Elite Dangerous | Commodities Market Issue Update

This particular update does not address this issue. It is focused on the issue mentioned above.

This update affects planetary ports specifically. We are continuing to work on other improvements to economy and population for System Colonisation.
Will Colony ports built in a system with a terraforming candidate become Terraforming Economy if built on a planet that is a Terraforming Candidate or for example building a star port in orbit of a Water world that is a Terrfaorming Candidate ?
 
System: HIP 108594, low population atm (13k), one space outpost (colony economy) and numerous facilities in space + 2 surface below
Surface large high-tech settlement (Beaulieu Research Facility) ... market completelly empty for buy/sell. (? probably all wrong)

1744993121049.png

Surface large Military settlement (Hahm Military Site) ... market sells 3 commodities (? dunno) and demand is for many commodities (this seems is OK).

1744993436586.png1744993525148.png
 
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Thank you FDev for telling us about this fix, which has improved things for me. Still a distance to go, but progress is progress, and improved communication is an improvement.
 
New economy influences are lagging behind by one build. What this means is:
You start with a 100% Colony Coriolis
You build a Refinery Hub -> no change
You build a second Refinery Hub -> the first Refinery Hub applies, but not the second
You build a third Refinery Hub -> the second Refinery Hub applies, but not the third
 
New economy influences are lagging behind by one build. What this means is:
You start with a 100% Colony Coriolis
You build a Refinery Hub -> no change
You build a second Refinery Hub -> the first Refinery Hub applies, but not the second
You build a third Refinery Hub -> the second Refinery Hub applies, but not the third
So, if this is true for all of us could someone give an opinion here please.

I currently have a primary port slot industrial outpost orbiting a planet with 3 refinery hubs. This outpost is showing as industrial but sells SOME refinery goods (copper, tritium etc). The journal entry shows this as 0.90 industrial, 0.45 refinery only, so I think some of the refineries are not factored in.

In slot 0 of the same planet is a commercial outpost which currently shows industry and agriculture - absolutely no idea where the agriculture comes from as there is nothing agricultural in the entire system. The refineries are ignored.

I have 1 orbital slot free - slot 1. If I build for example a space farm there (agricultural seems to eat least refinery resources) is this likely to kickstart my refineries and get their influence working on the industrial outpost and/or the commercial outpost? I only have this one slot left so I am reluctant to use it up yet unless there is some confirmation that at least some of this is fixed...
 
Wanted say a heartfelt.thank you to FDev for improving economy influences and making them work again.

Finally, after weeks and month, i was able to build a Coriolis that actually produces Steel.
 
Greetings Commanders,

We have released a small server side update to address an issue affecting a number of planetary port commodity markets.

With this update those affected will no longer have planetary constructions limiting supply and demand to only three commodities. We anticipate it will take approximately 24 hours for the change to apply to all affected markets.

Please continue to report any issues you encounter on the issue tracker during the System Colonisation Beta.
Thanks Paul, but for those of us with Systems that don't have landable planets, but have built space Installations and still have dead Spacestaions ( mine is a Coriolis ) after many weeks, please can you look at System influence and the dead spaceport issues. There are a number of Tickets on the Issues tracker that have been raised.
 
In slot 0 of the same planet is a commercial outpost which currently shows industry and agriculture - absolutely no idea where the agriculture comes from as there is nothing agricultural in the entire system. The refineries are ignored.

Is the planet an icy planet with biosignals? Does it have an atmosphere?
 
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Is the planet an icy planet with biosignals? Does it have an atmospher?

I know it is an icy planet (which I thought would add industrial influence) and I believe it has thick methane atmosphere, not sure if that adds agriculture or not....). The thing is I thought that was all gone now anyway, and it is strange that only 1 of the refineries is recognised by the industrial output (1 refinery hub = 0.45 right?) and NONE of them are seen by the commercial (colony) outpost.
 
Greetings Commanders,

We have released a small server side update to address an issue affecting a number of planetary port commodity markets.

With this update those affected will no longer have planetary constructions limiting supply and demand to only three commodities. We anticipate it will take approximately 24 hours for the change to apply to all affected markets.

Please continue to report any issues you encounter on the issue tracker during the System Colonisation Beta.
Hi Paul,

Thanks a lot for the update.

I have a Colony Planetary Outpost (DECIMA), so a T1 Port not a T3 Port, and it still, after several weeks, still has NO commodities in the market, either to buy or sell. It does not even sell Biowaste.

Was the update mentioned below intended to fix this, or was that update only for Planetary Outposts with a Non-Colony economy?

Thanks!!
 
Hello builders. I share my experience: I built a Coriolis + refinery, the market is empty, then I built a small farm - the market had goods from the refinery, but there were no goods from agriculture (economy 50-refinery, 50 colony). Then I installed a second refinery and the market from the refinery disappeared, but fruits and vegetables appeared. Then I installed another refinery (that is, the third refinery), now the market has goods from the refinery and from agriculture and supplies have increased. Now the economy: 25- agriculture, 75-refinery. And most importantly, the colony has disappeared. Patience and good luck to everyone in this beta.
 
To give also an short feedback: In my industrial settlement (Odyssey) the update on Thursday worked.
After the server tick the market showed 3 goods (screenshot before lunchtime - sorry, it's in German, but shows the principle):

1745067290724.png


In the late afternoon at the same day it showed this:

1745067387502.png


Thank you for the update.
 
I know it is an icy planet (which I thought would add industrial influence) and I believe it has thick methane atmosphere, not sure if that adds agriculture or not....). The thing is I thought that was all gone now anyway, and it is strange that only 1 of the refineries is recognised by the industrial output (1 refinery hub = 0.45 right?) and NONE of them are seen by the commercial (colony) outpost.

There are reports that in some cases, the first refinery hub doesn't register. It took one commander 4 hubs to make the influence of 3 active. Fwiw, I think this is a bug.

Re: planetary influence, I expect to finally finish my primary port (commercial outpost) in my second colony tomorrow. It's a clean slate so if the planetary influence is still active, I'll know.
 
There are reports that in some cases, the first refinery hub doesn't register. It took one commander 4 hubs to make the influence of 3 active. Fwiw, I think this is a bug.

Re: planetary influence, I expect to finally finish my primary port (commercial outpost) in my second colony tomorrow. It's a clean slate so if the planetary influence is still active, I'll know.
While better than it was last week, this still sucks for smaller planets with only 1 or 2 build slots.

Is there a bug report that I can vote up?
 
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