Elite Dangerous | Colonisation Facilities & Markets

I think it would be very cool if missions to haul supplies to colonization ships would spawn in nearby systems and paid handsomely.

the payment as far as i'm concerned is in the goods they are trucking for the given destination colony. Not credits. They would be full of needed stuff. Difficulty could be linked to number and size of convoy ships and how many pirate waves (and the quantity and type of pirates within).. 3 T9's full of goodies, that's should be very hard. a Single T8 or python...easy. etc. Taking on those missions would be entirely motivated by contributing to the colony in question, with only a minor monetary gain similar to what trucking provides.
 
The "new" system is good. We just need to test it out abit more to give concrete advice.

The way it was implemented is bad,just a random backend change with zero warning.
It needs to be shown in the UI
They have to add an undo or scrap button to builds. (I understand this is problematic for the way the server works but it has to be made)

And most important,we need hauling relief. A haircut in required materials would help alot,until something better is made.
 
I'm not sure if this is better-served here or in the general colonization feedback, but alas -

The (uncommunicated) implementation of planet-type baseline economies  is a solution to the useless station dilemma, but in its current form it's one-step-forwards, two-large-steps-back.

It gives all previously useless stations built over non-landable bodies a marketplace and a purpose (good!)

It breaks many player's previously successful economies by introducing unwanted secondary or tertiary economy types that consume desired commodities (not good!)

In it's current implementation (because the inherent baseline influence is so much stronger than player-built settlements and installations), it eliminates the agency players previously had to determine market types in stations, as well as renders all of the settlements, hubs, and installations that Trailblazers introduced functionally-irrelevant from an economic standpoint (terrible!)

While I think the intent of the changes is positive (and is a direct response to player feedback), I believe most people's new concerns would be resolved simply by significantly reducing the magnitude of the planet-type baseline economy, such that players once again have the agency to determine the market types at a station over landable bodies using the support facilities provided by Trailblazers. At present, it requires between three and four built-facilities just to break even against the planet's new baseline economy, which has entirely arrested our squad's desire to continue making progress on our systems until the numbers have been tuned.
 
Ideally, the planetary influence on economy would work like the "Colony" economy of unspecialized stations. That is, it gets overridden if you build specialized infrastructure in the neighborhood. For example, a Coriolis around an ice planet would have Industrial economy if there is nothing else around, but by building refinery hubs on the surface you can respecialize it to Refinery economy—or you could reinforce the existing Industrial economy further by appropriate facilities.

This gives the best of both worlds and a highly flexible system for the architects to tailor their star systems as best as possible.
 
Ideally, the planetary influence on economy would work like the "Colony" economy of unspecialized stations. That is, it gets overridden if you build specialized infrastructure in the neighborhood. For example, a Coriolis around an ice planet would have Industrial economy if there is nothing else around, but by building refinery hubs on the surface you can respecialize it to Refinery economy—or you could reinforce the existing Industrial economy further by appropriate facilities.

This gives the best of both worlds and a highly flexible system for the architects to tailor their star systems as best as possible.
Yes! This would absolutely address our concerns as well. If they are dead-set on all planets having inherent economies from now on, we at least need to beg them to turn down the weight of the effect, but your solution is far more elegant and would produce, by far, the best gameplay result.
 
