What is your planet and facilites on it?
There is a bug report for this. Please add you info to it: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
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% |
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 don’t think agri will particularly pose problems with refinery
… 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.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.
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.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.
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).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.
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 see reports things reverting back to colony economy bug. Did anyone manage to add stuff since patch?
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.military