Elite Dangerous | Trailblazers Update 3.3

Um Question. when we meet one of the requirements, does that apply to just that particular starport or does it apply to all starports in the system?
Judging by the patch notes, I would assume that the ones requiring a strong link to a specific installation are going to require it per body, not spreading it across the system. (Do orbital installations have separate strong links to orbital and planetary ports? Potentially an issue if not and the, for example, relay station link goes through a planetary outpost to an orbital scientific outpost)

In those cases you might be better off building something like the outpost hub if you've got several ports which require it for market activation, across the system.
 
Greetings Commanders,

During this Thursday's maintenance we will be releasing an update for Elite Dangerous with some improvements to System Colonisation. As this is taking place during maintenance the downtime may potentially be longer than previous weeks.

View attachment 431283

Update Notes

Features of Note

  • Fixed multiple causes of station services not activating as intended.
  • Fixed limited instances of services being active without the required conditions.
    • This will most notably affect commodity markets at outposts in 'chaining' systems, which consist solely of a single outpost.

Station Services

The requirements for station service activation have been updated to create additional ways to activate them. A complete list for each service is provided below (please note that you only need to do one of the options and not all of them):
  • Commodities Market:
    • All tier 2 and tier 3 Ports
    • All Settlements
    • Commercial, Industrial, Civilian Outposts
    • Criminal, Scientific, and Military Outposts plus one of the following:
      • Strong link to a Comms Installation or Relay Station
      • Tourist Installation or Bar Installation or Outpost Hub in the same system
  • Shipyard (Note: always requires a minimum system tech level of 35)
    • Tier 2 or 3 port
      • Note: Tech level 35 is immediately granted when a Tier 2 or 3 port is built.
    • Tier 1 Planet Port plus one of the following:
      • Strong link to a High Tech Hub
      • Military Installation or Industrial Hub built in system
  • Outfitting (Note: always requires a minimum system tech level of 35)
    • Tier 2 or 3 port
      • Note: Tech level 35 is immediately granted when a Tier 2 or 3 port is built.
    • Military Outpost
    • Tier 1 Industrial Planet Port
    • Non Military Outpost or Non Industrial Tier 1 Planet Port plus one of the following:
      • Strong link to an Industrial Hub
      • Military Installation or High Tech Hub built in system
  • Universal Cartographics
    • Tier 3 Port
    • Scientific Outpost
    • Tier 1 or 2 Port plus one of the following:
      • Strong link to a Satellite Installation, Comms Installation or Relay Station
      • Scientific Installation or Exploration Hub built in system
    • Research Bio Settlements
  • Vista Genomics
    • Tier 3 Port
    • Scientific Outpost
    • Tier 1 or 2 Port plus one of the following:
      • Strong link to a Satellite Installation, Comms Installation or Relay Station
      • Medical Installation or Scientific Hub built in system
  • Black Market
    • Pirate Outpost
    • Any port plus strong link to a Pirate Installation
  • Crew Lounge
    • Tier 2 or 3 port
    • Criminal and Civilian Outposts
    • Tier 1 Civilian Planet Ports
    • Tier 1 Port of any other type plus Bar Installation built in the system
  • Pioneer Supplies
    • Tier 2 or 3 port
    • Military Outpost
    • Tier 1 Industrial Planet Port
Station interiors will now change based on the highest proportion economy present at that station.
  • On each Thursday maintenance, economy proportions will be checked and interiors will change as required.
Fixes
  • Fixed instances of undockable facilities having active services. This also resolves the map inaccurately stating that services are available at ports within a system.
  • Fixed specific instances where shipyard/outfitting did not activate as expected following update 3.1.
  • Fixed planet ports with a space port around the same body having a lower population than expected.
  • Additional fixes for positional errors resulting in fleet carriers and constructions being placed too close to dangerous stars.

some of these are nice, the others not so much especially since architects cant block economy types we dont want at a port.

speaking of, are you all still working on a solution to the mixed economies ruining markets or has that been dropped?

i have an orbis around a terraformable water world thats got 240%+ agri influence and it doesnt have fruit and veg and never will because tourism is mandatory with those types of worlds, fruit and veg being needed in virtually all colonisation builds so for long reaching projects its bad.

then theres insulating membranes in refinery systems being removed completely if you have so much as 5% industrial or up to 10% high-tech influence.


we REALLY need the ability as the architect to just mark a list per port to Accept or Reject economy types, nothing else needs to be changed (as that prevents wal-mart ports) but please for the love of elite, let us reject economy types we dont want at a port, the entire economic influence so it encompasses weak and strong links, especially since we now have to place detrimental builds in a system just to get station services.
 