Suggestions for the economy programming/planning. Additional to handle orphaned space stations (these without landable planets).
1) Asteroid harbour should only buildable in asteroid fields or planet rings and be always Extraction.
Try to build such a base elsewhere should not function and lead to a hint for the player.
2) Space stations with an economy by design (eg. Industrial Outpost) > economy should stay as designed.
3) Planetary settlements with an economy by design (eg. Industrial PlanetOutpost) > economy should stay as designed.
4) Economy of SPACE STATIONS with 'colony' economy should earn their economy only from INSTALLATIONS IN ORBIT of THIS
planet or ANY moon orbiting this planet. Example: Primary port Coriolis is built and orbiting one of three moons of
a gas giant. Now a space farm is built at a DIFFERENT MOON of THIS planet. The economy of the Coriolis should
change now to Agriculture because of the influence of the installation.
! There is a missing of an INDUSTRIAL installation at the moment to change the Coriolis economy this way.!
If one build space-installations with different economies there should be a ranking, a weight. For example: if one build
1 space farm (rank 2), 1 mining (rank 3) and 1 pirate (rank 1) installation in different orbits of moons orbiting
this one planet the Coriolis should get extraction economy (highest rank). If one adds another farm, mining or pirate
installation this should not change anything. But if one adds a high tech (rank 6) or military (rank 5) installation there the
Coriolis should switch to the economy of the installation with the highest rank. An INDUSTRIAL installation (rank 4) is
missing and need to be added to the game. Planetary buildings should not influence any space station -
these should only get their economy by design (eg. Industrial Outpost) - or if 'colony': from installations orbiting
ANY other body of this planet or orbiting the planet itself.
5) Economy of PLANETARY FACILITIES with 'colony' economy should function same as space stations at point 4)
These should earn their economy from the economy of other settlements or hub's in a ranking, build on EACH
moon orbiting this planet or the planet itself.
If there is only 1 slot for a planetary settlement in a system, so don't use a facility"colony" for this.
6) The economy of the SYSTEM should function in similiar way by a ranking. But the amount of ALL facilities in the
System should count here. Example: if there are 1 space farm, 1 agricultural planetary settlement and 1 high tech
space outpost, it should be an agricultural system.
If the amount of the different economy facilities is same, the ranking of the facilities should count, example:
3 mining (rank 3) facilities and three industrial (rank 4) facilities give the result of an industrial system.
I can add a few to that:

1 - Colony Outposts in orbit and outpost installations on planet should add either initial and/or max population.
2 - There are "no planet" systems in the game. The main (biggest) station(s) then should sell some commodities based on the economies installed in the system as well.
Example below; my main port is extraction, I also installed a research outpost. My system appears extraction , high-tech. So I'd expect in my main port extraction and some high-tech items to be sold. [ For some reason, my colony's research outpost isnt selling anything at all.., and I cant even enter the main port , sicne medical installation is still blocking the entry, and also appears as a research station :) ]


1744017066714.png
 
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Yarrrn, just give each potentially affected port a switch to toggle the new magic economy influence on and off and on and off.
Each toggle triggers economy update.
To prevent toggle spam server overload, charge 1000 ARX for each toggle.
 
Hi All :)

Just a few questions if anybody has a definite solution (ones that will work 100%) to solve the first question in particular.

1. How do you get the 'Exploration' facility to work at your stations if the option is greyed out when landed at your station, or missing in the main system-station facility's menu.?
2. What facility's are definitely not going to be available at player constructed stations, compared to what's generally available in the usual assortment of the original game space stations pre colonisation.

I'm not particularly stressed either way if there isn't a solution to either of these questions, but as the thought occurred to me just now I decided to ask! ...(I'm out in the black just doing plain exploring at the moment (not colonisation connected in anyway). 🪐

Jack :)
 
Greetings Commanders,

The current process for growing the market in a Starport is to build up facilities on or around the planetary body that it is orbiting.

We are continuously iterating on the design implemented, and we will continue to investigate ways to allow all facilities to find a route to market elsewhere within that star system. We have read your feedback and we are taking it into account in our investigation.

Thank you for continuing to share your thoughts during this Beta process and helping us to improve Trailblazers.
Oh dear God..... I can just hear Mechan's soul smashing into a thousand pieces from here.
 
Hi :)

Effectively making earth-like-worlds and water-worlds (which are exactly the same as ELW, just having less lend) to be useless for colonization. Despite the fact that most-populated systems (10-30 billions) in the bubble have 2-3 ELW planets.

