Elite Dangerous | Colonisation Facilities & Markets

So will we ever be able to build/unlock a terraforming economy for a station at a candidate body? I realize the actual terraforming process will take years upon years and we could maybe not even see an ELW form from it in the games lifetime (At least not without a considerable effort from the community) but the immersion of the system architect saying "This is my desire to pour resources into" would be great.
 
So will we ever be able to build/unlock a terraforming economy for a station at a candidate body? I realize the actual terraforming process will take years upon years and we could maybe not even see an ELW form from it in the games lifetime (At least not without a considerable effort from the community) but the immersion of the system architect saying "This is my desire to pour resources into" would be great.
as much as understand that desire, I´d prefer they first (and quickly) fix the current attempt
 
So will we ever be able to build/unlock a terraforming economy for a station at a candidate body? I realize the actual terraforming process will take years upon years and we could maybe not even see an ELW form from it in the games lifetime (At least not without a considerable effort from the community) but the immersion of the system architect saying "This is my desire to pour resources into" would be great.
I don't expect terraforming-economies to be implemented for quite some time, for once terraformed, the planet would be rendered non-landable and any surface port would be effectively nullified due to that. Frontier would have to develop Elite to the point that Earth-like worlds are landable first.
 
Ok - experimenting here as time poor player! I built on a hmc, 1 tier 2 refining hub and one colony outpost with one more refining hub on the way, Outcome seems to be hydrogen gas and biowaste. There is an orbital slot also availble. Next moon along has 3 spaces and no orbital. To produce refined goods (i.e steel) should I build on the new moon, 2 more tier 2 refining hubs and this time an industrial outpost? Advice recommended. Thanks!
 
My initial construction (early on) was a science outpost, it appeared around the only atmospheric planet (5 slots). I've built a bio research settlement down there and have a healthy hi-tech market going at the outpost. Have added military & QOL installations elsewhere in system (got a lovely bar in close orbit of the secondary star if you want a good tan).
My question is - as I have a second orbital slot available above the same planet as my outpost is orbiting, can I also (when I have the t3 build points) construct another orbiting port, but a large one this time, there and still have it function with a market, assuming I throw down a couple more hi tech surface features as well? Can I have 2 working spaceports orbiting the same body?
 
Hi Toxo - There is currently a bug where if you build a something in slot 0 in the same orbit where you have your primary port then it does not get any influence from planetary facilities, so whatever you build on the planet will affect only your scientific outpost. Your new space port MAY get the high tech economy from your outpost though, but even that seems hit or miss from what I have tested.

Fdev are apparently aware of this and looking into it so it may not be a long time bug, just make sure you have a slot left spare in case you need to manually implement future changes and bug fixes :)
 
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Ok - experimenting here as time poor player! I built on a hmc, 1 tier 2 refining hub and one colony outpost with one more refining hub on the way, Outcome seems to be hydrogen gas and biowaste. There is an orbital slot also availble. Next moon along has 3 spaces and no orbital. To produce refined goods (i.e steel) should I build on the new moon, 2 more tier 2 refining hubs and this time an industrial outpost? Advice recommended. Thanks!

Hi Capt - I think the refinery/industrial combo is pretty bad - the industrial economy will eat up most of your refinery goods and I think you will need at least 4 refineries to start making stell, aluminium and titanium, and that is when these things are working properly.

The problem seems to be that right now things are NOT working as intended, specifically that colony outposts are not picking up and influences from planetary ports. I don't know if this is happening to everyone or if some people are getting lucky, but there are many people now saying this is what they are getting when trying to get their system started - I am one of those people and I currently have 3 systems where I have this same issue. It may be worth keeping the orbital slot available so that if new changes are implemented but are not automatically triggered by Fdev (after daily or thursday maintenance tick) then you can manually implement the changes by building something that resets the economy. An agricultural outpost could be a good option as it does not interfere (much) with a refinery economy.

Out of curiosity, is anyone currently getting the outpost/planetary influencer combo to work yet or are we just waiting on Fdev?
 
Hi Capt - I think the refinery/industrial combo is pretty bad - the industrial economy will eat up most of your refinery goods and I think you will need at least 4 refineries to start making stell, aluminium and titanium, and that is when these things are working properly.

The problem seems to be that right now things are NOT working as intended, specifically that colony outposts are not picking up and influences from planetary ports. I don't know if this is happening to everyone or if some people are getting lucky, but there are many people now saying this is what they are getting when trying to get their system started - I am one of those people and I currently have 3 systems where I have this same issue. It may be worth keeping the orbital slot available so that if new changes are implemented but are not automatically triggered by Fdev (after daily or thursday maintenance tick) then you can manually implement the changes by building something that resets the economy. An agricultural outpost could be a good option as it does not interfere (much) with a refinery economy.

Out of curiosity, is anyone currently getting the outpost/planetary influencer combo to work yet or are we just waiting on Fdev?
This is the only report since the patch that actually posted factual relevant information:
Hello everyone, I managed to start the refinery, Coriolis was built on Thursday, I built 1 refinery on the planet, and it didn’t work for me, then I built 1-agriculture, and hurray, my refinery started working, but now I only have metals on the market.
20 other reports are invalid due to being built before,or station in slot 1, or station built after refinery etc...
I mean even this report doesnt state if the station was built first,or the refinery. People just can't fathom the weird rules that are in place at the moment how colonization works.
 
