Elite Dangerous | Trailblazers Update 3.1 - 7th May 2025

Unless they did it as a sneaky server-side patch after around 12(PM, local) today, my experience doesn't suggest it. Still had to go into the market twice to have the cargo register as I was offloading earlier for a Coriolis.
thats kinda weird. ever since this update (
1746797798907.png
) ive had no issues with cargo transfer.
do you think it possible you could have some connectivity issues causing a bit more mayhem on the cargo transfer communication?
i can imagine slower/more loaded connection could still cause the same problem despite the optimisation in that patch...
 
My connection is rock solid, 100 Mbps and 6ms latency.
Maybe it took time for this change to propagate to all the fleet carriers.
 
thats kinda weird. ever since this update (View attachment 429049) ive had no issues with cargo transfer.
do you think it possible you could have some connectivity issues causing a bit more mayhem on the cargo transfer communication?
i can imagine slower/more loaded connection could still cause the same problem despite the optimisation in that patch...
Maybe. I don't know. What I do is that our internet connection here is not the fastest (I think it's around 65-100Mb at most times) and shared between 2-4 family members at a time (albeit often not noticeably, it is good enough for that), but also occasionally goes on the wonk completely and drops speed horribly* for no visible reason, for a few seconds to a minute, but often only in such a way that it slows down the process of loading into a different instance.

*It looks like that to me but I've never actually monitored what happens when it 'hangs up' like that, only that all the options except the one I am connected to disappear. So don't take it for certain.
 
Maybe. I don't know. What I do is that our internet connection here is not the fastest (I think it's around 65-100Mb at most times) and shared between 2-4 family members at a time (albeit often not noticeably, it is good enough for that), but also occasionally goes on the wonk completely and drops speed horribly* for no visible reason, for a few seconds to a minute, but often only in such a way that it slows down the process of loading into a different instance.

*It looks like that to me but I've never actually monitored what happens when it 'hangs up' like that, only that all the options except the one I am connected to disappear. So don't take it for certain.
i have avrg 900Mb down / 250 Mb up on a fiber to home and when my brother is using the network for work (heavy load), i still do experience more shenanigans sometimes. so id guess there is some kind of sensitivity in the networking...
for example mat traders tend to seemingly eat the offered mats without providing the desired ones, especially when doing trades in fast succession, yet after relog everything falls into place as it should be. 🤷‍♂️
might be worth alerting the support...
 
Still no conflicts at any settlements in colonized systems at war. This being the only realistic way to control ownership, that situation really sucks.
 
There have been cases of completely empty markets. I had an outpost like that, which got resolved with the latest update. Don't know if your case is the same, but I raised an issue for mine as it had been stuck like that for a couple of weeks
o7 i waited a few and the market is finally updated and full stocked my guess is fdev needs to run checks ect before it updates the market
 
Still no conflicts at any settlements in colonized systems at war. This being the only realistic way to control ownership, that situation really sucks.
we are still having conflict zones in a system in which we have won the war 3 days ago...
bgs go brrr 🤷‍♂️
 
Hi there Tolaron. I see here that you seem to actually know for sure you various "levels", like tech, dev, etc... Where do you read that? I've been pointed to use the colonization tool by daftmav that shows the level points, but it actually shows just the increments. Is there any way to really know for sure what your systems level are?

Thanks a lot
I've been tracking it using a spreadsheet, actually. When you start a new build the UI will tell you how many chevrons a structure will add or subtract and you can just track them manually, however, in my case I've been using a copy of the spreadsheet available here :
 
I wonder if we'll get the ability to delete/destroy any settlements we build... there's some decisions I did at the very beginning that I'd like to revert honestly!
 
Hello, have had it confirmed that this was indeed resolved.
This is one of most anticipated by me changes. Thanks team. If only there would be also fix for setting and fulfiling orders on carrier it would be great. Now if u dont want to have permamently set order for example steel after fulfiling buy order it disapper from set order but selling requires you to leave one piece of material to disable it in the market settings. Otherwise, if you deliver the said material again without setting a buy order but by transferring it directly to the carrier, you automatically have the old sell order active. I don't know if this is intentional, it is not a game-destroying feature or bug. But very rarely do I want the old orders to be active and then at the same time I have information that I have e.g. 14 active sell orders but my cargo is also empty and I don't remember what materials i where using and it is impossible to disable this sell order without a given type of material in the hold of carrier (at least i'm not aware of how to do this without it).
 
But very rarely do I want the old orders to be active and then at the same time I have information that I have e.g. 14 active sell orders but my cargo is also empty and I don't remember what materials i where using and it is impossible to disable this sell order without a given type of material in the hold of carrier (at least i'm not aware of how to do this without it).
There is a work around for this, it is easier if you know which materials but even if you know which group it is possible to do it.

Go to the carrier market and set up a buy order for any material that you may have sold, just a single unit will do, OK it so you go back to the market screen then go back in and cancel the buy order.

By setting a buy order it cancels any hidden sell order for that item.

If you can find the right items it will cancel out them hidden sell orders.
 
  • Changed the minimum tech level to 35 in colonised systems with only a single Tier 2 or 3 port. (Issue ID: 75274)
    • This will enable the shipyard and outfitting services without the need to construct anything additional. Note that available stock will remain affected by tech level.
    • This will take effect for all existing systems over the next 24 hours, and will be the default for all newly colonised systems.

This has NOT been fixed, I constructed a coriolis station and the shipyard is not available:
1747326606543.png
 
  • Changed the minimum tech level to 35 in colonised systems with only a single Tier 2 or 3 port. (Issue ID: 75274)
    • This will enable the shipyard and outfitting services without the need to construct anything additional. Note that available stock will remain affected by tech level.
    • This will take effect for all existing systems over the next 24 hours, and will be the default for all newly colonised systems.

This has NOT been fixed, I constructed a coriolis station and the shipyard is not available:
View attachment 429612
Has it had time to come online yet? It might only trigger/activate after a weekly maintenance/when the port comes out of the deployment phase. *Merely a guess, I have one which I built just last week too, but haven't yet been to it since this latest weekly tick.
 
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  • Changed the minimum tech level to 35 in colonised systems with only a single Tier 2 or 3 port. (Issue ID: 75274)
    • This will enable the shipyard and outfitting services without the need to construct anything additional. Note that available stock will remain affected by tech level.
    • This will take effect for all existing systems over the next 24 hours, and will be the default for all newly colonised systems.

This has NOT been fixed, I constructed a coriolis station and the shipyard is not available:
View attachment 429612
Same for me. Built last week and fully online today, but again no Shipyard, Outfitting, or UC 🤔
 
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