Certainly. But if people had been clear from the start that they were only there to look pretty, there would have been fewer complaints about discovering that after construction of an expensive asset was complete.

(And the "solution" has been to change the rules after construction of an entire month's expensive assets is complete, which will probably raise the number of complaints rather than lower it)

Well, this really fills me with confidence with my claimed system that contains two terrestrial worlds...not! :LOL:
I've only claimed two systems in total, but I've gracefully 'retired' from colonisation at present, this being one of the reasons why. 🤷‍♂️ and confusion with the whole station / economy structure. :unsure:

Jack :)
 
At present, it requires between three and four built-facilities just to break even against the planet's new baseline economy, which has entirely arrested our squad's desire to continue making progress on our systems until the numbers have been tuned.
When watching Mechan et al explaining what they are finding with economy influences they keep mentioning factors like a 1.15 industrial influence etc, and previously I know Mechan at least was trying to figure out the influence weights of various hubs, settlements and outposts etc. Where do you get to see these numbers please?

I was keeping records of some things I built and what effect adding hubs and outposts would have but right now I dont know if I am making any difference at all....

I built an industrial outpost as primary port, obviously got an industrial economy, so I listed all the market had to sell and the quantities. I built a large refinery hub on the surface of the planet the outpost was orbiting and - as expected - I lost a few items (power generators, clothing, liquor and skimmer components), and everything else approximately doubled in quantities for sale. Only power generators are useful to colonisation buildings so no problem, a small win for me.

I then built a commercial outpost (so technically colony economy) in slot 0 of the same planet, to see if it came out part industry, part refinery, but instead it is listed as industry but carries a lot of agricultural goods......Just in case this helps anyone, it also produces commodities like mineral oil (which is produced by agriculture) which is NOT being consumed by any refinery element, so I don't know if my commercial outpost has any refinery influence at all - it does not sell any refinery commodities at all.

I added a second large refinery hub to the same planet and still the commercial outpost has no refienery goods, and in fact nothing changed there at all, it is as if neither refinery exists.
For the Industrial outpost however the second refinery HAS made some changes - skimmer components are now back for sale at slightly lower quantity than originally, and I now have copper for sale (12k supply). Also all the quantities have gone up a further 10-20% more than after building the first refinery, EXCEPT for scrap and biowaste which have gone down by 20&%.

The planet in question is an icy world, which I obviously did not take into account when I started the project because at that time the planet type did not seem to make any difference. The security level in the system will have gone down slightly due to the outposts, and the development, tech, and wealth will have gone up. Population is still currently only 11,800 so I am assuming (eek!) that little of the change should be due to that.

I will be adding the final refinery hub today and can post what I find on here if anyone is interested, but knowing how to track my changes by actual in game numbers would be awesome. It seems at the moment that with all these known and unknown background tweaks and radical concept changes that we are all throwing darts at an erratically moving dartboard, so anything that will help me know if I am hitting would be handy :).

One last thing and not completely colonisation related but recently half the planets in the system I am experimenting in have disappeared from the system map - basically my map just shows all the outer planets as missing plus a planet with 6 moons that I know is close to the primary star - cannot see in system vies, orrery view, not even listed as unidentified in navigation panel......this despite the fact that they WERE showing before and I have even mapped them all, explored the hotspots in the rings etc. My friend who has once been into the system and honked before helping me offload my fleet carrier can see my whole system, planet types, all system info etc even though he is currently 400 ly away in the bubble - how tf can i not see any of this even though I am actually in the system? Honking or visiting the nav beacon still does not reveal these now hidden planets - does anyone else get this problem and if so is there a quick solution? I have wandered and chased down unidentified sources that I randomly "see" from the cockpit, and mainly these have been "weapons fire" etc but I did stumble upon one previously mapped planet and its moons and that now shows in my system map again, but claims I have never mapped it.......any ideas would be welcome please, otherwise I will get my friend to come visit all the planets himself and I can target him to re-find them.