This is the only report since the patch that actually posted factual relevant information:

20 other reports are invalid due to being built before,or station in slot 1, or station built after refinery etc...
I mean even this report doesnt state if the station was built first,or the refinery. People just can't fathom the weird rules that are in place at the moment how colonization works.
Coriolis was built during a bug when the planet influenced the station, it was industrial, after the rollback from fdev I built a refinery and it did not work and the market was empty and the influence was a colony, after I built agriculture and I had all the metals on the market, the station became a 50 refinery, 50 colony, but there is no influence from agriculture on the station.
 
On the same planet (HIP 76495 8)
Wednesday - finished Refinery Hub
Thursday - Civilian Surface Outpost (clotho) - colony economy
Friday - another refinery HUB - no change
Saturday - 3rd refinery Hub - > surprize : 0.5 colony, 0.5 refinery influence in my outpost and 3 commodities (the usual bug)
Monday - 4th Refinery Hub -> no change, same economic influence, same commodities in the outpost.
 
Coriolis was built during a bug when the planet influenced the station, it was industrial, after the rollback from fdev I built a refinery and it did not work and the market was empty and the influence was a colony, after I built agriculture and I had all the metals on the market, the station became a 50 refinery, 50 colony, but there is no influence from agriculture on the station.
what agri build was it? is it listed in the journal as economy=agriculture 0.15
 
On the same planet (HIP 76495 8)
Wednesday - finished Refinery Hub
Thursday - Civilian Surface Outpost (clotho) - colony economy
Friday - another refinery HUB - no change
Saturday - 3rd refinery Hub - > surprize : 0.5 colony, 0.5 refinery influence in my outpost and 3 commodities (the usual bug)
Monday - 4th Refinery Hub -> no change, same economic influence, same commodities in the outpost.
Ground ports seem to be wacky since day 1, I hope it updates after thursday service
 
Ok - experimenting here as time poor player! I built on a hmc, 1 tier 2 refining hub and one colony outpost with one more refining hub on the way, Outcome seems to be hydrogen gas and biowaste. There is an orbital slot also availble. Next moon along has 3 spaces and no orbital. To produce refined goods (i.e steel) should I build on the new moon, 2 more tier 2 refining hubs and this time an industrial outpost? Advice recommended. Thanks!
It is currently best to concentrate on one economy type at one planet.

Mixing economies has no beneficial impact. Only exception so far: noone know how to produce certain commodities, like CMM Composites. Or getting a refinery contact. For cases like that it might be feasible to build one special building.
 
It is currently best to concentrate on one economy type at one planet.

Mixing economies has no beneficial impact. Only exception so far: noone know how to produce certain commodities, like CMM Composites. Or getting a refinery contact. For cases like that it might be feasible to build one special building.
i had a planet based facility (Small Port) with a Refinery on the planet that produced CMMs, but only those and nothing else (the 3 commodity issue). Then the planet influence kicked in and screwed it. Now the planet influence is gone and the faclity produces only Nerve Agents. So all screwed.
 
i had a planet based facility (Small Port) with a Refinery on the planet that produced CMMs, but only those and nothing else (the 3 commodity issue). Then the planet influence kicked in and screwed it. Now the planet influence is gone and the faclity produces only Nerve Agents. So all screwed.
Sorry to hear that.
Yes, the 3 commodity issue for surface ports is one of thr most important bugs to fix. Would love to build some surface ports, but not hauling 33k as long as that bug exists.
 
Hi :)

Sorry to hear that.
Yes, the 3 commodity issue for surface ports is one of thr most important bugs to fix. Would love to build some surface ports, but not hauling 33k as long as that bug exists.

Same here, I considered building some surface ports too, but that's on hold for the moment while the bugs exist, and a bit more feedback from Frontier is more forthcoming.

Jack :)
 
I’m sharing a setup that worked moderately well. After many frustrating attempts and more than 70 structures built completely in vain, this one almost works. I'm sharing the planet and structure details for your future builds and general reference. I'm not satisfied with the results, as the economy is still extraction-based. At least it produces a moderate amount of steel, titanium, and other materials used for colonization.


The economy at the station is at 0.9 Extraction and 0.9 Refinery, but extraction predominates. I suppose that's why it doesn't produce more stock. It's still not the solution we need, but I hope it's helpful.


Screenshot 2025-04-16 081625.png
Screenshot 2025-04-16 064115.png
 
Thanks, i still doubt this would work atm. The whole thing is broken to take planet based influence. I am sure if the above would be build right now, it would not pick up any refinery from the planet surface.
 
Just to confirm - am I right in thinking that Refinery hubs (or any other hubs for that matter) are broken in that if you had for instance:

A Coriolis orbiting a planet with a refinery hub and an extraction settlement producing Metals and steel for your Coriolis pre-Frontier's revert last week and you add any type of installation or hub or any influencing building in the near vicinity following the revert;

Any hubs influence is completely removed leaving just influence of the settlements and/or any other installation type (other than a hub) ?

That's what seems to have happened on one of my systems

I had just the same thing above - Coriolis that was orbiting a planet with 1 refinery hub and 1 extraction hub - it was producing steel, aluminium and titanium amongst others and everything was fine but I wanted to up the volumes produced so I added a 3rd ground installation (i.e. 2nd refinery hub) but the moment I did that, it's now showing the station as Colony/ Extraction (50/ 50) when it should really be more Refinery and Extraction.

Hopefully that makes sense but just wanted to double check if anyone's had a similar experience?

It's a shame because had we have known adding an extra unit would activate/brick everything, I would have held off installing anything near the coriolis's economic influence range (i.e. built elsewhere).

I take it still no comms on if this is the case (i.e. if there's an acknowledgement that Refinery hubs are no longer working if you build another installation near them) ?
 
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