Elite Dangerous Colonisation Building Materials Transport Help?

For those who might be interested in some data...

I've been doing most of the heavy lifting with my FC. Its basically just for the stuff required from a Refinery as that is the largest portion of most builds anyway. i.e. A quick calc shows the "Surface" Refinery commodities to be about 17,264 of the 18,473 required for a Tier 1 Outpost. That's 93% of a build which can be loaded in only a single FC jump (and then back of course).

The other benefit is that you can save a bunch of time (and likely a bunch of competition) if you use the FC to jump to a very remote Surface Refinery to do your loading. I'm using one that's over 400K LS from the beacon. The carrier will position wherever you want in a system - no matter how far out - in its single jump. If you choose your destination wisely, you can get about 93% of your build in a single carrier jump! This also virtually eliminates competition with CMDRs who are simply using their ships to get commodities. No one in their right mind is going to be doing in-system transits of several hundred thousand LS over and over to get their stuff...

So, that being said, using optimal FC jump locations (to orbit a specific planet in a system, or as close to your build as possible), I have been timing my round trips. (IOW: Don't just jump to a system, jump to a specific planet or build site in that system!) In my experience, it typically takes about 6 minutes to do either a loading or unloading round trip. That's basically loading a FULL Carrier load (24,070) with my Cutter (760 T) in about 3-1/2 hours. Note that I always fill up the carrier so as not too waste the capacity. Basically, I'm loading for both my current build as well as my next one (as space permits). If all you wanted to load was the 17,264 Surface Refinery commodities required for an Outpost that would only require about 2-1/2 hours on each end.

Yeah, you can just jump around to pick stuff up, but the carrier lets you get to much more remote sources (inc distance from a system's star) in a single jump. You will have a much better selection of sources without having to worry about jumping around multiple systems/stations, competing for inventory, and long in-system transit times.

I do all the "lesser tonnage" commodities by just jumping around as the aggregate loads from each station are so small anyway. ...but the carrier is the way to go if you want to source with efficiency. Its also a bit of a grind to load/unload from the carrier (hence the efficiency) but treating it like a mini-game to optimize your loop times goes a long way...

In less than a week, I built two Tier 1 Outposts (18,473 T Each), one Tier 1 Surface Industrial Outpost (36,829 T), and have a Fully loaded FC (24,070 T) currently waiting for the Construction stoppage to be lifted (Asteroid station next)...

FC's work REALLY well for colonization if you use them efficiently. This is not a secret. That's why its tough getting time slots right now.
 
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I agree, it is more effort to load up the fleet carrier with commodities, then unload the carrier at the destination. Especially if those commodities are an easy jump away from the colony, it is just extra work to use the fleet carrier.

I find it handy to place my fleet carrier in the colony system so I have easy access to my other ships & modules. Also I sometimes dump excess commodities onto my fleet carrier, or pickup commodities I had lying around.
That makes sense as then you can use it as a base of operations sortof.....
 
I've just been hauling with my Cutter (704T), everything I need is close, using the FC would just be too much drama. For me my FC will be handy once we get out further from the classic bubble and resources become less reliably close.
With the current 1+ hour queues for the FC, I see no benefits in using mine for now. I did try it for the initial claim build but then I realised that I'd been away from the game so long I neglected to upgrade my old cutter's FSD to a SCO... which added a huge amount of jump range to it. I completed my second development (a large EDO settlement) in an evening/afternoon, mostly using my cutter. Two jumps out, three back (at most). 760T capacity.

I'm glad for it, but I do feel FCs could have been enhanced for this update somewhat, in allowing us to buy resources remotely, over a time frame, from a source location, then brought to a claim and then allow the resources to be added remotely (even if it applied a time delay). As cool as this new feature is, it feels a bit weird that an entire development of this size is sustained by one guy sat in a single ship, hauling back and forth all day. You can literally build an entire settlement in half a day. I'm not one for arbitrary delays for realism sake alone, but I do think the game play loop could have been adjusted so it wasn't just more hauling; the game has plenty enough hauling game play loops already.

I know this is too much to ask, but they could even have added actual building game play on foot (and with a new vehicle or two for this purpose). The to-do list we have is fine but I can't help but feel that part could have just been handled by some form of automation (paid for by credits).
 
For those who might be interested in some data...

I've been doing most of the heavy lifting with my FC. Its basically just for the stuff required from a Refinery as that is the largest portion of most builds anyway. i.e. A quick calc shows the "Surface" Refinery commodities to be about 17,264 of the 18,473 required for a Tier 1 Outpost. That's 93% of a build which can be loaded in only a single FC jump (and then back of course).

