Elite Dangerous | System Colonisation Beta Details & Feedback

It's on the live servers. It is a Beta and they very very clearly told us all that it was a public test period on the live server. So yes it can get bricked and yes it's there forever but you should have known going in that it's not done and subject to change.
then I'm right, these are alpha, testing cards, and the logic is still in production
 
then I'm right, these are alpha, testing cards, and the logic is still in production
No it's supposed to be Beta testing. See the first post in the thread where they call it beta not alpha. It's further along than you're thinking in their prod chain
 
No it's supposed to be Beta testing. See the first post in the thread where they call it beta not alpha. It's further along than you're thinking in their prod chain
if the pictures depend on the language and are still not subject to logic - then it is alpha
 
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if capriccios are dependent on language and are still not subject to logic - then this is alpha
it is in their own words feature complete. You can call it alpha if it makes you feel better but I would not be expecting any drastic changes in direction that you might get from an alpha test. I would accept that you're likely to get some bug fixes and what you see is what you get.
 
it is in their own words feature complete. You can call it alpha if it makes you feel better but I would not be expecting any drastic changes in direction that you might get from an alpha test. I would accept that you're likely to get some bug fixes and what you see is what you get.

thank you, that's a small consolation
 
Problem with slot "0" and add slot "1" - more and more new slots.

Initially, I had a slot for the primary port and slot 1 on the 9th planet Scorpii Sector HR-W c1-18. After building the primary station (Industrial Outpost) on the 9th planet, a mining installation was built in slot 1 and a free slot "0" appeared. Today I decided to build another installation in it and was surprised. The orbital structure for construction shifted to slot 1 and slot "0" is free again. Also, not 4 slots are available for construction in the system, but 5! The primary station and installation on the 9th planet do not work. The market on the industrial station is empty - it does not sell or buy anything. And this has been going on since February 26. The "Support Service" was informed about this bug on March 15, to which the answer was received - "we are investigating" ... There were no more clear answers. There is no fix for this bug either.

https://issues.frontierstore.net/issue-detail/74398

1  screenshot 2025-03-15-min.png

2 screenshot 2025-04-03-min.png
 
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Re-balancing colony economic stuff is great, but I would think Frontier would be a little bit more proactive in fixing basic issues with facility placement. Having overlapping stations in the the architect design view, and in the actual completed form is really not good. It is very obvious, easily reproduced, and significantly bad.

It is a bit unnerving to have an orbital science station swooping through the Coriolis Lounge.

New System Slots.png


Station Mashup 01.png


Station Mashup 02.png


Station Mashup 03.png
 
Re-balancing colony economic stuff is great, but I would think Frontier would be a little bit more proactive in fixing basic issues with facility placement. Having overlapping stations in the the architect design view, and in the actual completed form is really not good. It is very obvious, easily reproduced, and significantly bad.
Solution is simple - ability to move already constructed station to a new orbite/slot. It solves both the problem with (already) incorrectly placed stations and the problem with useless stations. It' easy to implement - just a record change in database during weekly maintenance server shutdown. It's a bad practice to fix isolated bugs, one by one, ignoring others problems. It leads to a situation when one fixed bug causes a few others to appear.
 
Solution is simple - ability to move already constructed station to a new orbite/slot. It solves both the problem with (already) incorrectly placed stations and the problem with useless stations. It' easy to implement - just a record change in database during weekly maintenance server shutdown. It's a bad practice to fix isolated bugs, one by one, ignoring others problems. It leads to a situation when one fixed bug causes a few others to appear.
The issue is multiple slots are sharing a location. These stations were placed in different slots. It is a bug in the architect UI which evidently carries over into the actual placement of the competed facility. Simply moving the facility to a different slot does not resolve the issue. At best all it does is render slots around an asteroid field & sun useless.

Edit.
Unbalanced economies should certainly be fixed. But fundamental issues with the basic functioning of a feature I would expect to take priority. The placement of facilities is fundamentally broken. Also, I would hope Frontier can work on more than one thing at a time.
 
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Re-balancing colony economic stuff is great, but I would think Frontier would be a little bit more proactive in fixing basic issues with facility placement. Having overlapping stations in the the architect design view, and in the actual completed form is really not good. It is very obvious, easily reproduced, and significantly bad.

It is a bit unnerving to have an orbital science station swooping through the Coriolis Lounge.

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It made for a hilarious Drew Wagar stream on Twitch last night though!

The revolving mission-givers rotating through the floor and back out were a sight to see!
 
Just noticed the commodities for the primary port hike up from the colonisation menu, from 45k to 70k
seriously, this haul feast already unbearable tedious boring
ppp.png
 
The issue is multiple slots are sharing a location. These stations were placed in different slots. It is a bug in the architect UI which evidently carries over into the actual placement of the competed facility. Simply moving the facility to a different slot does not resolve the issue. At best all it does is render slots around an asteroid field & sun useless.
How do you know, that the bug in UI? I can imagine a dosen of sources that cause the problem.
 
How do you know, that the bug in UI? I can imagine a dosen of sources that cause the problem.
From a user's point-of-view it certainly starts off in the the User Interface. It is quite obvious I selected certain slots but the UI immediately showed my facilities in other slots, indicated in the Architect View prior to any building beginning. A screenshot of the Archetect View is attached. The User Interface does not allow me to select the slots I chose. As I mentioned the issue then carries over to the actual building of the facilities.

I don't feel like a pedantic argument in what constitutes a User Interface, as it is completely irrelevant to my above post and way off topic to this thread.
 
I have 2 orbital construction sites that are 100% completed but the orbital construction sites remain (and are unable to be landed on) and the outpost that were completed on these sites are not there.
 
From a user's point-of-view it certainly starts off in the the User Interface. It is quite obvious I selected certain slots but the UI immediately showed my facilities in other slots, indicated in the Architect View prior to any building beginning. A screenshot of the Archetect View is attached. The User Interface does not allow me to select the slots I chose. As I mentioned the issue then carries over to the actual building of the facilities.

I don't feel like a pedantic argument in what constitutes a User Interface, as it is completely irrelevant to my above post and way off topic to this thread.
does your interface show what you have built?
 
I have 2 orbital construction sites that are 100% completed but the orbital construction sites remain (and are unable to be landed on) and the outpost that were completed on these sites are not there.
Try changing the system map from architect view to classic view, then back.
 
So I am really confused with how the commodity market is supposed to work. I have a lovely little system Synuefe IP-K b55-3. It consits of a Industrial outpost (vulcan) around planet A3. It's economy type is Industrial. We now move to planet A2 which has a Refinery Hub (Very Vista) and 200kms away we have Graham City which was Civilian Ground Outpost of type Clotho and it's economy type is Extraction ?

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Where has the extraction type come from ? As far as I can tell it should have a refinery economy
1743700156429.png

Would love to understand what is going on here, or just confirmation that this is expected behaviour. As based off the comments about how space ports are effected by the economies of the planets they orbit I would expect the same rules to apply to planetery ports.
 
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Just noticed the commodities for the primary port hike up from the colonisation menu, from 45k to 70k
seriously, this haul feast already unbearable tedious boring
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It's a Feature(TM) for the primary port, I'm afraid. All ports and surface installations after the primary port has been constructed have the regular cost as detailed in the planning window.
 
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