Elite Dangerous - Trailblazers Update 3.2

Now it looks much better! :)

Before: Economies: Industrial 140%, High Tech 135%, Agri 110%, Terraforming 100%, Military 85%, Extraction 10%, Tourism 5%
Now:_- Economies: High Tech 255%, Industrial 140%, Agri 110%, Terraforming 100%, Military 85%, Extraction 10%, Tourism 5%
 
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I can now confirm that the fix for the missing strong link in ringed systems works. (Issue ID: 75576)
My asteroid base receives the strong links from the refinery below
 
Ok I still have my question from the last patch, the fix for the missing construction points, was that supposed to be retroactive or just from now on. Because I never did get my point from when that fix was dropped.
 

HeatherG

Volunteer Moderator
I am a very visual person. Numbers do not like me. Is there, or will there be a graphical representation of all these connections of influence? At this point it's like me trying to understand a cornfield maze backwards, in the dark, while riding a train.
Me too.
It gets confusing with all the economies, types of stations, and strong/weak links.
 
Well well well! I got Insulating Membranes at Goddard's Inheritance after the patch, meaning more self-sufficiency has been achieved. A +1 to Frontier for bugfixing.
 
I am a very visual person. Numbers do not like me. Is there, or will there be a graphical representation of all these connections of influence? At this point it's like me trying to understand a cornfield maze backwards, in the dark, while riding a train.
@Paul_Crowther
It would be really nice if an overall summary with graphical pictures could be provided ingame or external. Wherever I don't care.

There have been so many changes, updates, bugs, reworks, new changes, people posting this, that, other stuff, guessing, wrong info etc. It is a complete mess trying to understand colonisation. Even when out of Beta, there is going to be a ton of wrong info floating around.
 
I see that custom names of facilities (for ARX) still doesn't allow apostrophes.

It used to work. For the last few weeks it hasn't. Please fix.

It sounds minor and silly. But I'm not going to pay 2 ARX for "Greasetraps Dock". It has the wrong meaning and sounds stupid.
 
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Great work with the QOL improvements!
Now if we could only have the screens removed that surround the orbital construction platforms or at least change the auto dock program from "oh look, there's a screen, lets go and hang out in it until we explode" to "look there's a screen, lets avoid it at all costs".
 
OMG. That'll show all of us doubters who thought that a 3.5 year old bug would never be fixed :)
The weird interesting thing is, it has worked since last patch.... so not sure why it was in this backend patch. Could ofc be that it wasn't 100% fixed.

ANYHOO, great fixes all around :D
 
That linked issue is about transferring on-foot materials to/from the carrier, it's not fixed. Some of the contributions on the issue tracker seem to have confused it for moving cargo.
@Paul_Crowther :
The linked issue mentioned in my earlier post has now been closed as FIXED. Please re-read the description: it is about transferring ON-FOOT MATERIALS between the carrier, not CARGO. It is NOT FIXED, the in-game UI is broken and manipulates the incorrect materials when you have a quantity of 0 on your character.
This bug has been in the game for over 3 years. The issue has been getting constant votes over that time to push it higher and higher in the issue tracker. And now, after all this time, it's going to get closed and forgotten about because someone thought it applied to a completely different bugfix relating to transferring CARGO.

Please watch this video (taken from the issue report) for a clear demonstration:
Source: https://www.youtube.com/watch?v=ZazpBdPQ-XA
If you want to easliy reproduce it: transfer ALL of any on-foot material to the carrier, and SOME of any other material. Close/re-open the menu and try to transfer the material that was fully emptied back from the carrier. The UI will pick some other random material to transfer instead. This isn't a server-side issue, it's the client.
 
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That sounds great. Now you only need to remove weak links, or reduce their effect and colonization is fixed. Right now, weak links mess with a stations economy too much and encourage not building any Odyssey settlements or orbital installations that create weak links.
I made a suggestion to Phil that I hope he actually passed on like he said he would.


The suggestion is:

Give architects the ability to tick or untick per port which economic influences they want their port to get, changeable an X amount of times, takes effect on Thursday maintenance.

For example.

Coriolis is above a rocky ice world with bio signatures, geo signatures and a security station in orbit.

System has:
high-tech, agriculture, refinery and tourism from weak-links elsewhere in system.

Body the Corio is orbiting has: Refinery, Industrial, Extraction, Agriculture, Terraforming and military as strong links from Body type, features and facilities.

Architect unticks: Industrial, terraforming, extraction, military, high-tech, tourism.

Architect ticks: Refinery and Agriculture

Coriolis now has: Refinery with strong link from body type and weak link from else where, Agriculture with strong link from body features (ticked economy types allow these to be picked up)

Coriolis does not have: Industrial, terraforming, extraction, military, high-tech or tourism (regardless of their sources these types are rejected at this port only as the architect unticked them)



I believe this suggestion works best if implemented like this, without changing anything else, as it incentivizes CMDR's to build multiple ports for different economy types instead of god markets that have everything.

and before people say "nobody would ever choose terraforming or tourism willingly" this isn't true as these economy types affect the missions given at the port, useless for chaining, yes, but not useless for influencing things like mission types when you are building up a dream spot to run missions out of.

I can only hope this suggestion was actually passed on and the devs like it, because currently the way markets work are sure, better then before because now everyone has something, but still really bad as it heavily punishes those trying to build up just one or two economy types in a system.

I'm not sure how to ping Paul here, but hopefully he actually reads this and if it hasn't been suggested yet, suggests it, this would instantly push Trailblazers several points higher and make it an excellent update with a few minor problems like range.
 
I see that custom names of facilities (for ARX) still doesn't allow apostrophes.

It used to work. For the last few weeks it hasn't. Please fix.

It sounds minor and silly. But I'm not going to pay 2 ARX for "Greasetraps Dock". It has the wrong meaning and sounds stupid.
I hope when the apostrophes return (why wouldn't they?), we get the chance to get them inserted back into the Names that missed out. My Dad's Memorial Station got lucky, My Mom though missed out and the misspelling irks me.
 
Are you sure? I have previously renamed a Custom, and I'm certain I was charged.
From the rename screen:
rename_station.png
 
Resolved instances of failed transfers or mismatches occurring between fleet carrier and ship storage. (Issue ID: 50569)

Hey @Paul_Crowther I'm afraid this issue is still not fixed. The only way I could transfer 52 tons of mined materials from my ship to my FC was to do it in multiple small transfers.
 
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