Elite Dangerous | System Colonisation Beta Details & Feedback

Pravděpodobně ano, ale nejmenší základna vyžaduje, abyste jich dodali 5 000, zatímco v celé bublině jich pravděpodobně není ani tisíc (alespoň to vidím na inaře) a existuje obrovská poptávka ze strany všech hráčů, kteří si přejí stavět své stanice. Opravdu by mě zajímalo, jestli někdo bude schopen dokončit stavbu své stanice, dokud nebudou požadavky sníženy.
What? That's not true at all, my friend and I built a Tier 3 building that requires 39k cmm composites and we found a system with a surface station from where we transported them.
 
Hello developers and all commanders. I would like to submit a suggestion for improvement. 1) When entering a building, a list of required materials is displayed so that the list is visible in its entirety and I don't have to scroll. 2) When I enter multiple buildings, I also see the total number of materials I need for all buildings. 3) See better system stats. 4) See how much each building improves my stats in the system - I enter a building and see how much it improves my happiness or security level, etc.

Edit - I would like to see what buildings I have built. When I click on it, I would like to know what type of building it is, I don't know if it can be found somewhere, but I don't think so, I couldn't find it anywhere, and make a complete list of buildings in the system. please :)
 
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Hi, why are the building costs in the construction site is 50% higher than in the description of the coriolis station. If I would know this I would NEVER build it as the first station. In the description the values are still lower, if you increase it by so much and it is different to the description of the building why don't you have a cancel button that I can switch to an outpost instead, like this solo players will not build big stations anymore. And why do you not increase the time to finish building it. since it takes WAY more time to finish the building.
 

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Hi, why are the building costs in the construction site is 50% higher than in the description of the coriolis station. If I would know this I would NEVER build it as the first station. In the description the values are still lower, if you increase it by so much and it is different to the description of the building why don't you have a cancel button that I can switch to an outpost instead, like this solo players will not build big stations anymore. And why do you not increase the time to finish building it. since it takes WAY more time to finish the building.
The values in the descriptions are correct. What you encounter is the around 35% increase for the primary station. That's neither new nor undocumented. Says so in the pilot's handbook somewhere.
 
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.
Yes. Like the planetary economy changes now.

So now every careful planning of economies will be thrown overboard as soon as one builds another thing next to the station?
And building an agri on a non-agri planet will not give agri?
 
With the planetary economy changes we NEED a "CANCEL CONSTRUCTION" and a "DEMOLISH FACILITY" button even more urgently.

So i now have 4 constructions in my original system that make no sense at all anymore. LIke a Refinery Hub on an icy moon next to an extraction settlement. Why would i build that, when the refinery stuff just gets gobbled up by the inherent industrial economy from the moon.

Like, i am all for beta testing, but i am not for sweeping system changes that leave me locked in a corner with no way out.
Of the 5 construction slots, 1 was useless because i didn't know how the system works.
Now 4 of them are useless because the system was completely changed.
Plus the one that was useless before is even more useless.
And most of my existing buildings have become useless as well, because it is all Icy Moons, so whenever i build anything there or in orbit they become Industrial. With some i don't care, because they were just there for the points, with some i do care, like the planned refinery stations.

So you might have unbricked all the wrongly placed colony stations, but you have bricked every existing system with ongoing or planned constructions instead.

=> Add a possibility to demolish existing buildings and to cancel constructions.

Edit: the root cause of the issue with the colonies was:
1.no communication. Which you (FDEV) just did again with the planetary changes.
2. Not being able to choose where the initial station goes.
3. Not being able to move facilities / stations.

The current solution puts out one fire and creates two other ones. Being possibly bricking all existing systems that made sense. And making refinieries even more in demand, because the only planets that give refinery bonus are the ones on whxih you cannot build the single refinery building.
(EDIT: With HMCs this system is actually a bonus. You get a functioning economy pretty soon, and the Refinery you can build isn't worse because of the bonus. But you can't just turn an icy moon into a refinery that easily anymore.)

=> Add a refinery economy influence orbital installation
 
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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?
My experience of building an asteroid base as a non-primary port was: (Note, this occurred roughly a week ago with construction finishing on Saturday or Sunday, so things may have changed.)

3 slot ringed moon with 2 orbital slots.

