Elite Dangerous | System Colonisation Beta Details & Feedback

This is why the Gamma players were able to keep their saves.
Crikey i need another coffee - i misread that to say German players were able to keep their saves; thought that was a cheeky rebut to the ECB fiscal policies in the last financial crash...

Sometimes I think FDEV need to work alongside me in the restaurant kitchen. Imagine being asked by a customer for a steak and instead you made them a salad. Do you think the customer would be happy?! So to stretch the analogy to Elite - if I, the customer, want a Refinery economy (steak) and get a Tourist economy (salad) instead or even nothing at all and get little or no explanation as to why, and then I can understand the punters to be unhappy. I mean is this a vegan restaurant or a fish restaurant? Do I pay with cash or card? People need to understand the rules of the game to have a happy experience with no unexpected surprises along the way.

Yes, its a beta and yes its work in progress, and yes, I love Elite, but some more regular feedback and updates from FDEV and not least some colonisation rules (e.g. A+B=C) would go along way to keep players on board. Thank you.
 
FDEV has installed a patch for the built ground stations so that more than three goods are sold. After I had installed another flooring, I have only two. With many of the settlements that I built, I couldn't put on at all. The status points out that the services are exposed. Goods are also not offered. You can still see that colonization doesn't work properly at all. Many systems that I have visited show only a built starter harbor and then no other built settlements or outposts. I think most people have just lost their lusts because of the many mistakes. I can only hope that Frontier will soon get colonization under control and it works properly. As long as this is not fixed by Frontier, I will suspend my construction activities.
 
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Many systems that I have visited show only one built -in starter harbor and then no further built -up settlements or outposts. I think most people have just lost their lust because of the many bugs.
I'm one of those people. I don't see any reason to continue with hauling stuff to create installations when there no guarantee things are going to work. I'm more than happy to keep building up the system, but no-one wants to do that many hauling trips for something that's effectively a cosmetic detail.

Once I know basic stuff works, I'll be happy to get involved with this again.
 
I noticed that a stutter bug appears in elite 5 minutes after every hour. The frame rate collapses very massively for about 30 seconds and elite begins to stutter. This bug seems to affect many people. No matter you have a high end computer or not. CMDR Mechan described it quite well on YouTube. So people you don't need a new computer because of the bug. One can only hope that this will soon be fixed by Frontier.
Source: https://www.youtube.com/watch?v=Ls4tEa8kBGk&t=267s
 
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FDEV has installed a patch for the built ground stations so that more than three goods are sold. After building a second floor station, I have only two. With many of the settlements I have built, you cannot dock at all. The status points to the fact that the services are exposed. Goods are also not offered. You can still see that colonization doesn't work properly at all. Many systems that I have visited show only one built -in starter harbor and then no further built -up settlements or outposts. I think most people have just lost their lust because of the many bugs. I can only hope that Frontier will soon get the colonization under control and I will not pursue further construction projects as long as long as I will not continue.
with the track record of issues abandoned till now..... best dont place any hope on that
I noticed that a stutter bug appears in elite 5 minutes after every hour. The frame rate collapses very massively for about 30 seconds and elite begins to stutter. This bug seems to affect many people. No matter you have a high end computer or not. CMDR Mechan described it quite well on YouTube. So people you don't need a new computer because of the bug. One can only hope that this will soon be fixed by Frontier.
Source: https://www.youtube.com/watch?v=Ls4tEa8kBGk&t=267s
and I thought it was my GPU acting up...
 
Some markets may take longer to be reverted. We anticipate all of these should be complete in a maximum of two weeks.
Hey Paul, has this been delayed? My station still remains influenced by the planet (Taylor Town - Col 285 Sector IX-T d3-89 for reference).

Can we have an update on this please?
 
I noticed that a stutter bug appears in elite 5 minutes after every hour. The frame rate collapses very massively for about 30 seconds and elite begins to stutter. This bug seems to affect many people. No matter you have a high end computer or not. CMDR Mechan described it quite well on YouTube. So people you don't need a new computer because of the bug. One can only hope that this will soon be fixed by Frontier.
Source: https://www.youtube.com/watch?v=Ls4tEa8kBGk&t=267s

It's the top voted issue.

....and has been since December :rolleyes:
 
It's the top voted issue.

....and has been since December :rolleyes:
... And at least for me it has increased within the last week.

This can get really annoying when dogfighting, supercharging FSD or doing manual docking with huge ships.

And no, it's not "you are timing it wrong", as I really don't want to be pushed to time my docking maneuvers/dogfighting/supercharging/you_name_it "correctly" because FDev is not able to fix this problem.
 
So - Are the any plans for resources to help players determine what they need in a system? The arrows when you place something down are cool and all, but they don't help me plan out what I need for a system or tell me what gets unlocked if I do. For instance, I want to have Universal Cartographics at some of my stations, even a Coriolis is missing it.

I really don't want to play the guessing game with something that is final, that just sounds like a proper waste of my time and potential systems.
 