Sorry for the long post, fly safe guys and have fun 07
 
When watching Mechan et al explaining what they are finding with economy influences they keep mentioning factors like a 1.15 industrial influence etc, and previously I know Mechan at least was trying to figure out the influence weights of various hubs, settlements and outposts etc. Where do you get to see these numbers please?
you find that in the "Docking" Event in the Games Journal files.

Usually they are stored (Windows) in C:\users\usernamer\saved games\Frontier Developements\Elite Dangeous\
open the newest file using Notepad (or any other editor) and serach for "StationEconomy"

You will find a long entry-line with an entry like this
"timestamp":"2025-04-09T09:15:00Z", "event":"Docked", "StationName":"Burbank Orbital", "StationType":"Ocellus", "Taxi":false, "Multicrew":false, "StarSystem":"Daha", "SystemAddress":9467047847369, "MarketID":3231158272, "StationFaction":{ "Name":"Star Norse Union" }, "StationGovernment":"$government_Communism;", "StationGovernment_Localised":"Communist", "StationServices":[ "dock", "autodock", "blackmarket", "commodities", "contacts", "exploration", "missions", "outfitting", "crewlounge", "rearm", "refuel", "repair", "shipyard", "tuning", "engineer", "missionsgenerated", "flightcontroller", "stationoperations", "powerplay", "searchrescue", "stationMenu", "shop", "livery", "socialspace", "bartender", "vistagenomics", "pioneersupplies", "apexinterstellar", "frontlinesolutions", "registeringcolonisation" ], "StationEconomy":"$economy_Refinery;", "StationEconomy_Localised":"Refinery", "StationEconomies":[ { "Name":"$economy_Refinery;", "Name_Localised":"Refinery", "Proportion":1.000000 } ], "DistFromStarLS":81.708609, "LandingPads":{ "Small":9, "Medium":13, "Large":5 } }
 
Когда я смотрю, как Mechan и др. объясняют, что они обнаружили в отношении влияния экономики, они постоянно упоминают такие факторы, как промышленное влияние в 1,15 раза и т. д., а раньше я знаю, что Mechan, по крайней мере, пытался вычислить вес влияния различных центров, поселений, аванпостов и т. д. Где можно увидеть эти цифры?

Я вел учет некоторых построенных мной объектов и того, какой эффект окажет добавление центров и аванпостов, но сейчас я не знаю, вношу ли я хоть какой-то вклад...

Я построил промышленный форпост в качестве основного порта, очевидно, получил промышленную экономику, поэтому я перечислил все, что рынок мог продать, и объемы. Я построил большой центр переработки на поверхности планеты, на орбите которой находился форпост, и, как и ожидалось, я потерял несколько предметов (генераторы энергии, одежду, спиртное и компоненты скиммера), а все остальное примерно удвоилось в количестве для продажи. Только генераторы энергии полезны для колонизационных зданий, так что никаких проблем, небольшая победа для меня.

Затем я построил коммерческий форпост (технически колониальную экономику) в слоте 0 той же планеты, чтобы посмотреть, получится ли что-то частично промышленное, частично нефтеперерабатывающее, но вместо этого он указан как промышленное, но перевозит много сельскохозяйственных товаров... На всякий случай, если это кому-то поможет, он также производит товары, такие как минеральное масло (которое производится сельским хозяйством), которое НЕ потребляется ни одним элементом нефтепереработки, поэтому я не знаю, имеет ли мой коммерческий форпост какое-либо влияние на нефтепереработку - он вообще не продает никаких нефтеперерабатывающих товаров.