Greetings Commanders,

During this Thursday's maintenance we will be releasing an update for Elite Dangerous with some improvements to System Colonisation. As this is taking place during maintenance the downtime may potentially be longer than previous weeks.

View attachment 431283

Update Notes

Features of Note

  • Fixed multiple causes of station services not activating as intended.
  • Fixed limited instances of services being active without the required conditions.
    • This will most notably affect commodity markets at outposts in 'chaining' systems, which consist solely of a single outpost.

Station Services

The requirements for station service activation have been updated to create additional ways to activate them. A complete list for each service is provided below (please note that you only need to do one of the options and not all of them):
  • Commodities Market:
    • All tier 2 and tier 3 Ports
    • All Settlements
    • Commercial, Industrial, Civilian Outposts
    • Criminal, Scientific, and Military Outposts plus one of the following:
      • Strong link to a Comms Installation or Relay Station
      • Tourist Installation or Bar Installation or Outpost Hub in the same system
  • Shipyard (Note: always requires a minimum system tech level of 35)
    • Tier 2 or 3 port
      • Note: Tech level 35 is immediately granted when a Tier 2 or 3 port is built.
    • Tier 1 Planet Port plus one of the following:
      • Strong link to a High Tech Hub
      • Military Installation or Industrial Hub built in system
  • Outfitting (Note: always requires a minimum system tech level of 35)
    • Tier 2 or 3 port
      • Note: Tech level 35 is immediately granted when a Tier 2 or 3 port is built.
    • Military Outpost
    • Tier 1 Industrial Planet Port
    • Non Military Outpost or Non Industrial Tier 1 Planet Port plus one of the following:
      • Strong link to an Industrial Hub
      • Military Installation or High Tech Hub built in system
  • Universal Cartographics
    • Tier 3 Port
    • Scientific Outpost
    • Tier 1 or 2 Port plus one of the following:
      • Strong link to a Satellite Installation, Comms Installation or Relay Station
      • Scientific Installation or Exploration Hub built in system
    • Research Bio Settlements
  • Vista Genomics
    • Tier 3 Port
    • Scientific Outpost
    • Tier 1 or 2 Port plus one of the following:
      • Strong link to a Satellite Installation, Comms Installation or Relay Station
      • Medical Installation or Scientific Hub built in system
  • Black Market
    • Pirate Outpost
    • Any port plus strong link to a Pirate Installation
  • Crew Lounge
    • Tier 2 or 3 port
    • Criminal and Civilian Outposts
    • Tier 1 Civilian Planet Ports
    • Tier 1 Port of any other type plus Bar Installation built in the system
  • Pioneer Supplies
    • Tier 2 or 3 port
    • Military Outpost
    • Tier 1 Industrial Planet Port
Station interiors will now change based on the highest proportion economy present at that station.
  • On each Thursday maintenance, economy proportions will be checked and interiors will change as required.
Fixes
  • Fixed instances of undockable facilities having active services. This also resolves the map inaccurately stating that services are available at ports within a system.
  • Fixed specific instances where shipyard/outfitting did not activate as expected following update 3.1.
  • Fixed planet ports with a space port around the same body having a lower population than expected.
  • Additional fixes for positional errors resulting in fleet carriers and constructions being placed too close to dangerous stars.
why cant we produce emergency energy cells ? will you allow us to produce some ?
 
