Elite Dangerous | System Colonisation Beta Details & Feedback

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.
The expected behaviour until Tuesday night would be that with a single refinery hub and a planetary port, you'd get somewhere between a pure Refinery and a Colony/Refinery hybrid economy.

On Wednesday morning there was an unannounced change, and it may now be that the planet itself generates an economy, intentionally or otherwise. If you look at the station market details in the Journal it will have a minor Refinery component, outweighed by the Extraction one (as this is what will be generating the Polymers)

Whether this is intended, partly intended but bugged, or a really bizarre bug ... Frontier has so far remained silent on.
 
The expected behaviour until Tuesday night would be that with a single refinery hub and a planetary port, you'd get somewhere between a pure Refinery and a Colony/Refinery hybrid economy.

On Wednesday morning there was an unannounced change, and it may now be that the planet itself generates an economy, intentionally or otherwise. If you look at the station market details in the Journal it will have a minor Refinery component, outweighed by the Extraction one (as this is what will be generating the Polymers)

Whether this is intended, partly intended but bugged, or a really bizarre bug ... Frontier has so far remained silent on.
Ah so me thinking putting a refinery on a metal rich planet may have caused my problem !
 
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.
I had that. They eventually disappeared. I don't know why.
 
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.
I'm still suspecting that that infamous "(this beta is) feature complete" is just poor communication from their part. I suspect that what they meant is that this beta contains all the features that they were planning for it, ie. they didn't leave anything out that they were intending to implement, that all the planned features are there. It does not mean that they will never, ever, during the entire lifetime of the game, ever add anything new to the colonization feature.

I think FDev should really clarify their statement (one way or the other) because it's causing a lot of confusion.
 
Quick check on my ports and I see nothing changed with whatever is effecting others. Still only selling poo and gas. The ground port still selling random 3 things depending on day apparently. Today is HN shock mounts, liquor and mineral extractors.
Code:
"StationEconomies":[ { "Name":"$economy_Industrial;", "Name_Localised":"Industrial", "Proportion":0.650000 }
 
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In the last couple of days I built two things around a HMC (with nothing else on it or influencing it)

  • A Coriolis - that should have been Colony economy
  • A surface port (outpost) - that should have also been a Colony economy

They are now both reporting Extraction markets (bad enough, but I can live with it) and are Extraction / Industrial economies. The Industrial part means these builds are now probably useless for my intended purpose of building out Refineries - so you've wasted my time by changing the rules under me.

Please stop arbitrarily changing the economies of things people are building. If you want to change them fair enough - but change the game to show what it will build. If it's not going to be a Colony then tell me.

Also - since you clearly changed the backend in the last few days - it would have been cool if you had told us.
 
In the last couple of days I built two things around a HMC (with nothing else on it or influencing it)

  • A Coriolis - that should have been Colony economy
  • A surface port (outpost) - that should have also been a Colony economy

They are now both reporting Extraction markets (bad enough, but I can live with it) and are Extraction / Industrial economies. The Industrial part means these builds are now probably useless for my intended purpose of building out Refineries - so you've wasted my time by changing the rules under me.

Please stop arbitrarily changing the economies of things people are building. If you want to change them fair enough - but change the game to show what it will build. If it's not going to be a Colony then tell me.

Also - since you clearly changed the backend in the last few days - it would have been cool if you had told us.

Just build refinery hub
 
Just build refinery hub
With an Industry economy influence, that Industry will consume a major part of the construction materials created by the Refinery economy, leaving the result much diminished from what it would otherwise have been with a pure Refinery economy.
 
With an Industry economy influence, that Industry will consume a major part of the construction materials created by the Refinery economy, leaving the result much diminished from what it would otherwise have been with a pure Refinery economy.
If it's not only visual bug...
 
in proud memories
portadadecal2.3.png
 
In the last couple of days I built two things around a HMC (with nothing else on it or influencing it)

  • A Coriolis - that should have been Colony economy
  • A surface port (outpost) - that should have also been a Colony economy

They are now both reporting Extraction markets (bad enough, but I can live with it) and are Extraction / Industrial economies. The Industrial part means these builds are now probably useless for my intended purpose of building out Refineries - so you've wasted my time by changing the rules under me.