Я добавил второй крупный нефтеперерабатывающий завод на ту же планету, но на коммерческом форпосте по-прежнему нет нефтеперерабатывающих товаров, и по сути там вообще ничего не изменилось, как будто ни одного нефтеперерабатывающего завода не существует.
Однако для промышленного форпоста второй НПЗ внес некоторые изменения - компоненты скиммера теперь снова продаются в несколько меньшем количестве, чем изначально, и теперь у меня есть медь на продажу (поставка 12 тыс.). Кроме того, все количества выросли еще на 10-20% больше, чем после строительства первого НПЗ, ЗА ИСКЛЮЧЕНИЕМ лома и биоотходов, которые упали на 20&%.

Планета, о которой идет речь, — это ледяной мир, который я, очевидно, не учел, когда начинал проект, потому что в то время тип планеты, казалось, не имел никакого значения. Уровень безопасности в системе немного снизится из-за аванпостов, а развитие, технологии и богатство возрастут. Население в настоящее время составляет всего 11 800 человек, поэтому я предполагаю (ух ты!), что мало изменений должно быть связано с этим.

Сегодня я добавлю последний узел перерабатывающего завода и могу выложить здесь то, что найду, если кому-то интересно, но было бы здорово знать, как отслеживать свои изменения по реальным игровым числам. Кажется, что на данный момент со всеми этими известными и неизвестными фоновыми изменениями и радикальными изменениями концепции мы все бросаем дротики в хаотично движущуюся мишень, поэтому все, что поможет мне узнать, попадаю ли я, было бы полезно :).

И последнее, и не совсем связанное с колонизацией, но недавно половина планет в системе, в которой я экспериментирую, исчезли с карты системы - в основном моя карта просто показывает все внешние планеты как отсутствующие, плюс планету с 6 лунами, которая, как я знаю, находится близко к главной звезде - не отображается в системных видах, в представлении Orrery, даже не указана как неопознанная на панели навигации... это несмотря на то, что они были показаны раньше, и я даже нанес их на карту, исследовал горячие точки в кольцах и т. д. Мой друг, который когда-то был в системе и сигналил, прежде чем помочь мне разгрузить мой авианосец, видит всю мою систему, типы планет, всю системную информацию и т. д., хотя в настоящее время он находится в 400 световых годах в пузыре - как я могу не видеть ничего из этого, хотя я на самом деле в системе? Сигнал или посещение навигационного маяка все еще не показывает эти теперь скрытые планеты - у кого-нибудь еще есть эта проблема, и если да, то есть ли быстрое решение? Я бродил и преследовал неопознанные источники, которые я случайно «видел» из кабины, и в основном это были «огни оружия» и т. д., но я наткнулся на одну ранее нанесенную на карту планету и ее луны, и теперь она снова отображается на моей карте системы, но утверждает, что я никогда ее не наносил на карту... Буду рад любым идеям, в противном случае я попрошу своего друга лично посетить все планеты и направлю его, чтобы он снова их нашел.

Извините за длинный пост, летайте безопасно, ребята, и получайте удовольствие 07
Привет, у меня есть промышленный форпост и на планете есть нефтеперерабатывающий завод, и он ничего не дает рынку, потому что промышленность все съедает. Просто надо помнить, что промышленность и нефтеперерабатывающие заводы не могут быть построены вместе.

Google Translate
Hi, I have an industrial outpost and there is an oil refinery on the planet and it gives nothing to the market because the industry eats everything. Just remember that industry and oil refineries cannot be built together.
 
Last edited by a moderator:

Ozric

Volunteer Moderator
Привет, у меня есть промышленный форпост и на планете есть нефтеперерабатывающий завод, и он ничего не дает рынку, потому что промышленность все съедает. Просто надо помнить, что промышленность и нефтеперерабатывающие заводы не могут быть построены вместе.
Please post in English only on the main forum. I have added a Google Translation to your post.
 
When watching Mechan et al explaining what they are finding with economy influences they keep mentioning factors like a 1.15 industrial influence etc, and previously I know Mechan at least was trying to figure out the influence weights of various hubs, settlements and outposts etc. Where do you get to see these numbers please?

