Elite Dangerous | System Colonisation Beta Details & Feedback

does this mean that the T3 that I will build over a ELW will be utterly useless and produce nothing but biowaste?
Nope, you should be fine if you have more free slots there.
There are lots of working T3 stations around WWs and ELWs, some near me - eg. check the ELW with Orbis at https://inara.cz/elite/starsystem-stations/144463/
People mostly go for Space Farm with ELWs anyway, and mostly succeed.
It's still bugged, as of today you are not guaranteed the effect to be applied but I'm positive it WILL be fixed and recalculated.
 
Having all HMC planets being extraction and all icy being industrial was too restrictive. There should be a lot more variety, but it would also have to be discoverable prior to building.
How do just playing catch-up on here where is the info on planets being related to economy type have been scouring and can't find it cheers and o7
 
Hi Paul,

Thanks a lot for the update.

I went live with a new Primary Port last night/early hours of this morning, and it was a Colony Commercial Outpost around an Ice Planet.

What I got was an Industrial Outpost :(

I did NOT want an Industrial Outpost!!

Now, I have nothing against Industrial Outposts, indeed I quite like them, but if I had wanted an Industrial Outpost, I would have picked one as the Primary Port, not a Colony :)

My goal was to give myself lots of flexibility to develop the planet and its orbital slots.

Are there any plans to fix this sort of thing?

I am quite aware we are still in beta!

If Ice Planets only produce Industrial Ports, there are going to be millions of Industrial Outposts everywhere!!

While I think the idea of the planet affecting the economy of the orbital port makes some sense, it should not overpower things and force all ports around that type of planet into a single paradigm.

If you think about it, ELW worlds should possibly have some influence on the orbiting economy, especially as the ELW word has no planetary slots at all.

However, the same logic should not apply to Ice Planets causing all orbiting stations to be Industrial (see above) because you should be able to build Industrial Outposts and Planetary Settlements any where, just as you can in real life.

Ditto for Refineries. They should not be predicated on a particular planetary type.

Extraction economies make sense based upon the planet as they need the raw materials from that planet.

However, you can honestly build a Refinery or Industry facility anywhere on Earth as long as you do not mind shipping the raw materials there that it depends on.

The same should hold true in ED.

I have colonised several nice systems recently, but I am holding off on developing them until I know how all this works, and I can develop new systems with confidence.

My first system is a bit of a disaster, as some facilities work fine, while others, such as the Planetary Outpost, do nothing even after several weeks.

This is very frustrating, and I am sure I am not alone.

In another system, I have one outpost, the Primary Port, and I had to put it around the Earth Like World (ELW), which filled the only slot available. It is part of a binary pair of planets.

I put a Colony there and it is still there. I was hoping the planet might affect it and turn it into an Agriculture Outpost. There is no additional slot around that planet, but the neighbouring binary planet also has a single orbital slot.

Does the binary planet slot affect its neighbour?

Can I put a Space Farm there to turn the colony outpost in the neighbouring ELW into an Agriculture outpost?

Or is that a waste of my time?

The April 3rd change implied that my ELW would affect the orbiting colony outpost, or have I missed the boat and I am stuck because the ELW only has one slot and I have been forced to fill it with the Primary Port, and the 3rd April change only takes affect once ANOTHER change is made to that slot?

Sorry for all the questions, but I, like so many, have put a LOT of effort into Trailblazers, and in many ways it is great, but it is really hard to work in an information vacuum and see your efforts turn to dust.

Thanks a lot for your work, but I would really like to see the following:

1. Allow binary planets to be treated as single economic slot, not two economic slots
2. Reverse or severely reduce the effect of the 3rd April change to give player-architects agency to shape their solar systems slot by slot rather than letting planet type decide everything
3. Provide more ingame documentation, with actual examples, of how star system economies can be developed after the primary port is created
4. Document how space and ground installations and hubs interact and shape both the slot economy and the star system economy
5. Provide a means for the architect to adjust and evolve orbital economies around Non-Landable planets
6. Give players the ability to select the Primary Port location for the first station
7. Give players the ability to have a planet-based Primary Port, such as you see enroute to Colonia
8. Increased the colonisation limit from 15 LY to say 25-30 LY. The 15 LY limit seems arbitrary and unrealistic in the context of the game where only tiny ships have a jump range of less than 15 LY

Thanks for reading this, sorry it is so long!!
How do where is this info that the planet affects the facility and is there any info on this April 3rd change haven't been able to find anything about it, could be me suffering from tunnel vision due to all the hauling lol
Cheers and o7
 
I already built 9 sites and can give some feedback on build process:
1. It's more engaging to search different commodities rather than hauling megatonns of steel.
2. Unlikely that your colonisation effort will attract other players because they gain almost 0 profit for hauling commodities compared to other activities.
3. Some bugs and flaws in Fleet Carrier does not make overall process easier.