I selected orbital slot 0 for the asteroid base. (My understanding is that the UI limits asteroid base placement, but I was very careful nevertheless.)

The game placed the asteroid base in a new slot between slot 0 and slot 1, both of which are empty.

The asteroid base spawned with 115% extraction economy. Apparently it did not inherit the tech level of the system, so Universal Cartographics was offline even though the main port in the system had UC online after building multiple tech buildings. The asteroid base did come with a reasonably well stocked shipyard (14 ships) so it probably sees some sort of development level?

I then built a refinery hub on the moon's surface. The refinery hub did not affect the economy of the asteroid base at all.

I decided to wait until weekly downtime to see if the construction clean-up helped. The construction site did get cleaned up but the asteroid base is still in a previously non-existent slot and still does not appear to see the refinery hub.

It is possible that building further hubs on the moon or building, say, an orbital in slot 0 might connect the asteroid base to the moon economy. Or it might just be bricked.

Imo extraction economies are not useful for further colonisation. Having orbital locations that will probably (er, might?) influence the asteroid base is very important to possibly having it be useful.

I don't think that I would build an asteroid base on a gas giant which only had one space slot for development.

However if you really like asteroid stations, it does seem to give some decent bonusses.

Edit: Also, during construction of the asteroid base, about 25% of the time it would drop me out of supercruise 40-50km away from the construction site. This is actually a super annoying distance because if you re-enter SC there's a delay before you can drop out again so I often ended up 20-25km away on the far side and had to slowboat to the dock.
 
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Edit: Also, during construction of the asteroid base, about 25% of the time it would drop me out of supercruise 40-50km away from the construction site. This is actually a super annoying distance because if you re-enter SC there's a delay before you can drop out again so I often ended up 20-25km away on the far side and had to slowboat to the dock.
had the same when I built mine - depends on which side (up/down) of the ring you approach.
After i figured that out I used my FCs position as reference and had no further probs....
 
With the planetary economy changes we NEED a "CANCEL CONSTRUCTION" and a "DEMOLISH FACILITY" button even more urgently.

So i now have 4 constructions in my original system that make no sense at all anymore. LIke a Refinery Hub on an icy moon next to an extraction settlement. Why would i build that, when the refinery stuff just gets gobbled up by the inherent industrial economy from the moon.

Like, i am all for beta testing, but i am not for sweeping system changes that leave me locked in a corner with no way out.
Of the 5 construction slots, 1 was useless because i didn't know how the system works.
Now 4 of them are useless because the system was completely changed.
Plus the one that was useless before is even more useless.
And most of my existing buildings have become useless as well, because it is all Icy Moons, so whenever i build anything there or in orbit they become Industrial. With some i don't care, because they were just there for the points, with some i do care, like the planned refinery stations.

So you might have unbricked all the wrongly placed colony stations, but you have bricked every existing system with ongoing or planned constructions instead.

=> Add a possibility to demolish existing buildings and to cancel constructions.

Edit: the root cause of the issue with the colonies was:
1.no communication. Which you (FDEV) just did again with the planetary changes.
2. Not being able to choose where the initial station goes.
3. Not being able to move facilities / stations.

The current solution puts out one fire and creates two other ones. Being possibly bricking all existing systems that made sense. And making refinieries even more in demand, because the only planets that give refinery bonus are the ones on whxih you cannot build the single refinery building.

=> Add a refinery economy influence orbital installation
Hi, where are the planetary economy changes posted?
Thanks in advance
 
Hi, where are the planetary economy changes posted?
Thanks in advance

Nowhere. They just suddenly appeared in game without communication.
We have no complete picture yet as to what causes them.
Assumptions are HMC = extraction, icy = industrial. Fairly certain about those.
Some data points suggest rocky, gas giants = refinery, but haven't seen real evidence for this yet.
Agri is strange and now sometimes agri settlements give no agri influence. While sometimes icy moons give agri.
 
Hi, where are the planetary economy changes posted?
Absolutely nowhere.

We're starting to put together partial details by combining information from various player's experiences in https://forums.frontier.co.uk/threa...iguring-out-what-all-these-numbers-do.634214/ but there's still a lot of uncertainty - including, uncertainty as to whether this is an actual intended feature or just some really bizarre bug.