"Pioneer Supplies
  • Tier 2 or 3 port
  • Military Outpost
  • Tier 1 Industrial Planet Port"
So if I want to have Pioneer Supplies in my Pirate Outpost I need to build one of the above things in the system, do I understand that correctly?
 
"Pioneer Supplies
  • Tier 2 or 3 port
  • Military Outpost
  • Tier 1 Industrial Planet Port"
So if I want to have Pioneer Supplies in my Pirate Outpost I need to build one of the above things in the system, do I understand that correctly?
No. Pioneer supplies will only appear in those constructions. Otherwise, the wording would be "Any port or settlement in a system that has a T2/T3 port, Military outpost, or T1 Industrial Planet Port built in the system." E.g., the last bullet of the Crew Lounge service is, "Tier 1 Port of any other type plus Bar Installation built in the system."
 
These can be overridden by the BGS and faction effects, so black markets can open dynamically and have higher priority

Building a T2/T3 port as a follow on construction can increase the tech level above 35.
Personally I don't understand how black markets work. In authoritarian and corporate factions, it would be more likely to have a black market. Anarchy's shouldn't have any black markets but everything should be legal.

All systems apart from Anarchies should have black markets, but the lower the sec rating the lower the price you get for your black market goods as its easier to smuggle them in. To me, it looks like everything is the wrong way round in ED when it comes to black markets.
 
I'm not sure if this will break more than it fixes.
Definitely need to graph out what was said to better understand the 'must be in system' or 'must be a strong link' components to understand how they will affect my systems.
 
I'm not sure if this will break more than it fixes.
Definitely need to graph out what was said to better understand the 'must be in system' or 'must be a strong link' components to understand how they will affect my systems.
I suspect most of this is documenting what was already happening, rather than specifically changing it - with a few bug fixes for cases where it wasn't working like it was supposed to. Quite a lot of these service availability rules match how my system has been working for weeks.
 
After a second reading, I'm not so alarmed.

A complete list for each service is provided below (please note that you only need to do one of the options and not all of them):
 
  • Vista Genomics
    • Scientific Outpost
An outpost (scientific or otherwise) can't have Vista Genomics because there's nowhere for it to be located - the concourse design just doesn't have it.

  • Pioneer Supplies
    • Tier 2 or 3 port
    • Military Outpost
    • Tier 1 Industrial Planet Port
This is weird, all stations have always had pioneer supplies. Now they're going to be shuttered at most colony outposts? Especially when they have never functioned properly on Fleet Carriers when the owner has applied a tariff?
 
Update notes sound horrible. Systems designed to produce specific goods center heavily around T1 ports - and these patchnotes make it look like all these ports have hereby lost their commodities market, unless you build specific installations "in the system"... with some doubt left as to what is meant by "system".

I hope this is just a misunderstanding and systems designed to provide mats for colonization still do so when I check in later. Can anyone confirm?
 
Installations refer to those in space, hubs refer to those on the ground. Scientific Outposts will add that service to itself.
The problem is none of the installations available for construction are named "Scientific Installation" so it is unclear what is being referred to. If it refers to the "Research Station" then that's what needs to be stated.
 
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Let's say I want to make Contraband in my system and have the "Service" economy. I build a Pirate Outpost where there are no Pioneer Supplies and I can't buy E-Breach in it, but I have to build a Military Outpost that increases security and fly there and buy E-Breach :D or build a Tier 2 or 3 port that will probably take over the economy from the planet and if I don't build it in the planetary vertical, in most cases it will get Military. And what if I don't want to build a Tier 2 or 3 port? In the last case - Tier 1 Industrial Planet Port, and what if I don't have landable planets or I don't need the Industrial economy to affect the system? That's weird. I'm not saying it's bad... But in smaller systems where there's no room in the verticals or you can't build something on the planet, it won't work. Most Station Service requires a Tier 2 or 3 port and Coriolis has been castrated from Universal Cartographics and Vista Genomics. Why? To haul more? Or maybe to artificially extend the life of colonization? Maybe in the next patch we will get empty Coriolis without any Services :D
 
Greetings Commanders,

During this Thursday's maintenance we will be releasing an update for Elite Dangerous with some improvements to System Colonisation. As this is taking place during maintenance the downtime may potentially be longer than previous weeks.

