyone else notice the number of items required is not the same on the UI where you choose you station/outpost vs what's actually required once to confirm and start building?
Yes its been noticed and mentioned many times. You have to start the construction and then check the amounts from the system map to see exactly how much is needed. They vary in small amounts for those listed originally, with a larger difference for the first port constructed in a system.
 
Yes its been noticed and mentioned many times. You have to start the construction and then check the amounts from the system map to see exactly how much is needed. They vary in small amounts for those listed originally, with a larger difference for the first port constructed in a system.
even worse - sometimes those numbers from Sysmap change just upon last delivery and suddenly you are 10 tons short of steel!
 
I think it settles down after you make the 1st delivery.
es, thats how it seems to be - all numbers are fixed, only sometimes (happened to me with 5 or 6 builds already) just upon calling the dump-screen for the last delivery, suddenly the numbers, for the last good you deliver, jump up (if originally required in dozends its + 1, if in the hundreds +10-20, if in the thousands + >40-50)
 
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I have filled my carrier with the exact items needed (took a screenshot), and ended up at the end with 3 or 4 separate commodities at 1 or 2 short. After much cussing of Fdev, I surmised that the reason I was short was my inattention to the SCO overheating and losing a few out the compromised cargo bay door. 😞
 
^__^ first time it happened I also assumed that I just made a mistake putting down the numbers or setting up my FC Market. Since then I closely monitor the numbers each time I deliver something to the site(s).
Never changes - until last delivery.
I assume thats FDev´s take on construction site reality - often things get "feet" so, if planning a RL construction, You always add some percentage on the calculated Bill of Material....
Also the construction sites ingame are marked with eco "smuggling" and as hazardous area because of that - so some theft would make sense....
 
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