Please stop arbitrarily changing the economies of things people are building. If you want to change them fair enough - but change the game to show what it will build. If it's not going to be a Colony then tell me.

Also - since you clearly changed the backend in the last few days - it would have been cool if you had told us.

I suspect the heavy metal world is now Base Extraction economy.
I suspect the planetary construction yard building that is suppose to go away is industry and is affecting the economy.
 
Is the asteroid coriolis a safe bet for building? It's not going to suddenly turn into x selling y when I finish it? I really am trigger shy at this point in the colonization game.

edit:
Also, do I put it in the first slot orbiting the gas giant I plan on mining at?
 
Thanks, but that doesn't tell me much, besides that others have the issue and it's low priority.


However the update 2 weeks ago was supposed to address this and that fix doesn't work as intended and I've heard nothing else about this issue.
If enough people see it and vote for it maybe it will be made high priority. I'm as clueless as any other player about this error. All anyone can do is report and shine light on it.
 
If enough people see it and vote for it maybe it will be made high priority. I'm as clueless as any other player about this error. All anyone can do is report and shine light on it.
I understand.

Unfortunately, compared to all the players, I would say this one is rather rare and probably will never get that amount of push.
Developers have mentioned it, so it's not like they don't know and they did try to have us flag these planets, but that feature doesn't seem to work either. :D

But you're right, best just shine light on it and hope for the best. :)
 
I am having a really hard time reconciling the placement of the "primary" port in this particular system. WHY??? HOW???

It lacks any recognizable logic.

As "System Architects" should we have a say in the primary port. Building for efficiencies and working towards a specific economic system. I could understand some limits to certain placements, but the placement as illustrated in the attached picture is nothing short of blind arbitrary randomness, clearly not by the "Architects" design.

I've spent three days cruising around looking for a new system and all of them have been junk. I don't expect perfection. I however do expect some amount of logic for the primary port placement. I am not advocating for easy either (which I still think building ports is too easy), I am advocating for logic and sense to build an economic structure that works and makes sense.

No crutches. No work arounds. Please do it right.
 

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well, checked again AFTER placing a construction order - no changes

"StationEconomy":"$economy_Colony;", "StationEconomy_Localised":"Colony", "StationEconomies":[ { "Name":"$economy_Colony;", "Name_Localised":"Colony", "Proportion":1.000000 } ]
so, after finishing a small agri-settlement it looks like this
"StationEconomy":"$economy_Industrial;", "StationEconomy_Localised":"Industrial", "StationEconomies":[ { "Name":"$economy_Industrial;", "Name_Localised":"Industrial", "Proportion":2.150000 } ]

@FDev @Paul_Crowther Guys - have you gone completely bonkers now ???
I don´t want to know what you guys drank or smoked by implementing such a crutch for "lonely" Stations this way - would an "If-Clause" (if not landable/if no surface slots) really have been this difficult to implement???

I cannot imagine how many millions of player-invested game-time hours you just blew - thats just ridiculous beyond any comprehension!

edit: excuse my wording, but thats the mildest which come to mind.

BTW: with THAT solution you just threw all incentives to build surface structures out of the window -
One wants a refinery-Eco? Well just build a Coriolis around a Rocky or GG - the T2-Points you get by cheap space stations or even cheaper small agri-settlement (~2850 to each) on some remote location - all the other stuff like Hubs, Ports, Med/Large Settlements etc. not needed any more - you saved us around 70% of tonnage moving this way - congrats - this way you just crushed the complete feature to nonsense

edit2: just give players the ability to choose location of the primary port and everything is fine! Scrap that current solution please.... as the missing ability to do so is the root-cause for the whole desaster - all you did until now is tinkering with the consequences instead of removing the cause (reminds me of gouvernment logic)!

edit3: to solve that, just insert another UI-query between dropping the colonization-beacon and the generation of the "colonization-ship will arrive in 3 Minutes" Message -> call to sysmap "Cdr, where you want to construct the primary port?", instead of just taking over a value from Stellar-Forge (which, btw, also doesn´t work properly - my primary in one of my systems was designated to B4, Construction-Ship arrived at A2!)
 
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