(Usual recommendation: if what your system imports or exports matters to you, don't start any new builds and don't finish any existing ones, until there's a lot more clarity on these matters)
 
I see a lot of precentage information about economy. I know some youtubers are treat like omniscient, but are you sure it all means what he said it means?
I preffer to test everything my own, and all that revelations I treat just as an indicator.

For now "Industrial economy" looks like base economy for most structures, or.... first economy in the system has influence on all othe structures.
There is still a lot of possibilities.


BTW Extraction + Refinrey on the planet should give tritium
 
BTW Extraction + Refinrey on the planet should give tritium
Is this "should" as in "you would like it to work this way"? Or "should" as "you believe it does work this way"?

Tritium is an export of Orbital Refinery economies only (see the entry on the in-game market screen). So to get exports of Tritium you need to:
- construct an orbital station with a Colony economy
- provide influence to turn it into a Refinery economy

Extraction influence won't hurt (Extraction doesn't consume Tritium) but it won't help this process either and it's potentially missing opportunities to add more Refinery influence instead. (High-Tech or Industrial influence will consume the Tritium and should be avoided if Tritium production is the goal)

With Wednesday's surprise changes, how to reliably provide Refinery influence to a station is now unclear. Any player- or Frontier-provided information dating from before Wednesday is therefore no longer useful.
 
Is this "should" as in "you would like it to work this way"? Or "should" as "you believe it does work this way"?

Tritium is an export of Orbital Refinery economies only (see the entry on the in-game market screen). So to get exports of Tritium you need to:
- construct an orbital station with a Colony economy
- provide influence to turn it into a Refinery economy

Extraction influence won't hurt (Extraction doesn't consume Tritium) but it won't help this process either and it's potentially missing opportunities to add more Refinery influence instead. (High-Tech or Industrial influence will consume the Tritium and should be avoided if Tritium production is the goal)

With Wednesday's surprise changes, how to reliably provide Refinery influence to a station is now unclear. Any player- or Frontier-provided information dating from before Wednesday is therefore no longer useful.

No, it is based on experience, but "should", becasue we don't know all factors, so I can't be 100% sure.

I know that theory about Refinery, but... in my and few fellows experience:
First Outpost Industrial - no tritium
  • added Refinery - no tritiurm
  • added Extraction too (installation or hub) - tritium in the market

The same results for first Coriolis...

Tested few times on Icy, Rocky and HMC
 
Right now, theory on planetary influences is that:

Industrial comes from icy planets.
Refinery comes from rocky planets.
Extraction comes from HMCs, maybe metal rich too?

Agri is a weird one, we are still figuring it out over at this thread , but at the very least, my running theory of 10% phosphorous minimum soil composition does seem to be holding true so far...

Tourism from ELWs and WW? Not much data on this

Service ???

High tech ???

Military ??? reported on stars

Gas giants, ammonia planets and suns are left uncertain, anyone placed anything on em since the stealth patch?
 
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First Outpost Industrial - no tritium
  • added Refinery - no tritiurm
  • added Extraction too (installation or hub) - tritium in the market
What's likely happening here is:
- you start with Industrial: there is no Tritium because Industrial doesn't produce it
- you add Refinery: there is still no Tritium because while Refinery produces it, the Industrial consumes it
- you add Extraction: this dilutes the Industrial side enough that Tritium production is now exceeding Industrial consumption, so some makes it to market
(triple-economy stations are very complex, though)
 
No, it is based on experience, but "should", becasue we don't know all factors, so I can't be 100% sure.

I know that theory about Refinery, but... in my and few fellows experience:
First Outpost Industrial - no tritium
  • added Refinery - no tritiurm
  • added Extraction too (installation or hub) - tritium in the market

The same results for first Coriolis...

Tested few times on Icy, Rocky and HMC
yep - but that was before last wednesday - wasn´t it?
 
What's likely happening here is:
- you start with Industrial: there is no Tritium because Industrial doesn't produce it
- you add Refinery: there is still no Tritium because while Refinery produces it, the Industrial consumes it
- you add Extraction: this dilutes the Industrial side enough that Tritium production is now exceeding Industrial consumption, so some makes it to market
(triple-economy stations are very complex, though)

Ok, but the same with first Colony station...
For me it looks like a chain... extraction need to extract something to produce Tritium in Refinery

yep - but that was before last wednesday - wasn´t it?

Yes, why?
 
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