My proposals:
1. Lower quantity of steel,CMM etc but require more various commodities (like emergency power cells) so more logistics thinking and less grind.
2. Give Architector option to invest credits in construction site so other players will receive bonus for each item they deliver. For example site reuires 20000t of commodities and Acrhitector invests 600m creds, so players (including Architector himself) will receive 30k creds per 1t.
3. Fix bug https://issues.frontierstore.net/issue-detail/46211 and make improvement https://issues.frontierstore.net/issue-detail/73535 - this will make Fleet Carrier usage less annoying.
So after I finally built biggest surface port in Hyades Sector ST-I b9-0 I wish to update my feedback.

It is very hard grind. There is no way you could involve other players to make it quicker. I bought some commodities on my FC, but I still needed to transfer all of it to construction site by myself.
Creds I spent to buy commodities from players will never return to me in my lifetime, because architector gets very small reward a week.
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Need huge rework. Grind is so hard. And hard in worst way - it is just boring. And gain is nothing compared to costs.

Also need some bug fixes and improvements I mentioned before.
 
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How do where is this info that the planet affects the facility and is there any info on this April 3rd change haven't been able to find anything about it, could be me suffering from tunnel vision due to all the hauling lol
Cheers and o7
Anything not in the Dev posts is just our speculation and inferences based on what we think we see happening in the colonies.
 
So after I finally built biggest surface port in Hyades Sector ST-I b9-0 I wish to update my feedback.

It is very hard grind. There is no way you could involve other players to make it quicker. I bought some commodities on my FC, but I still needed to transfer all of it to construction site by myself.

The biggest surface port requires as much materials as a T3 orbital station. Plus, you have to bring down all that stuff planetwards. Building an Ocellus or an Orbis is actually easier.

On the plus side, it's the only surface port with a shipyard. You deserve a break 🍻 Congratulations on finishing it!
 
Safer to put a Relay or Scientific installation there to get 50/50 Colony/High Tech. IIRC, outposts don't have economic influence to other stations.
Not in my experience.

I built a Coriolis next to an industrial orbital outpost. The Coriolis split it's economy 50/50 between industrial and refinery from the 2 refinery hubs on the surface much to my annoyance.
This was 10 days ago though so who knows now...
 
i built 9 so far 5 planet side , 4 top side.. including installions / farms . relay /security / mining /outpost and i still get 3 comm's :) space ports / small and medium ....most are bio waste /fruit and veg / water ..... while the other comm's are to sell only
 
Nope, it is alive!


Do you know exactly how the universe works? Does it matter?

It is fine to strive know everything. But it is definitly not necessary to enjoy life (I would even say, it spoils the fun)
I'm sure everyone that spent hours hauling cargo to build stations to find out which planets now give which economies will be delighted to know it was a complete waste of time and effort, all their data is useless because it's based on a 'mistake' that someone at FDev made and it's now been rolled back.

So last week we sort of understand how this feature worked - badly - with lots of broken stations producing nothing but biowaste.
Then Fdev silently updated something at the back end and then we have a new set of rules that sort of made sense but broke some builds that commanders were doing ( based on the previous rules ).
Now we are back as before, except every station build from last Thursday through to yesterday? has different rules applied to it - which may or may not get rolled back at some point in the next 3-4 weeks ?

It's beta - we suppose to 'test' this feature - but we have no idea what we are testing because we have no documentation on what is suppose to happen - so how can tell if broken by design or broken because of a bug ?

So for me it's fundamental to know 'how it's suppose to work' to know how to test it and what to report back as broken.

@Gwynfor you are welcome to not understand anything and keep building stations that only give you biowaste :D - or accept a little knowledge save a LOT of wasted time.
 
I'm sure everyone that spent hours hauling cargo to build stations to find out which planets now give which economies will be delighted to know it was a complete waste of time and effort, all their data is useless because it's based on a 'mistake' that someone at FDev made and it's now been rolled back.

So last week we sort of understand how this feature worked - badly - with lots of broken stations producing nothing but biowaste.
Then Fdev silently updated something at the back end and then we have a new set of rules that sort of made sense but broke some builds that commanders were doing ( based on the previous rules ).
Now we are back as before, except every station build from last Thursday through to yesterday? has different rules applied to it - which may or may not get rolled back at some point in the next 3-4 weeks ?

It's beta - we suppose to 'test' this feature - but we have no idea what we are testing because we have no documentation on what is suppose to happen - so how can tell if broken by design or broken because of a bug ?

So for me it's fundamental to know 'how it's suppose to work' to know how to test it and what to report back as broken.

@Gwynfor you are welcome to not understand anything and keep building stations that only give you biowaste :D - or accept a little knowledge save a LOT of wasted time.
Is it just me or this sound too much like a lab rat experience
 
I'm sure everyone that spent hours hauling cargo to build stations to find out which planets now give which economies will be delighted to know it was a complete waste of time and effort
If it was a waste of time, you are doing it wrong! Why would do such a thing, if you do not like it?