So... I built two high-tech outposts because I wanted the system to be high-tech, and also to have markets from the very start... what they did. Last week one of the factions left the system, and the dominant faction took the outpost... and the market vanished. I thought it would take a few days and would probably reappear today, with the server's reboot, but no chance, it's not there, Is this by design or is this another bug from a system that does not seem to be working as suggested/expected? I've more problems (a big agriculture settlement that has been inactive since day one is another example...), but this one is a good example of how Colonization is broken.
 
Last week one of the factions left the system, and the dominant faction took the outpost... and the market vanished.
What government type was the leaving faction, and what government type is the one that's got the station now?

This comes up occasionally with pre-colonisation stations too:
- the station doesn't have a commodity market by default
- the faction in charge of the station is of a type which opens black markets
- you can't have a black market on its own, so it also opens a commodity market
- another faction takes charge and closes the black market
- this was the only thing keeping the commodity market open, so that closes too

Whether it's intended that colonisation outposts can sometimes not have a commodity market service I have no idea, of course.
 
What government type was the leaving faction, and what government type is the one that's got the station now?

This comes up occasionally with pre-colonisation stations too:
- the station doesn't have a commodity market by default
- the faction in charge of the station is of a type which opens black markets
- you can't have a black market on its own, so it also opens a commodity market
- another faction takes charge and closes the black market
- this was the only thing keeping the commodity market open, so that closes too

Whether it's intended that colonisation outposts can sometimes not have a commodity market service I have no idea, of course.
The leaving faction is anarchy (they are still next door...) and the faction it was sharing the space with is a Theocracy, which has now taken the station, so it has two high-tech outposts... but one has no market now, what makes no sense. I understand it was closed because of the change (it did sell some stuff not found on the other outpost), but in the Real-World, even with a war, markets keep working,,, and here is only a power change. In ED, though, markets simply vanish... despite the fact that high-tech outposts come with a market of their own! Don't know what's going to happen next...
 
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Hi all, not sure if this is something that's already been picked up regarding refinery hubs being broken (if they were active and you've added another installation in that local area). The broken hubs no longer allow me to apply a rename or a custom name against them. I've pasted some screenshot examples just for reference. I've noticed the refinery hubs that are broken are also not showing any exports, but I'm guessing this makes sense if they are broken - Is anyone else seeing this for their broken hubs or is mine a separate bug altogether. I thought Id post here before logging just in case there is a master ticket already or a common theme, thanks o7.
 

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Hi all, not sure if this is something that's already been picked up regarding refinery hubs being broken (if they were active and you've added another installation in that local area). The broken hubs no longer allow me to apply a rename or a custom name against them. I've pasted some screenshot examples just for reference. I've noticed the refinery hubs that are broken are also not showing any exports, but I'm guessing this makes sense if they are broken - Is anyone else seeing this for their broken hubs or is mine a separate bug altogether. I thought Id post here before logging just in case there is a master ticket already or a common theme, thanks o7.
It’s not just refinery hubs. Most of my ground structures (bio research settlements, large ground port) have the same problem. I exchanged emails with support who say it’s a known issue under investigation.
 
Hi all, not sure if this is something that's already been picked up regarding refinery hubs being broken (if they were active and you've added another installation in that local area). The broken hubs no longer allow me to apply a rename or a custom name against them. I've pasted some screenshot examples just for reference. I've noticed the refinery hubs that are broken are also not showing any exports, but I'm guessing this makes sense if they are broken - Is anyone else seeing this for their broken hubs or is mine a separate bug altogether. I thought Id post here before logging just in case there is a master ticket already or a common theme, thanks o7.
I've been having the same problem for a while now. I can't change the names of all my Refinery Hubs anymore. All 5 are in different systems. It tells me I've already changed them 5 times. Even though I've only changed their names once or twice.
 
Any infos about economy on stations? Two weeks ago I made coriolis + ref hub on the planet below and sitll have no effect. I am not sure if it is still bug after "planetary economy" case or I should report an issue ticket (but it is locked when I checked last time).
 
Any infos about economy on stations? Two weeks ago I made coriolis + ref hub on the planet below and sitll have no effect. I am not sure if it is still bug after "planetary economy" case or I should report an issue ticket (but it is locked when I checked last time).
There is, most ressearch are conducted here : https://forums.frontier.co.uk/threa...iguring-out-what-all-these-numbers-do.634214/

What is currently sure is that the very first production facility that you build on the same planet than your port is never counted, you need to build something else on the same planet (on ground or in orbit) to force the refresh for the game to finaly notice the first facility you builded and start to change the economy, BUT, the second facility you builded will be under the same issue and will not be counted, to make it work, you need to build a 3rd facility (which will also have the same issue) :ROFLMAO:

In short, to get a 100% desired economy type, you actualy need at the very least 4 slot (space or ground), 1 for your port, 2 production facility of the desired economy and the 4rd slot to build something just to trigger the 2 previous facility 😶‍🌫️
 
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