I was keeping records of some things I built and what effect adding hubs and outposts would have but right now I dont know if I am making any difference at all....

I built an industrial outpost as primary port, obviously got an industrial economy, so I listed all the market had to sell and the quantities. I built a large refinery hub on the surface of the planet the outpost was orbiting and - as expected - I lost a few items (power generators, clothing, liquor and skimmer components), and everything else approximately doubled in quantities for sale. Only power generators are useful to colonisation buildings so no problem, a small win for me.

I then built a commercial outpost (so technically colony economy) in slot 0 of the same planet, to see if it came out part industry, part refinery, but instead it is listed as industry but carries a lot of agricultural goods......Just in case this helps anyone, it also produces commodities like mineral oil (which is produced by agriculture) which is NOT being consumed by any refinery element, so I don't know if my commercial outpost has any refinery influence at all - it does not sell any refinery commodities at all.

I added a second large refinery hub to the same planet and still the commercial outpost has no refienery goods, and in fact nothing changed there at all, it is as if neither refinery exists.
For the Industrial outpost however the second refinery HAS made some changes - skimmer components are now back for sale at slightly lower quantity than originally, and I now have copper for sale (12k supply). Also all the quantities have gone up a further 10-20% more than after building the first refinery, EXCEPT for scrap and biowaste which have gone down by 20&%.

The planet in question is an icy world, which I obviously did not take into account when I started the project because at that time the planet type did not seem to make any difference. The security level in the system will have gone down slightly due to the outposts, and the development, tech, and wealth will have gone up. Population is still currently only 11,800 so I am assuming (eek!) that little of the change should be due to that.

I will be adding the final refinery hub today and can post what I find on here if anyone is interested, but knowing how to track my changes by actual in game numbers would be awesome. It seems at the moment that with all these known and unknown background tweaks and radical concept changes that we are all throwing darts at an erratically moving dartboard, so anything that will help me know if I am hitting would be handy :).

One last thing and not completely colonisation related but recently half the planets in the system I am experimenting in have disappeared from the system map - basically my map just shows all the outer planets as missing plus a planet with 6 moons that I know is close to the primary star - cannot see in system vies, orrery view, not even listed as unidentified in navigation panel......this despite the fact that they WERE showing before and I have even mapped them all, explored the hotspots in the rings etc. My friend who has once been into the system and honked before helping me offload my fleet carrier can see my whole system, planet types, all system info etc even though he is currently 400 ly away in the bubble - how tf can i not see any of this even though I am actually in the system? Honking or visiting the nav beacon still does not reveal these now hidden planets - does anyone else get this problem and if so is there a quick solution? I have wandered and chased down unidentified sources that I randomly "see" from the cockpit, and mainly these have been "weapons fire" etc but I did stumble upon one previously mapped planet and its moons and that now shows in my system map again, but claims I have never mapped it.......any ideas would be welcome please, otherwise I will get my friend to come visit all the planets himself and I can target him to re-find them.

Sorry for the long post, fly safe guys and have fun 07
To make 'vanished' planets visible again, use the FSS scanner after honking, just like you would to chart a new system.
 
you find that in the "Docking" Event in the Games Journal files.

Usually they are stored (Windows) in C:\users\usernamer\saved games\Frontier Developements\Elite Dangeous\
open the newest file using Notepad (or any other editor) and serach for "StationEconomy"
Thank you so much Xenia - I can now see that my commercial outpost is 1.15 industrial, 1.00 agricultural - the refineries have no impact on it at all.
My primary outpost (industrial) is now marked as 0.90 industrial, 0.45 refinery (influenced by 2 large refinery hubs.)

I can now track my Industrial outpost properly - I can see it started at 1.15 industrial, nothing else.
When I added the first refinery hub (large) it changed to 1.15 industry, 0.45 refinery - I already noted what changes to the market occurred in my above post.
When I added the second refinery hub (large) it changed to 0.90 industry, 0.45 refinery, and again the changes to marketplace are noted in my original post - but highlight was the addition of copper and the return of skimmer components.

