"Development Level >>"? Figuring out what all these numbers do.

My guess is that the new building has the tag "construction" in the journal for a while before it gets fully activated. During that time it's economy is "colony". For some weird reason, whatever port is connected with strong links to the new asset, gets 100% "colony" economy as well.
 
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Seeing that same thing here. Just finished a space farm for my Orbis station, turned it back to colony from the planetary tourism/agri influence (I didn't want the tourism anyway)... I guess, waiting until either next server tick or week for it to update properly*. Not a huge issue since I was only ever going to "need" the water and fruit/veg for main stations (and after the update veggies had gone to being eaten by tourism entirely while they'd survived the first round of planet economies)... but a less minor annoyance when considering I was going to build this system out as an agricultural one so it'd have been helpful to have an in-system source of the goods.

I guess there's no rush, anyway. Also editing in - it does show as if the station should pick up the agri link from the space farm. Figure I’ll keep an eye on whether it actually does though. For now… if I need those supplies I have two other outposts orbiting terraformable water worlds.

*May be worth noting, that installation didn't "appear" immediately like they would before either, requiring re-instancing as the planetary structures do to get it to be there.
 
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My orbis that I finished building before the update never went online and is still in development phase
the thing is though, it has a market now and it's making extraction commodities (orbiting around a HMC)
 
I am now wondering what will happen if/when I complete that planetary outpost. Or maybe the security station before it (but arranged in such a way that the metals still available from the coriolis have been delivered to the planetary build site by then)… I guess the chances of things going haywire even more than they have is 50/50.
 
I built another refinery hub, on a small rocky planet with just one slot, no geo or bio signals, and nothing in orbit yet. Basically, the perfect location for a refinery.
I wanted to see how much influence will I get from this new weak link.
The answer: 0.05.
If the refinery influence before was 4.1, now it's 4.15.
 
I don’t think agri will particularly pose problems with refinery, other than having the agri exports eaten by the former (but I don’t think that’s much of a problem when going for a refinery build). Otherwise I would have given up on the idea of setting another refinery up locally, for another system in my cluster, already.

Bunch of 4 slot moons with atmo but not geologicals around a gas giant… while a ringed brown dwarf exists in system too, building that one up for extraction. Of course at least two of its moons have geo activity, but… shrugs was not planning to put the refinery stuff there and just hope it won’t mess up anything by “exporting” its industrial nonsense (it might be those moons I was planning to put colony outposts around because they have two orbital slots, will have to double check in game).

… the weak link refinery would probably not be so “weak” though. It would end up having maybe 14 of them in that system scattered across the moons.
 
Data Points.
Built 4th Refinery in Victoria Wolf Steel.
Local economy is 4 refineries & 1 Space Farm.

1746119038006.png

Refinery added +0.8 refinery economy, from 2.8 to 3.6.
"StationEconomy":"$economy_Refinery;", "StationEconomy_Localised":"Refinery", "StationEconomies":[ { "Name":"$economy_Refinery;", "Name_Localised":"Refinery", "Proportion":2.800000 }, { "Name":"$economy_Extraction;", "Name_Localised":"Extraction", "Proportion":2.400000 }, { "Name":"$economy_Agri;", "Name_Localised":"Agriculture", "Proportion":0.500000 }, { "Name":"$economy_Military;", "Name_Localised":"Military", "Proportion":0.100000 }, { "Name":"$economy_HighTech;", "Name_Localised":"High Tech", "Proportion":0.050000 } ]

"StationEconomy":"$economy_Refinery;", "StationEconomy_Localised":"Refinery", "StationEconomies":[ { "Name":"$economy_Refinery;", "Name_Localised":"Refinery", "Proportion":3.600000 }, { "Name":"$economy_Extraction;", "Name_Localised":"Extraction", "Proportion":2.400000 }, { "Name":"$economy_Agri;", "Name_Localised":"Agriculture", "Proportion":0.500000 }, { "Name":"$economy_Military;", "Name_Localised":"Military", "Proportion":0.100000 }, { "Name":"$economy_HighTech;", "Name_Localised":"High Tech", "Proportion":0.050000 } ],

This basically doubled the supply of Refinery in the Coriolis. Pops is 400k.

1746118833559.png

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Ok, so I talked earlier about my Doomed Coriolis, that is orbiting a planet with 6 refineries, and doesn't sell not even Aluminum.
Those 6 local refineries links go into the ground port, but because of the planetary influence, it's main economy is extraction.
The bug: ground port with refinery 5.3; extraction 2.95 is linked to the orbiting Coriolis as an Extraction asset.
Furthermore, those 6 refineries are not seen at all by the orbiting Coriolis, it sees only 2 other refinery hubs from a different planet.
The only work-around : to build more refinery hubs in the system.

