Elite Dangerous | System Colonisation Beta Details & Feedback

@Leann3
You can see for yourself much better exactly what type of economies your stations have, by checking the journal log (after docking at that station). Open it with notepad or any other text editor and do a search for the keyword "StationEconomy". Most likely location for it is:
%HomeDrive%%HomePath%\Saved Games\Frontier Developments\Elite Dangerous

You would find in there something that could look like this:
"StationEconomy":"$economy_Refinery;", "StationEconomy_Localised":"Refinery", "StationEconomies":[ { "Name":"$economy_Refinery;", "Name_Localised":"Refinery", "Proportion":1.150000 }, { "Name":"$economy_Industrial;", "Name_Localised":"Industrial", "Proportion":0.450000 }, { "Name":"$economy_Extraction;", "Name_Localised":"Extraction", "Proportion":0.300000 }, { "Name":"$economy_Agri;", "Name_Localised":"Agriculture", "Proportion":0.150000 } ]

This random example means the station has multiple economies: refinery 1.15, industrial 0.45, extraction 0.3, agriculture 0.15. You will see in game only the largest, in this case refinery.
 
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Here's a suggestion! Since APPARENTLY a few of the colonization support ships are in power stronghold systems and similar situations, how about make it so that MY OWN CARRIER at least, will defend against powerplay forces that are attacking me? It is mildly annoying to be attacked every time I return to my carrier with a load of cargo for colonization efforts, when I am not even engaging in powerplay activities at that time. My own carrier at the very least should not be ignoring people attacking it's owner even when 3 feet from the pad, well inside the no fire zone. -.-
 
@Leann3
You can see for yourself much better exactly what type of economies your stations have, by checking the journal log (after docking at that station). Open it with notepad or any other text editor and do a search for the keyword "StationEconomy". Most likely location for it is:


You would find in there something that could look like this:


This random example means the station has multiple economies: refinery 1.15, industrial 0.45, extraction 0.3, agriculture 0.15. You will see in game only the largest, in this case refinery.
Unfortunately I'm on steam deck, so I don't know how this could be reproducible with it. But thanks for the suggestion, in case I can play it on pc I will try to get a look!(y)
 
at 19:15:55 server time just now, the first stutter hit me since this morning's patch

whatever process (external API attachment & download/upload or internal data process) that just kicked off is the cause of the stutter -- severe server lag
 
so can anyone here tell me how many cycles it takes for an asteroid station to come fully online?
Not really because it's not dependent on it being an asteroid station but how overloaded the weekly tick is. It'll take most often 1 or 2 Thursday ticks to come online. It could take 3 if they're falling even further behind.
 
Here's a core design thing: If we're not going to get any way of building stations besides hauling all the stuff ourselves (such as building up a local economy that slowly constructs them over time) - can we at least have the option to use T3 points to build T2 structures? T2 points can end up fairly constrained if you're building a lot of tourism or high-tech stuff, or if you want to build something more modest as your orbital station like a coriolis, while the only things you can spend T3 points on are the massively expensive structures that require like 200 kilotons of hauling and not all of us want to haul that much.
 
Has anyone seen their stations revert to the previous economy after FDev reverted the change that messed up the station economy?
Got a planet full of High Tech buildings and an Industrial station now that used to be High Tech...
 
Not really because it's not dependent on it being an asteroid station but how overloaded the weekly tick is. It'll take most often 1 or 2 Thursday ticks to come online. It could take 3 if they're falling even further behind.
Its been 3 whole weeks already, that's why I'm asking, thought it would've been done by now
 
Dear Frontier, while you are successfully stableised Lavelains "Lantern Light" station I would be appreciated if you take a look at mine now........
After the Corsair update on april 9th you fixed Lantern Light and even sell a bobblehead on your ARX store. I feel deeply offended by this and find it very much disrespectful. I urge you to fix this, for all these cmdrs out there having a system like mine or other problems with your amazing update.

Now to the good part.

I am realy enjoying colonisation either way. Please be more open to us about the beta progress. We are realy loving colonisation and want this to succeed.

Source: https://youtu.be/5IKCISei6QQ
 
Has anyone seen their stations revert to the previous economy after FDev reverted the change that messed up the station economy?
Got a planet full of High Tech buildings and an Industrial station now that used to be High Tech...
mine reverted after I built another small settlement in the orbit of my coriolis.
 
Here's a core design thing: If we're not going to get any way of building stations besides hauling all the stuff ourselves (such as building up a local economy that slowly constructs them over time) - can we at least have the option to use T3 points to build T2 structures? T2 points can end up fairly constrained if you're building a lot of tourism or high-tech stuff, or if you want to build something more modest as your orbital station like a coriolis, while the only things you can spend T3 points on are the massively expensive structures that require like 200 kilotons of hauling and not all of us want to haul that much.
Totally agree - there's no way I am going to solo a T3 facility, but I'm sitting on 12 T3 construction points that would be great to be able to trade down into T2's instead.
 
Totally agree - there's no way I am going to solo a T3 facility, but I'm sitting on 12 T3 construction points that would be great to be able to trade down into T2's instead.
Instead of having tier 2 construction points and tier 3 construction points, why not just have "construction points" and current it cost 3 construction points to build a coriolis or asteroid station, and 6 construction points to build the current T3 stations? Then, you can use your construction points for whatever you wish and not be so constrained.
 
Instead of having tier 2 construction points and tier 3 construction points, why not just have "construction points" and current it cost 3 construction points to build a coriolis or asteroid station, and 6 construction points to build the current T3 stations? Then, you can use your construction points for whatever you wish and not be so constrained.
as much as I support the Idea of down-compability, I do not so for common (T2/T3) building-points.
The Tier 3 structures (from my POV) should have a decent support by an adequate number of Tier 2 installations.
 
I think once you achieve a level of tech/dev, you should then be able to build the higher tiered objects - but I guess it prevents an all-coriolis system. The inclusion of the smaller installations/hubs/orbitals give it a sense of self-sustainability.
 
On an aside; I have always determined the entry facet of a coriolis by the pole that is closest to the body it is orbiting. As luck would have it, my coriolis is placed perpendicular to the body, so I couldn't use this rule any more. Having done this for years, I failed to notice that the entry facet has white blinking lights and the rear has red. I'm sure this is something everybody but me has always known.
 
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