"Development Level >>"? Figuring out what all these numbers do.

Data Point from after Update 3 went through:
finished primary port - Outpost Commercial Plutus in Orbit of WW

"StationEconomy":"$economy_Colony;", "StationEconomy_Localised":"Colony", "StationEconomies":[ { "Name":"$economy_Colony;", "Name_Localised":"Colony", "Proportion":1.000000 } ]

so - good thing! - no planetary influence anymore - love it!
 
So, basically, anything new we build shouldn’t be affected. Good to know. I guess if I feel like more hauling (I usually don’t), I can just get a new system until the fix gets to my existing ones.
 
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Regards the changes in chevron numbers in the UI, a diff from incorporating these changes on my github is handy for highlighting what's changed: https://github.com/cmdr-nowski/scuffed/commit/19fa9e9e431ad0ded234354aa496c48151b00513

(The data is manually compiled, so quite possibly mistakes exist in prior or current version.)

I noticed some other changes:
  • space outposts now show a system economy influence if they're not colony economy
  • in particular the pirate space outposts now show market and system influence of "contraband".
  • ground settlements, ground outposts, and space outposts added population and max population of 1 where there was none before.
  • asteroid and coriolis added max pop of 1
  • I seem to have misspelled 'bacchus' until now.
I think no facility now has a pop stat greater than 0 without also having a max pop stat of 1 or above.

Irritatingly, there are still two hub layouts called tellus - an industrial one and an exploration one. The industrial one doesn't have an image in the UI, which I suspect may be related.
 
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I think no facility now has a pop stat greater than 0 without also having a max pop stat of 1 or above.

So does this means that we should start seeing pop. increase in all those "junk" systems with just one outpost?
 
So does this means that we should start seeing pop. increase in all those "junk" systems with just one outpost?
We don't know if the population increase has already been counted if the +max pop stat was hidden before or not. But more population would certainly help, yes.

EDIT: I've started construction on a Coriolis in a new system around a terraformable HMC planet. I'll keep this one a pure Refinery economy and not make the mistakes I made earlier by including Industry economy, no matter how small.
 
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Data Point from after Update 3 went through:
finished primary port - Outpost Commercial Plutus in Orbit of WW

"StationEconomy":"$economy_Colony;", "StationEconomy_Localised":"Colony", "StationEconomies":[ { "Name":"$economy_Colony;", "Name_Localised":"Colony", "Proportion":1.000000 } ]

so - good thing! - no planetary influence anymore - love it!
Yeah I had the same thing, though I was trying to get an argi station setup, just too slow
 
So does this means that we should start seeing pop. increase in all those "junk" systems with just one outpost?
I think I saw a "spontaneous" population increase in my system (Scorpii Sector PT-R b4-2) from 23100 to ~24000 after the update. But I'm not certain, it might be just a delayed addition from one of the installations I finished before the update. Inara still shows 23100.
 
Well, I used to get get all kind of numbers, like sys map was saying one population, but the side panel (1) was giving me another number, and is SC there was another number.
Oh, and the side panel now shows 0 dockable ports(while in supercruise):)
 
My commercial outpost orbiting a moon with 2 ag settlements, which became an industrial economy upon completion last week, has not changed yet. There are no more slots to build on land or in orbit to kickstart the process. I will notify here if it ever reverts to a colony with ag influence as it was intended( if I am understanding correctly the latest news). This type of situation hopefully will be addressed in the "may take a few weeks" implementation.
 
What is the Tech level around your orbis? Are the other facilities orbiting the same body or built on it?
6, from the Orbis - there are no other facilities on or around the same body, only the station itself.

Regards the changes in chevron numbers in the UI, a diff from incorporating these changes on my github is handy for highlighting what's changed: https://github.com/cmdr-nowski/scuffed/commit/19fa9e9e431ad0ded234354aa496c48151b00513
Thank you for documenting what FDev won't.
 
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Someone has to build something and report in.
We dont actually know if anything changed until then.
They didn't really specify what was the unintended change and they are reverting.
 
Someone has to build something and report in.
We dont actually know if anything changed until then.
They didn't really specify what was the unintended change and they are reverting.
if you just scroll back 10 posts, you´ll find that I did, and by the results its quite clear that FDev was referring to the planetary influence that started taking effect last Wednesday....
 
Someone has to build something and report in.
We dont actually know if anything changed until then.
They didn't really specify what was the unintended change and they are reverting.

My commercial outpost around an icy planet is 53% done as of today. It's the primary station.
 
DId anyone tried recently one of the Trailblazer systems? It took me like 3 minutes just to engage supercruise while in there, and it's lagging really, really bad. But only in those systems.
 
I am talking about supercruising with my Cutter. Engaging...stutter.engaging, and finally, after 20 seconds started counting down 4, 3...gap....2...gap..1. (30 seconds only for this countdown). Then...stuck. Not in SC, just stuck. 2 minutes later and then I am finally moving. I could smell the smoke from the servers form the other side of the world...
 
I am talking about supercruising with my Cutter. Engaging...stutter.engaging, and finally, after 20 seconds started counting down 4, 3...gap....2...gap..1. (30 seconds only for this countdown). Then...stuck. Not in SC, just stuck. 2 minutes later and then I am finally moving.

There are also at least 125 Inara commanders active in that system. Probably more.

Try doing the same thing in a system right next door.
 
99% of the time I am in my system and there is no stutter or lag.. Sometimes I have to go for some commodities I cannot produce yet, like emergency power cells, CMM and ceramics.
Yes, I do have ground refineries, and I did play the "lottery" but never got those items.
 
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