Shipyards Offline After Trailblazers Update 3

The shipyard in my Coriolis station is now offline following Update 3.

I have seen others post the same issue. Given the impact it has on gameplay I have created a separate post here for this.
 
I think it must be related to one of the system stats - i have several systems that are fledgling in build, and they all lost their shipyards (including an Orbis). I have one system that is very built up with high stats, and the all 3 (2x Orbis, 1x Asteroid) all have their shipyards still.

So it seems as though FDev may have changed it to work they way they intended?
 
Yeah that worked fine for me.

If you have any ships that are currently at affected shipyards we will be moving them to the nearest available shipyard during tomorrow's maintenance, however if you would prefer you are able to move them yourself before then.

Are you confirming this is as intended then, rather than something than needs fixing?
 
My asteroid base which had no market, now has a shipyard.
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And my Coriolis in another system is also active.
 
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I lost the shipyard and outfitting in my asteroid base as well. I also have several outposts with unavailable commodity markets, and I wonder why that is.
 
It would be helpful to understand what needs to happen in systems for these things to be available. As far as the commodity markets on my scientific outposts, I can't see any reason why they don't work. One is in a system that is highly developed and everything else works amazingly well in it. The other two outposts (one scientific, one civilian) I have that are unavailable are both in the same system, and it makes me wonder if I should not build anything else in that system.
 
I have lost my keyboard and mouse in game so I cannot play until I know why I have lost them. They all work when not in game, its as if I can point but not click
 
So what is the criteria for unlocking a shipyard in a ocellus spaceport? Does the system have to have some specific economy? or does there need to be a certain period of time to lapse before it unlocks in game?
 
In order for you to have an active shipyard, the system must have a tech level of 35 or higher plus the starport must have Large landing pads.
In my case I created a Coriolis that had an active shipyard until today.

As @Adamaira asked, where do I go to check my station's tech level and if needed, raise it?

Just my $0.02, but creating a Coriolis is a heavy lift, and I would hope that an active shipyard would be a baseline feature that would not require additional effort.
 
Thanks for the information about the shipyards. I personally like the idea of having to meet certain criteria for things to work, or work certain ways - but knowing what the requirements are is massively helpful. Guessing is too difficult with the amount of time it takes to build things in colonization.

However, for the commodity markets that are unavailable - that part I really can't figure out. I had put a scientific outpost in a system that was (until today) high tech to begin with, has a high development level and high population. Yet, it never worked. What do you need to turn the commodity markets on in some outposts? It would be helpful to have all this kind of information, and hopefully there is a plan to release all the different requirements.
 
In order for you to have an active shipyard, the system must have a tech level of 35 or higher plus the starport must have Large landing pads.

Please introduce a way to view these system stats that's better than finger counting or us maintaining spreadsheets. Always better to know what the real value is rather than what you think it might be. Lots of good addtions to the UI otherwise. Very helpful in understanding what's going on.
 
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