View attachment 427979
There is a bug report for this. Please add you info to it:
 
So I have this little Civilian outpost I built around a waterworld, it also has a spacefarm in orbit with it.
Docked, Type: Outpost in system Synuefai XA-C d14-49, State: None, Faction: Azura Corporation in state Unknown
Allegiance: Unknown, Economy: Tourism, Government: Corporate
Station services: Dock, Autodock, Market, Contacts, Missions, Restock, Refuel, Repair, Workshop, Missions Generated
Interstellar Factors Contact, Flight Controller, Station Operations, Powerplay, Search And Rescue, Station Menu, Social Space, System Colonisation
Economies: Tourism 140%, Agri 140%
1746123169438.png


It looks like the the space farm added nothing, both outpost and spacefarm have been up and running for 3-4 weeks I think.

The waterworld is a binary with a HMC which is terraformable and has a water heavy atmosphere, the binary seems to add nothing to the station.

The HMC is not landable.

🤔 Do we think this maybe bugged?
 
The only minor thing to watch for is Surface Stabilisers, if the market itself is a surface one. Everything else it should be fine with.
… I think I can live with that honestly. I’ll be having both surface and space ports in that system, of various tiers (with 4 moons of 4 slots each I can afford to), so the surface stabilizers should be available regardless - and I wouldn’t go to a ground port to get them anyway.

Of course, I first need to build the whole thing. Which is another matter that is going to take a lot of work.
 
Is it intentional that orbital installations do not create any link, neither strong nor weak, to a planetary port beneath it? I assumed a strong link... but there is none. The number of weak links at the port indicates that this installation is not counted as a weak link. Other ports on other bodies "see" this orbital installation via a weak link... not good.
 
Is it intentional that orbital installations do not create any link, neither strong nor weak, to a planetary port beneath it? I assumed a strong link... but there is none. The number of weak links at the port indicates that this installation is not counted as a weak link. Other ports on other bodies "see" this orbital installation via a weak link... not good.
Judging by the infographic FDev shared orbital installations should give a strong link to its surface port, assuming there is no other higher-tier port in the immediate area.
 
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So far this update has been very hit or miss in my systems. In the first system the various outposts picked up weak links as expected. The scientific outpost I previously mentions as possibly being bugged is still in the same state - deployed and has UC but no market. With this new update I've discovered it also isn't providing weak or strong links to anything else. Best I can tell from the docking journal it doesn't pick up the planet influence but I don't recall if that only affects colony outposts or ones with a dedicated market too, like scientific. I'll wait until tomorrow and the weekly tick to see if things change with any of this.

Of note the primary influence (from station type or star) is 1.05 and the weak links provided 0.05 each as others have observed.

In a second system there are only two outposts - military as a primary and colony around the star. I only stopped at the colony around the star and it still had a military economy from back when the planetary influence bug was happening but that was it. The other outpost in the system provides no strong or weak influence and vice versa, so isolated and same as before the update. The proportion was a straight 1.0 but like I mentioned it seems like this system was perhaps completely missed in the update so that might explain the whole number proportion.

Ultimately I'm not upset as it's a game and still fun to play around with but I am a little disappointed. I would've hoped with such a long maintenance window and the statement that everything would be reevaluated things would be mostly okay. Missing 3 of my constructions (out of roughly 11 I've built total) seems a high failure rate. Makes it kind of hard to get excited to built more stuff and see how other things work with the new rules though I'm sure I will do that in a few days or so, perhaps a week of break.
So I took a quick peek and no change after the weekly tick and the war between two factions ending. The bugged station (I now firmly believe it to be) is still bugged and the other system still is isolated with no links between anything and like before the update. Looks like I'll have to build something to hopefully get some changes through and perhaps, finally, a shipyard (my only real goal for the first system).

I've seen some reports of things reverting or being bugged on construction completion though so who knows if even that will work or affect things. I might wait a little to see if things calm down bug wise.
 
I see reports things reverting back to colony economy bug. Did anyone manage to add stuff since patch?
This may be fixed now. I built a commercial outpost over a rocky moon and it came up straight away with refinery economy (although hi-tech and military weak links have eaten some of the produce).

I'm currently pondering how to build a Refinery system with no hi-tech, military or industrial links.
 
Can be avoided by not having stations around a star directly, and none of the military/security structures. A partial workaround for the security issue might be to build lots of comm and/or government installations which at least provide some without any economic influence. If it was Frontier's intent for us to have either military influence and higher security or lesser security but no weak link 'pollution'... this does a great job of at least giving the consideration to people.

Meanwhile, my Orbis has gone back to "Tourism/Agriculture" but it stubbornly refuses to just dump the tourism (I did not check the different influences) so it stops eating the agricultural produce. Although I'm not sure which ones I might be missing aside from fruit and vegetables, those remain absent... still have natural fabrics. Whatever that is good for.
 
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