Your friend is correct. You owe them a drink. They're geo locked and there's no way to warp space time to bypass that. One small area of the bubble and trailblazers are the only way.Can we make an economy that makes Emergency Power Cells? I've a friend who thinks it's not possible
I hope they'll do one of those eventually. But luckily you don't need that many of these so a single Pantherload of stock on a carrier will be enough for several star systems.Frontier may eventually allow us (or remove the requirement?)
Does the planet has to be landable, for the volcanism to have any effect?I'm not sure for this one, actually - I don't think there's much difference.
This is a slightly complicated question, actually. A Colony outpost (Civilian or Commercial) will have an economy of Extraction/Industrial from the geological signals, which means that Industrial produce that's consumed by Extraction will have a significantly lower stock or be missing entirely. However, since Industrial outposts have a lower population, the Colony outpost will have higher supply of anything that isn't consumed by Extraction.
It’s geological signals which provide planetary Extraction influence. Having volcanism merely provides a boost to it iirc.Does the planet has to be landable, for the volcanism to have any effect?
Because a colony orbiting an icy planet, with water geysers, but non-landable, has only the usual 140% Industrial influence. No Extraction influence whatsoever.
This is known - Frontier's update notes state that the effects (excepting the boost to a pre-existing Extraction economy, which does come from just volcanism) come from Geological signals on the body, not just it having volcanism.LE: I think I have an idea about what is happening - the geological activity(volcanism) has to be seen as signals. Otherwise, it doesn't register.
That isn't correct because there is a difference between "boosts" and "overrides". Volcanism will give a boost to extraction economy, but it has to already exist for it to be boosted.There is no boost from that volcanism whatsoever, not for industrial and not for extraction.
I thought we felt this was the case for a while now?I haven't been seeing any re-rolls either, even for products directly affected by the type of facility being built. Either the behaviour has changed or there's a cut-off percentage amount where adding "more" of an economy makes no difference.
About rerolls not being a thing? I haven't seen it mentioned. If I had to guess I'd say they only happen when a new economy type is added to the mix rather than when the percentages change.I thought we felt this was the case for a while now?
Thought I would ask you as you seem a very knowledgeable fellow, what exactly is needed to get my shipyards going on my ground based outposts. Commodities and missions are there and have built numerous supporting structures boosting Tech Level which is above Forty Five and Development Level is 31 should they now be active \o/I have seen re-rolls of specialisation on adding completely unrelated +Wealth / +SoL buildings, on ports which have been isolated from receiving any weak links at all.
Still in the middle of testing whether +Security does anything of that sort, because I don't haul very often at the moment.
For T1 ground ports/ground outposts, no. In addition to the Tech Level requirement for a shipyad, you also need a supporting build - either a Military Installation or Industrial Hub built anywhere in the system, or a High Tech Hub with a strong link to the ground port in question.Thought I would ask you as you seem a very knowledgeable fellow, what exactly is needed to get my shipyards going on my ground based outposts. Commodities and missions are there and have built numerous supporting structures boosting Tech Level which is above Forty Five and Development Level is 31 should they now be active \o/
Cheers for reply really appreciated couldn't understand why it wasn't working. Once I can actually build anything again will get on it thanks again buddy/budetteFor T1 ground ports/ground outposts, no. In addition to the Tech Level requirement for a shipyad, you also need a supporting build - either a Military Installation or Industrial Hub built anywhere in the system, or a High Tech Hub with a strong link to the ground port in question.