This gives me a reason to believe that if the refinery supply element is strong enough then maybe I can overcome the industrial economy needs and actually get some more metals produced. I am interested in whether or not I get back power generator production back also, as the industrial economy demand for power generators is currently 3,142. Unfortunately I did not think to record what the demand for skimmer components was when I first lost the ability to make them but this may give more of an insight into the relationship between economies.

Den86
Hi, I have an industrial outpost and there is an oil refinery on the planet and it gives nothing to the market because the industry eats everything. Just remember that industry and oil refineries cannot be built together.<

I understand, this is what I am trying to explore - is it possible to outproduce the supply or do you just lose commodities for no gain. The fact that I can now produce skimmer components again makes me think it might be possible to brute force this with enough planetary/orbital slots. Whether this will be worth doing is another matter, this is just for fun and to try to understand.

Thank you everyone, 07
 
Thank you so much Xenia - I can now see that my commercial outpost is 1.15 industrial, 1.00 agricultural - the refineries have no impact on it at all.
My primary outpost (industrial) is now marked as 0.90 industrial, 0.45 refinery (influenced by 2 large refinery hubs.)

I can now track my Industrial outpost properly - I can see it started at 1.15 industrial, nothing else.
When I added the first refinery hub (large) it changed to 1.15 industry, 0.45 refinery - I already noted what changes to the market occurred in my above post.
When I added the second refinery hub (large) it changed to 0.90 industry, 0.45 refinery, and again the changes to marketplace are noted in my original post - but highlight was the addition of copper and the return of skimmer components.

This gives me a reason to believe that if the refinery supply element is strong enough then maybe I can overcome the industrial economy needs and actually get some more metals produced. I am interested in whether or not I get back power generator production back also, as the industrial economy demand for power generators is currently 3,142. Unfortunately I did not think to record what the demand for skimmer components was when I first lost the ability to make them but this may give more of an insight into the relationship between economies.

Den86


I understand, this is what I am trying to explore - is it possible to outproduce the supply or do you just lose commodities for no gain. The fact that I can now produce skimmer components again makes me think it might be possible to brute force this with enough planetary/orbital slots. Whether this will be worth doing is another matter, this is just for fun and to try to understand.

Thank you everyone, 07
I will soon start building 2 refineries above Coriolis, I want there to be only one economy, then I will write what happens.
 
A mechanic for canceling construction is very much needed.
Or a function for self-destruction of the building.
People should have the right to make mistakes and the possibility of correcting this mistake.
Will this be implemented?
There does seem to be a lot of people asking for an 'undo' feature.
No surprise really but how ? If I haul 21k items from various places to build my shiny new station, then see that it can only ever produce biowaste then I'd want my money back! but actually it didn't cost money and if you are doing it right you can make a small profit from it - what I'd really want to the 8-10 hours of time wasted back!! or maybe all the items back ( but back to where? I have a fleet carrier so it's possible, assuming I still have the space for the items ).

As always with FDev the 'new feature' is broken and undocumented , maybe in a couple of months they will have finished figuring it all and managed to implement a working stable version with documentation so the community doesn't have to do their job for them and wasted weeks building lots of random stations to gather all the information that FDev could just have released.
This feature is not like the Thargoids or the exo-biology where the fun is in the discovering - this is fundamental game system! - imagine if they removed all the info and images for the ships and just gave you a 'Buy Ship for 1m-100m' button and when you click it you get a random ship and get debited a random amount between 1m-100m - that's what this feels like - instead of a random amount of credits it's a random number items in the thousands that you have to supply, then you get 'something' )


Instead playing roulette with my time, I'm enjoy playing on one of my other accounts, I just reset it and started from scratch again, the early game where you can set goals for yourself is much more fun than that late game where the only things you haven't done are the new features ( which are broken )
 
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