Not joking: there are actual packs of bikers beginning at 0500, and ending at 0200. Can you say low-sec?1 point colony
1 point tourism
2 points commercial
3 point cemetery - its a dead economics![]()
Not joking: there are actual packs of bikers beginning at 0500, and ending at 0200. Can you say low-sec?1 point colony
1 point tourism
2 points commercial
3 point cemetery - its a dead economics![]()
Hey, just finished my T3 Mainport alone (let me flex a little, it's been so long since I've talked to someone else) and it started with a Tourism industry, not Colony? It's the main port so there's been no other buildings obviously. I did a quick skim of the thread and didn't see anyone mention it buy I want to document it as well just to be sure. I'll report again in a few hours to see if it sticks and also if it remains once the orbital is fully deployed (hopefully this week).
(Sorry if this was already knownYou guys talk a lot :3)
EDIT: Ah! I remember you guys were all over the journal a couple weeks ago so here's the entry I got from this:
{ "timestamp":"2025-04-03T02:21:17Z", "event":"Docked", "StationName":"Foucault Terminal", "StationType":"SurfaceStation", "Taxi":false, "Multicrew":false, "StationState":"Construction", "StarSystem":"Col 285 Sector LY-P c6-10", "SystemAddress":2832497545922, "MarketID":4232204547, "StationFaction":{ "Name":"Avalonian Wayfarers" }, "StationGovernment":"$government_Democracy;", "StationGovernment_Localised":"Democracy", "StationServices":[ "dock", "autodock", "blackmarket", "commodities", "contacts", "exploration", "missions", "outfitting", "crewlounge", "rearm", "refuel", "repair", "shipyard", "engineer", "facilitator", "flightcontroller", "stationoperations", "powerplay", "searchrescue", "stationMenu", "shop", "livery", "socialspace", "vistagenomics", "registeringcolonisation" ], "StationEconomy":"$economy_Tourism;", "StationEconomy_Localised":"Tourism", "StationEconomies":[ { "Name":"$economy_Tourism;", "Name_Localised":"Tourism", "Proportion":1.150000 }, { "Name":"$economy_Agri;", "Name_Localised":"Agriculture", "Proportion":1.000000 } ], "DistFromStarLS":212.396765, "LandingPads":{ "Small":8, "Medium":12, "Large":5 } }
Looks like some interesting influence already for an empty system hmm, not sure why I have so many services either, weren't people complaining about not having these yet?
View attachment 424633
depends on the factionNot joking: there are actual packs of bikers beginning at 0500, and ending at 0200. Can you say low-sec?
Cue me anxiously refreshing to try and check the update before I go to bed lmaoWhat do the internals look like? Is it the white one with the trees, statues and holographic-water? I'm not fussed about my system economy I just want to be sure I get the best looking station internals before I start moving 200k worth of building materials.
Thanks.
I know Knox, and one of my gaming buddies is from Shepardsville.depends on the faction
where I lived in Kentucky, we had as neighbours a biker-group (some 100-150 heads), all army - active & vets - from Fort Knox - ultra highsec.
But I guess if you start bounty-hunting YOUR sec is ultra-low
Yes, we had this bug before.It seems that all current systems have lost their architects? All of my systems are now "previously" inhabited, and I can't find any architect systems nearby right now? I do have faith this will be fixed but... problematic for the time being to say the least!
Is it around an icy body?More likely new bugs. I built an agriculture setup for my new Tier 1 ground port. It changed from 100% colony to industrial now. I have no industrial influence in my system. Its now listed as Industrial/Refinery.
Instead of food my station sells
Liquer
Imperial Slaves
Personal weapons
Of course still the 3 production bug.
More likely new bugs. I built an agriculture setup for my new Tier 1 ground port. It changed from 100% colony to industrial now.
It is an icy moon. But yesterday the colony was fine at 100% colony. It changed to industry after I built an agriculture Large settlement. Why did I decide to build that ground port... I knew I should not mess with my refinery.So, it's an icy moon or planet. And both planet and facilities on the planet affect colony orbitals. Oh good god![]()
Thread on it here - seems relogging (even resetting the router) may help:It seems that all current systems have lost their architects? All of my systems are now "previously" inhabited, and I can't find any architect systems nearby right now? I do have faith this will be fixed but... problematic for the time being to say the least!
It is an icy moon. But yesterday the colony was fine at 100% colony. It changed to industry after I built an agriculture Large settlement. Why did I decide to build that ground port... I knew I should not mess with my refinery.
After full power cycle of PC and router, system architect status re-appeared. No system architect payment has appeared after three of such.Thread on it here - seems relogging (even resetting the router) may help:
I Can Take A Hint
Just logged on again after the server tick. I'm no longer the architect of any system. None of my systems are displaying colony information in architect view, or otherwise. The system I just claimed has had it's mission marker disappear. I guess I can stop hauling now.forums.frontier.co.uk
The port produce imperial slaves,personal weapons and liquer. Dont build anything,ground ports are useless.Looks like I'll have to claim that "worthless" icy system right next door and experiment. Nobody wanted it before (with good reason) but if icy planets now spawn industrial stations or (maybe) outposts then it's a different ball game.
It is important to give the players what they so richly deserve, of course.It does certainly seem like FDEV added planetary economy influences, with no warning and no communication, directly on live, of course.
Oh no I won't - but I will place a commercial orbital outpost around one such icy body that has nothing else on the surface.The port produce imperial slaves,personal weapons and liquer. Dont build anything,ground ports are useless.