Elite Dangerous | System Colonisation Beta Details & Feedback

When will "System Claim Unsuccessful" be fixed?

I'm waiting around a desired system since February 26th, and now I haven't been playing as much as I want to, because I have a feeling, if I were to go too far, it'll be fixed and I cannot make it back in time to make the claim.

I've spent days playing, but now I'm on for an hour or two just messing around not making any major plans and postponed exploration due to this.

Any amount of information would be amazing!
 
Hi All :)

A question about Player built Outposts and docked ships.

I took one of my ships (A Python Mk 1) and docked at my Outpost. I then disembarked and took an Apex taxi to a star port where I keep most of my fleet. I then ordered one of my ships to be prepared and then boarded that np.
I did this as I wanted to 'mark' the Outpost (Which has a nondescript system name) with the ship symbol so's I could easily see it on the Galmap. I've bookmarked the system but it's difficult to differentiate from the plethora of other bookmarks I've got marked in that area on the Galmap.

Weird thing is, when I look at that system on the Galmap it doesn't show the ship icon. If I left click on the system to highlight it and then left click on the ship icon in the right hand menu column it states I haven't got a ship docked / stored there.
Though if I go into the system map it shows the ship icon above the Outpost, and if I then click on the ship icon in the left hand menu it shows the number of ships (1) and the type of ship, which is all correct.

Is this a bug with the new colonisation feature and Outpost stations?, or has this always been the case for some time?

Jack :)
has your outpost already gone through the thursdays BGS-Tick? -> Missions available/ Sign "under construction" disappeared/in SC shows Orbital line?
If so, Ticket to FD, if not I assume thats normal as the station officially is not (fully) operable yet
 
I did this as I wanted to 'mark' the Outpost (Which has a nondescript system name) with the ship symbol so's I could easily see it on the Galmap. I've bookmarked the system but it's difficult to differentiate from the plethora of other bookmarks I've got marked in that area on the Galmap.

How many bookmarked systems with ships have you got? I do the same thing btw with stations I regularly visit
 
Hi and good morning to you! :)

How many bookmarked systems with ships have you got? I do the same thing btw with stations I regularly visit

Two at the moment, my 'home base' where I've always (in the last 5 years at least) stored my 'fleet', and my first claimed system with a single Coriolis station (4 ships stored there). Both show the ship icon on the Galactic map. I've got loads of bookmarked systems in the immediate area as these mark systems I regularly go to for materials / commodities etc. for ease of recognition.
The system with my built Outpost is fairly nearby, but it gets 'lost' due to all the other booked marked systems, especially in a more 'zoomed out' position on the Galmap.
Even in a more zoomed in picture it's still confusing / unclear. A ship Icon at that Outpost system would really be quite obvious, plus I could free up that bookmark. (I'm also running out of the number of bookmarks I can use too!).

EDIT....Problem has resolved itself! The ship Icon is now showing as normal! :D

Jack :)
 
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Hi :)
has your outpost already gone through the thursdays BGS-Tick? -> Missions available/ Sign "under construction" disappeared/in SC shows Orbital line?
If so, Ticket to FD, if not I assume thats normal as the station officially is not (fully) operable yet
Yes I think so, but I'll keep an eye on it after this weeks tick to see if there's any overall change.
The station (outpost) is producing several commodities (industrial) and the only stuff not working is .....

Scratch all that! :D Sorry!
I've just this minute checked the Galmap and the ship Icon is now showing as normal. :rolleyes:
So between yesterday and this morning it's obviously automatically corrected itself.

Jack :)
 
bgs is frozen, colonization has many game breaking bugs (orbis spawns on wrong location one of the worst)
no update on anything,classic
 
Hi :)
Outposts don't have shipyards. Since you cannot access that ship anymore it's probably not displayed anymore. You'll need to move it to a shipyard.

You are correct, I've just docked at the outpost in question and there seems to be no way to access that Python I've got 'stored' there.

So, the results of this little experiment is this....
Docking a ship at the outpost, disembarking and catching a taxi to another space port with a shipyard (preferably with one or more of your ships stored there) should bring up the ship icon on the Galmap & System map for that systems outpost.
So, to highlight those systems you've claimed, for visually being easier to see and only have a single outpost (obviously without a shipyard), it seems you can do this procedure to place a ships icon at the outpost.

Conclusion.
As PiloB states correctly (y), you won't be able to access that ship from within the station, so you'll have to transfer it from / to a shipyard remotely.
The ship Icon though is visible in that system's position on the Galmap, and on it's system map., for that particular Outpost station.

I'll most probably in the near future swap out that Python for a cheap Sidewinder at some point just to keep that easy to see icon in place! ;)

Jack :)
 
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Zrzut ekranu 2025-03-31 011616.png


What station is it, can I build this station?
 
Frontier, consider that:

With that small jumprange and possibility of claiming right after previous station we have now a lot of scrap-systems. Just check the route to the Coalsack Nebula. I know we hava e lot of space in the galaxy, but still.. numbers are high but quality isnt' good. Stats are pretty clear with that: 3,2 facility per claimed system and 55% finished system after claim.

What IF
Brewer would change possibilities. You can claim after weekly tick, but you can have a very long distance. (Long distance needs more effort). Who want to use colonisation for BGS/Powerplay still stay in the bubble around systems, but if someone want to go further and doesn't care about BGS it could avoid scrap-chain systems in the bridge.
 
