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.