The other benefit is that you can save a bunch of time (and likely a bunch of competition) if you use the FC to jump to a very remote Surface Refinery to do your loading. I'm using one that's over 400K LS from the beacon. The carrier will position wherever you want in a system - no matter how far out - in its single jump. If you choose your destination wisely, you can get about 93% of your build in a single carrier jump! This also virtually eliminates competition with CMDRs who are simply using their ships to get commodities. No one in their right mind is going to be doing in-system transits of several hundred thousand LS over and over to get their stuff...

So, that being said, using optimal FC jump locations (to orbit a specific planet in a system, or as close to your build as possible), I have been timing my round trips. (IOW: Don't just jump to a system, jump to a specific planet or build site in that system!) In my experience, it typically takes about 6 minutes to do either a loading or unloading round trip. That's basically loading a FULL Carrier load (24,070) with my Cutter (760 T) in about 3-1/2 hours. Note that I always fill up the carrier so as not too waste the capacity. Basically, I'm loading for both my current build as well as my next one (as space permits). If all you wanted to load was the 17,264 Surface Refinery commodities required for an Outpost that would only require about 2-1/2 hours on each end.

Yeah, you can just jump around to pick stuff up, but the carrier lets you get to much more remote sources (inc distance from a system's star) in a single jump. You will have a much better selection of sources without having to worry about jumping around multiple systems/stations, competing for inventory, and long in-system transit times.

I do all the "lesser tonnage" commodities by just jumping around as the aggregate loads from each station are so small anyway. ...but the carrier is the way to go if you want to source with efficiency. Its also a bit of a grind to load/unload from the carrier (hence the efficiency) but treating it like a mini-game to optimize your loop times goes a long way...
Thanks for the info, makes sense and saves time and such.......
 
With the current 1+ hour queues for the FC, I see no benefits in using mine for now. I did try it for the initial claim build but then I realised that I'd been away from the game so long I neglected to upgrade my old cutter's FSD to a SCO... which added a huge amount of jump range to it. I completed my second development (a large EDO settlement) in an evening/afternoon, mostly using my cutter. Two jumps out, three back (at most). 760T capacity.

I'm glad for it, but I do feel FCs could have been enhanced for this update somewhat, in allowing us to buy resources remotely, over a time frame, from a source location, then brought to a claim and then allow the resources to be added remotely (even if it applied a time delay). As cool as this new feature is, it feels a bit weird that an entire development of this size is sustained by one guy sat in a single ship, hauling back and forth all day. You can literally build an entire settlement in half a day. I'm not one for arbitrary delays for realism sake alone, but I do think the game play loop could have been adjusted so it wasn't just more hauling; the game has plenty enough hauling game play loops already.

I know this is too much to ask, but they could even have added actual building game play on foot (and with a new vehicle or two for this purpose). The to-do list we have is fine but I can't help but feel that part could have just been handled by some form of automation (paid for by credits).
I absolutely agree and we should get the choice, haul the building materials yourself and save a lot of credits or pay for it and have it hauled to your build site for a large sum of credits......We should also get more design options and or haul or build options if we like as some are more designers like myself and some are more of building and or hauling type, but we should get the choice of how we want to complete it.
 
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With the current 1+ hour queues for the FC, I see no benefits in using mine for now. I did try it for the initial claim build but then I realised that I'd been away from the game so long I neglected to upgrade my old cutter's FSD to a SCO... which added a huge amount of jump range to it. I completed my second development (a large EDO settlement) in an evening/afternoon, mostly using my cutter. Two jumps out, three back (at most). 760T capacity.

I'm glad for it, but I do feel FCs could have been enhanced for this update somewhat, in allowing us to buy resources remotely, over a time frame, from a source location, then brought to a claim and then allow the resources to be added remotely (even if it applied a time delay). As cool as this new feature is, it feels a bit weird that an entire development of this size is sustained by one guy sat in a single ship, hauling back and forth all day. You can literally build an entire settlement in half a day. I'm not one for arbitrary delays for realism sake alone, but I do think the game play loop could have been adjusted so it wasn't just more hauling; the game has plenty enough hauling game play loops already.

I know this is too much to ask, but they could even have added actual building game play on foot (and with a new vehicle or two for this purpose). The to-do list we have is fine but I can't help but feel that part could have just been handled by some form of automation (paid for by credits).
I'm using the 1:15 FC scheduling time as personal down time. It works out fine.