My 2 main issues with the colonisation building are the following two things:

1. Bugs

These are all slowing down our efforts very hard and impacting the gameplay experience of the whole squadron.

2. Ressource allocation

The existing resource allocation is unbelievably boring!

Here is a graphical representation of the resource distribution for orbital stations:
1743599189817.png


95% of orbitals are Refinery. Ground installations are a bit better, but the focus is still Refinery. This is boring. I mean, the hauling gameplay loop isn't the most interesting anyway, but i don't mind it that much and enjoy hauling. It is relaxing. And with a goal it is ok.

So I'd propose to mix up the numbers.
Increase the proportion of Industrial, Agricultural and High Tech commodities. The total amount can stay the same, it is feasible, even for solo players.
Add Extraction commodities. The current approach is probably a "realism" approach, not a "fun gameplay" approach. Also it isn't very useful in determining the stations that players will build. When colonization needs refineries, everyone will build mostly refineries. Which does not lead to an interesting environment/playground.

So my proposal:
1. Increase the share of Non-Refinery commodities: For colony stations, switch the commodity numbers to include 5% Extraction, 10% Industrial, 10% Agricultural and 10% Hightech. Increase the number of commodities needed. The workers need H.E. Suits and Clothing (it tears, when you work hard). Also a mix in the diet (not only Food Cartridges and Fruits. Who will work there, eating spam all day every day? No Bread? No Meat?) and some luxury goods, like Tea, Coffee, Beer. The station needs Domestic Applicances and consumer electrioncs, just look at all those screens. So do a nice mix of almost all commodities that make sense (not Painite or something like that)

2. Vary the mix for specialized buildings.
More Agri and Industrial for Agricultural, more Industrial for Extraction, more High Tech for Industrial and High Tech. Just as in real life.
For Tourism, more Wine, Beer, Gold, Silver, Clothing, whatever.
Make it make sense on a basic level. No need to overengineer. Just make it a bit more varied, instead of 95% refinery.

I don't mind the hauling, but i mind flying to the same station for weeks on end, all day every day.
 
Just wanted to quickly check if anyone had the same issue:
I build a surface mining settlement, completed it, got the Brewer note, left the station, came back, no station at all.
I assumed it would be similar like the space stuff, jumped all carriers out of the system, left, came back, no avail.
Still only the construction site. It lets me land, but cannot drop any stuff anymore.
I have opened a ticket. but may be someone has an easy workaround?

thx
 
My 2 main issues with the colonisation building are the following two things:

1. Bugs

These are all slowing down our efforts very hard and impacting the gameplay experience of the whole squadron.

2. Ressource allocation

The existing resource allocation is unbelievably boring!

Here is a graphical representation of the resource distribution for orbital stations:
View attachment 424557

95% of orbitals are Refinery. Ground installations are a bit better, but the focus is still Refinery. This is boring. I mean, the hauling gameplay loop isn't the most interesting anyway, but i don't mind it that much and enjoy hauling. It is relaxing. And with a goal it is ok.

So I'd propose to mix up the numbers.
Increase the proportion of Industrial, Agricultural and High Tech commodities. The total amount can stay the same, it is feasible, even for solo players.
Add Extraction commodities. The current approach is probably a "realism" approach, not a "fun gameplay" approach. Also it isn't very useful in determining the stations that players will build. When colonization needs refineries, everyone will build mostly refineries. Which does not lead to an interesting environment/playground.

So my proposal:
1. Increase the share of Non-Refinery commodities: For colony stations, switch the commodity numbers to include 5% Extraction, 10% Industrial, 10% Agricultural and 10% Hightech. Increase the number of commodities needed. The workers need H.E. Suits and Clothing (it tears, when you work hard). Also a mix in the diet (not only Food Cartridges and Fruits. Who will work there, eating spam all day every day? No Bread? No Meat?) and some luxury goods, like Tea, Coffee, Beer. The station needs Domestic Applicances and consumer electrioncs, just look at all those screens. So do a nice mix of almost all commodities that make sense (not Painite or something like that)

2. Vary the mix for specialized buildings.
More Agri and Industrial for Agricultural, more Industrial for Extraction, more High Tech for Industrial and High Tech. Just as in real life.
For Tourism, more Wine, Beer, Gold, Silver, Clothing, whatever.
Make it make sense on a basic level. No need to overengineer. Just make it a bit more varied, instead of 95% refinery.

I don't mind the hauling, but i mind flying to the same station for weeks on end, all day every day.

We need too many different kind of commodities, the shopping list is already way too tedious to handle without UI support.

I mean, that's literally one of the main reasons why computers exist. Having to do everything manually is beyond stupid. The game (the commodities screen) should keep track of the quantity of different commodities we have on our carriers and how many more tons we need to buy.

Once it's done, then sure, no problem, we can have a longer shopping list.
 
I assumed it would be similar like the space stuff, jumped all carriers out of the system, left, came back, no avail.
Still only the construction site. It lets me land, but cannot drop any stuff anymore.
I have opened a ticket. but may be someone has an easy workaround?

Wait for the Thursday tick which starts at 700 UTC and ends about an hour later. Stuff usually gets updated by then.
 
i just humped materials to finally finish my 1st real station (classic coralis) and it and the installation rig have vanished and soon as last ton on steel dropped off. Is this normal? I tried jumping out of the system / re-booting elite and no difference. Any suggestions?
 
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