View attachment 431283

Update Notes

Features of Note

  • Fixed multiple causes of station services not activating as intended.
  • Fixed limited instances of services being active without the required conditions.
    • This will most notably affect commodity markets at outposts in 'chaining' systems, which consist solely of a single outpost.

Station Services

The requirements for station service activation have been updated to create additional ways to activate them. A complete list for each service is provided below (please note that you only need to do one of the options and not all of them):
  • Commodities Market:
    • All tier 2 and tier 3 Ports
    • All Settlements
    • Commercial, Industrial, Civilian Outposts
    • Criminal, Scientific, and Military Outposts plus one of the following:
      • Strong link to a Comms Installation or Relay Station
      • Tourist Installation or Bar Installation or Outpost Hub in the same system
  • Shipyard (Note: always requires a minimum system tech level of 35)
    • Tier 2 or 3 port
      • Note: Tech level 35 is immediately granted when a Tier 2 or 3 port is built.
    • Tier 1 Planet Port plus one of the following:
      • Strong link to a High Tech Hub
      • Military Installation or Industrial Hub built in system
  • Outfitting (Note: always requires a minimum system tech level of 35)
    • Tier 2 or 3 port
      • Note: Tech level 35 is immediately granted when a Tier 2 or 3 port is built.
    • Military Outpost
    • Tier 1 Industrial Planet Port
    • Non Military Outpost or Non Industrial Tier 1 Planet Port plus one of the following:
      • Strong link to an Industrial Hub
      • Military Installation or High Tech Hub built in system
  • Universal Cartographics
    • Tier 3 Port
    • Scientific Outpost
    • Tier 1 or 2 Port plus one of the following:
      • Strong link to a Satellite Installation, Comms Installation or Relay Station
      • Scientific Installation or Exploration Hub built in system
    • Research Bio Settlements
  • Vista Genomics
    • Tier 3 Port
    • Scientific Outpost
    • Tier 1 or 2 Port plus one of the following:
      • Strong link to a Satellite Installation, Comms Installation or Relay Station
      • Medical Installation or Scientific Hub built in system
  • Black Market
    • Pirate Outpost
    • Any port plus strong link to a Pirate Installation
  • Crew Lounge
    • Tier 2 or 3 port
    • Criminal and Civilian Outposts
    • Tier 1 Civilian Planet Ports
    • Tier 1 Port of any other type plus Bar Installation built in the system
  • Pioneer Supplies
    • Tier 2 or 3 port
    • Military Outpost
    • Tier 1 Industrial Planet Port
Station interiors will now change based on the highest proportion economy present at that station.
  • On each Thursday maintenance, economy proportions will be checked and interiors will change as required.
Fixes
  • Fixed instances of undockable facilities having active services. This also resolves the map inaccurately stating that services are available at ports within a system.
  • Fixed specific instances where shipyard/outfitting did not activate as expected following update 3.1.
  • Fixed planet ports with a space port around the same body having a lower population than expected.
  • Additional fixes for positional errors resulting in fleet carriers and constructions being placed too close to dangerous stars.
Please help, my station custom name is not displaying properly, I paid 5,000 arx and it is still messed up
 
I'm not sure that's what Paul said. He just said that building one can push the Tech Level above 35. Say your TL is 4 and you build a T2 or T3. That sets your TL to 35. If you have built enough stuff to be at TL 34 before building your T2/T3, the TL for the new port gets added to your current value of 34, pushing it up to 41 if you built an Orbis or Ocellis. Put another way, I don't think building 4 Coriolis ports will give you TL 140.
Hmm, maybe that is what he ment, but that would kind of allready have been expected I guess. I do agree that it wouldn't really make sense to get a tech level that high just from 4 coriolis, that is why I wanted clarification.

It just feels like the "gets to tech level 35" is a wierd solution to this "issue" then. They can just leave the tech level influenced as is and just change that all T2/T3 ports have a Shipyard no matter the tech level.
 
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