Okay… but I’d see it making more sense if it had the content that it was originally made for also present? Dunno. I guess there’s AX conflict zones in the California nebula that remained active post-Titans…Fixed minor typo with the Anti-Guardian Zone Resistance engineering effect on modules
Couldn't see a fix for surface ports with 3 or sometimes nothing in their commodity market.
It makes it virtually impossible to get CMMs away from the bubble.
Seconding (thirding?) both of those. My colonization projects will generally remain within some reasonable range to the closest location producing these (Trailblazer Star) but I would find it convenient to have a surface port in 1-2 jump range even if I have to deal with a 1.93G planet for it. As is I can’t do that though, since I don’t want to build either a T1 planetary outpost or a T3 planetary city to play the lottery of “Does it sell the useful things for colonization”.No fixes to planetary ports of all sizes only ever being able to produce 3 random resources?