I just work until the FC is full, schedule the jump (1:15) and take a break. Same on the unloading cycle. No problem...

Work with the game not against it.
 
I absolutely agree and we should get the choice, haul the building materials yourself and save a lot of credits or pay for it and have it hauled to your build site for a large sum of credits......We should also get more design options and or haul or build options if we like as some are more designers like myself and some are more of building and or hauling type, but we should get the choice of how we want to complete it.
You have several choices. Jump around with your ship(s)... Invest in, and use, a Fleet Carrier... Contract with someone else to do it... ...or just don't do it at all if you find it too grindy.

Colonization adds another interesting path to ED ... but no one is forcing anyone to do it.
 
You can:
  • Park your FC somewhere central, load up all the necessary supplies using your ship, then jump back and unload
  • Park your FC somewhere central and put up a competitve buy order for goods, advertise it somewhere more visibly.
  • If your colony is close, just go direct back and forth with a T9 or whatever.


It can hold an Outpost's worth, can't it?
Yes. I can confirm an outpost can be done in a single FC load provided you don’t have a bunch of modules installed and aren’t loaded up too much on tritium or reserving a bunch of space for commodity orders.

PS. Long time lurker, first time post for me. 🥳
 
I'm using the 1:15 FC scheduling time as personal down time. It works out fine.

I just work until the FC is full, schedule the jump (1:15) and take a break. Same on the unloading cycle. No problem...

Work with the game not against it.
I think it has its place and use, but isn't necessary in all scenarios. I'm cool with that. Options are good in games. My point wasn't to work against something, just to agree that it's not always the only true option, which is a good thing.

A 2-3 hop process with 700T+ is easily faster than doing a FC load/unload, it's two fewer docks per trip and you don't need to faff with the awful transfer out mechanic that takes ages; where you don't want to stop playing, there's no delay with the FC jump sequence as well (which suits some people better). But in scenarios where it's a longer distance to go, with a ton of materials to gather, the FC wins out easily, even with the long delay; during that timer, you can use a T8 to finish up the "sundries" of the list, that don't require the FC. I like this.
 
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You have several choices. Jump around with your ship(s)... Invest in, and use, a Fleet Carrier... Contract with someone else to do it... ...or just don't do it at all if you find it too grindy.

Colonization adds another interesting path to ED ... but no one is forcing anyone to do it.
No I agree, I just like a lot of options rather than not, I have already invested a ton in the game, however I like to inquire about the best routes to use that others have already done rather than doing it arbitrarily is all......
 
I have heard mentioned several times now that some feel that being that the colonisation is a beta and once it goes live for use of another word that the space station build materials grind may disappear or that there will be more options involved in it, almost sounds seems like a logical addition might be able to pay to have the build materials hauled as an option perhaps, anyone in the know about this?
 
I have heard mentioned several times now that some feel that being that the colonisation is a beta and once it goes live for use of another word that the space station build materials grind may disappear or that there will be more options involved in it, almost sounds seems like a logical addition might be able to pay to have the build materials hauled as an option perhaps, anyone in the know about this?
Only Frontier knows. The grind could go either way: easier or harder. Or stay the same.

I think that paying NPCs to haul commodities is very unlikely. Credits flow like water, and there are so many mega billionares that it would make colony building trivial. Kinda like the cost of ships is trivial.
 
Only Frontier knows. The grind could go either way: easier or harder. Or stay the same.

I think that paying NPCs to haul commodities is very unlikely. Credits flow like water, and there are so many mega billionares that it would make colony building trivial. Kinda like the cost of ships is trivial.
Yeah I guess so, maybe after I actually do it once myself it wont seem so bad, guess I got spoiled the first time as someone was nice enuf to haul everything since they were building their space station nearby, lol.....
 
Yes. I can confirm an outpost can be done in a single FC load provided you don’t have a bunch of modules installed and aren’t loaded up too much on tritium or reserving a bunch of space for commodity orders.

PS. Long time lurker, first time post for me. 🥳
Truth. Mine had a few... items one might find in a museum of the thargoid macabre so I had to carry a little bit in a ship.
 
So are there all the building materials near virtually every major area of space where there are populated systems or in just the major ones like Sol, for example Pleiades, Hydrae, California, Witch Head, etc?

Also, is there any way to ensure that if so and the building materials are reported available in the said named location that we dont arrive and they are either not available or there is not enuf, so that we arent wasting our time, effort and jumps to get there for nothing?
 
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