It's beta - we suppose to 'test' this feature - but we have no idea what we are testing because we have no documentation on what is suppose to happen - so how can tell if broken by design or broken because of a bug ?
Who said, that the players should understand the inner workings? Do you get all the data? I do not. FDev on the other hand got (most likely more than expected) data from our efforts and it seems not all was expected (no wonder, alone the effect on the BGS should be really nice. But again, I do not have the data. I hope someday a FDev employee will write it down, should be fun to read).

So for me it's fundamental to know 'how it's suppose to work' to know how to test it and what to report back as broken.
You should use an educated guess and not everything that works as intended is flawless.

@Gwynfor you are welcome to not understand anything and keep building stations that only give you biowaste :D - or accept a little knowledge save a LOT of wasted time.
I got three systems, but at the moment I work only on one and the stations got a working market. But I am not in a hurry, I simply enjoy the hauling.
Again, if you waste time, it is on you.
 
You should use an educated guess and not everything that works as intended is flawless.
That is how things works normally, right? Building architects just takes educated guesses, because we do not know everything in the universe? Or could it be that they actually studied reading materials of already known processes?

Not everyone will be flawless. But give us something to study, because this isn't just some random thing the universe threw at us. There is human thought behind it.
 
That is how things works normally, right? Building architects just takes educated guesses, because we do not know everything in the universe? Or could it be that they actually studied reading materials of already known processes?

Not everyone will be flawless. But give us something to study, because this isn't just some random thing the universe threw at us. There is human thought behind it.
Just don't engage. There are a contingent of people that will defend everything done and nothing you say, no point you make will change their mind.

Telling people to engage with something and provide feedback with no instruction on the thing they are interacting with, processes that take days or weeks to test all while making unnounced and unexplained changes behind the curtains is objectively not the way to conduct anything. We all know what the outcome would be if we implemented this within our work or other areas of our lives. There are however people here that will bend into pretzels to support it.
 
Just don't engage. There are a contingent of people that will defend everything done and nothing you say, no point you make will change their mind.

Telling people to engage with something and provide feedback with no instruction on the thing they are interacting with, processes that take days or weeks to test all while making unnounced and unexplained changes behind the curtains is objectively not the way to conduct anything. We all know what the outcome would be if we implemented this within our work or other areas of our lives. There are however people here that will bend into pretzels to support it.
I get that. But a character flaw of mine to not shut up when I should.
 
Having all HMC planets being extraction and all icy being industrial was too restrictive. There should be a lot more variety, but it would also have to be discoverable prior to building.
The thing is, even with an overall planetary type we already know the composition of any planet. Why not have any type designation modified by what's actually there? I've got a system of little icy jobs, but one is 20% metal - so some form of extraction should be possible, although it would be far less efficient/productive than on a HMC planet. Any industrial economy would rely on either local production or imports for raw materials - it doesn't make sense to tie it to a planet type, unless this has been done to give icy planets a "purpose" they wouldn't otherwise have. I can understand WW attracting tourism but that's the point - there should be a reason for linking the two. Why go planetside to an icy rock - with all the gravity well downsides that entails - to manufacture goods when you could do it in orbit?
 
O7 everyone 🫡
I just joined but I lurked this thread since colonization started. So as I am soloing my system, I am sharing my experience, something may be useful, something just curious.

General Economy of the system Pegasi Sector BV-Y c22 (Inara page)
I started with an industrial outpost. After that I built various settlements and installations (orbital and surface) mostly industrial-themed.
As soon as I finished the second (military) outpost, my economy became Military/Industrial, and it has not changed since then, despite the fact that I finished two more industrial outposts, one scientific outpost, and one industrial planetary port.
My system has now 22 completed slots of various settlements, installations and outposts... I only added one other purely military installation (a security station).
Still, Military /industrial. Better, now it is Industrial / military 🤔
I'll see if this will change increasing the tech level (35 at the moment) or if I will only succeed by building more outposts/planetary ports... or if it will never change.
The military one is the first outpost when you arrive in the system.... You never forget your first welcome? 👀

About my planetary industrial port + refinery hub
It's on a moon of a gas giant (2 slots available). I am soloing the system so it took me some time to finish it.
Imagine the satisfaction, when finished, to see that it NOT ONLY started producing only 3 commodities, but it was assigned to the smallest faction in the system, which loved anarchy, so one of the commotidies were slaves... 🙃
BUT, I built a refinery in the second free slot on the planet (just 250 km away, to make the port feel more influenced 🤣). Still 3 commodities, but now I have mineral extractors instead of slaves. The faction have not changed (and is in no particular status).
Inara now detects it as a industrial /refinery, as the market information on the planet in the system map tab.
When opening the commodities market in game, it is only "industrial".

I'll check if the commodities list will increase/change as the weeks go by.
I also have a orbital slot for that moon and I'm reserving for a possible future coriolis. But it will wait for now.

Weeeelll, that's a really long post, sorry! 😅
 
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Orbital installations in Synuefe TB-Q B52-3 which have been completed but never activated in the last few weeks are now showing at 55% completion, my outpost that disappeared 2 weeks ago still hasn't reappeared. Is there any chance at all these are ever coming online?
 
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