Elite Dangerous | System Colonisation Beta Details & Feedback

I think I messed up. I built an Ocellus Star Port first so I would have a full service port. But when it was completed there is no outfitting option and no shipyard. I've never seen an Ocellus star port without those services. Did I do something wrong?
 
nope - 15,0 and not one Lsec more - tried that Tuesday, would havw spared me one System in the daisy-chain if 15,1 Ly would woek - but nada.....
I thought I saw a couple systems available to me over 15LY the last time I checked but I could be mistaken.
 
I know this is the thread where we air our grievences, so tiny off topic. My base has its default set of factions. One of them is Anarchy (yay). I never BGS or PP so clueless. If I start working for them can we eventually take over the base and the system? 🙏
 
I know this is the thread where we air our grievences, so tiny off topic. My base has its default set of factions. One of them is Anarchy (yay). I never BGS or PP so clueless. If I start working for them can we eventually take over the base and the system? 🙏
Yes, most certainly.
None of the factions are native either, so if you get a filthy fed or obnoxious Imp faction inserted, retreating them out is very doable.
 
I know this is the thread where we air our grievences, so tiny off topic. My base has its default set of factions. One of them is Anarchy (yay). I never BGS or PP so clueless. If I start working for them can we eventually take over the base and the system? 🙏
I didn't really pay attention to my surroundings, and I don't really care either, and the result is that I now have three player factions in the system, one independant, one fed, one alliance. Oh well.

None of the factions are native either, so if you get a filthy fed or obnoxious Imp faction inserted, retreating them out is very doable.
Same for me, no native factions.
 
It would be cool to have some native factions for our new system, if I am being honest... I hope that at least with Vanguard,d we will get some mechanics for that.
 
Just visited "my" system post tick. It seems to suffer the same 'under construction' issue but seen Paul posted a comment they're looking into it so will wait for an update.

Besides that, missions are available, 4 factions incl. an anarchy, happy with how the mission board looks right now. Even got a CNB and IF. But no outfitting, not sure if or how I can add that to my outpost.

And it won't let me add a large starport because I don't have enough points - Codex is as helpful as usual in providing the necessary detail... Ugh. Can I even do it at all with two remaining build slots? If I add an installation will that unlock the large stations?
 
Mmm two issues here. Firstly the game itself doesn't agree, given the easiest thing to build is an Outpost.

Secondly it's not true, you're hauling in all the materials for for structure, not mining them. The only thing putting it on the surface does is add a bunch trips to the bottom of a gravity well.
Well I hear there is a placement/ build system for the surface things and it would get people into that mechanic right away, as opposed to being forced to haul for all eternity and get no sense of customization, placement...you can't even choose where your first star port goes and a small settlement to start with just makes sense. Something secure and that has a secure footing. Then a small dock/ or star port to make it easier to transport materials and then the larger (higher population) star ports. And, honestly? We should be mining it. There should be more than one way to skin a cat.

1. Choose a planet
2. Build a refinery and extractors
3. Begin mining materials native to that planet
4. Construct what you can given the materials (an ice base for example (Hoth style)? Minimal metals/ alloys required.)
5. Build other refineries and extractors on other bodies, generate materials to use in-system and beyond.

You could even have a mini-game, where you are transporting materials from the extractors to the refinery and have to periodically combat pirates on the ground.
 
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I've raised a ticket for the missing Refinery Planetary Port that appears to be needed for CMM Composites.


If you could upvote this if you're having the same issue, that would be most welcome.
That's because there are Refinery HUBs. Not T1-s, T1-m or T2-l settlements.

Id like to see T3 settlements sometime. Not just a port. This update has the capability of building upon the system economy. So being able to upgrade, demolish and rebuild would be a welcome improvement when it's out of beta.
 
Just visited "my" system post tick. It seems to suffer the same 'under construction' issue but seen Paul posted a comment they're looking into it so will wait for an update.

Besides that, missions are available, 4 factions incl. an anarchy, happy with how the mission board looks right now. Even got a CNB and IF. But no outfitting, not sure if or how I can add that to my outpost.

And it won't let me add a large starport because I don't have enough points - Codex is as helpful as usual in providing the necessary detail... Ugh. Can I even do it at all with two remaining build slots? If I add an installation will that unlock the large stations?
Have you seen DaftMav's spreadsheet ? this will explain what you need.
 
Is it just me?
Of course not.

  • System map takes twice as long to populate than yesterday.
  • Game is unstable. I got kicked out twice in 10 minutes.
  • Edit: Can no longer connect to servers.
Yes I have had mauve adders and kick outs, never timed the system map but that seemed fairly normal.

However it is patch day and various issues with servers etc are common enough for there to be a saying about it.

I ignored it as I wanted to add a last bit of help to the CG. So wasn't particularly surprised or upset by the proof that the advice is warranted.
 
Understandably, many people are using this thread to vent their frustrations about bugs etc.
However, I would like to take second to say: Wow! I've been completely hooked by colonization and its possibilities! FDev, keep up the good work!

If there's a general wish I have for colonization's future: Please keep working on it and expanding it. This has so much potential. The worth of having a homestead in a game like Elite, which is like a second life to many of us, cannot be underestimated. Make use of it. Here are some ideas:

- Give us the feeling of being at home - and someone important - by having guards greet us, maybe getting some special treatment from NPCs etc.
(while at it, do the same for FCs)
  • Give us new, custom buildings. Maybe something like a government seat that each player can only build once, or private residences. Private quarters / new facilities on space stations would also be nice.
  • Let us decorate and customize these buildings. Use the ARX store to make it a win-win situation for you and the players (also something you could to to FCs while at it)

And I'd like to repeat an unrelated thought:

- There seems to be general wish for other options to participate in colonization than hauling. There have been many good suggestions, but the easiest way would be factoring in credits to a greater extent. Those who love hauling could still earn these credits by hauling. But everyone else could earn them their way.
And to be honest, even now, those who don't like hauling are finding ways to finance their stations with credits (e.g. by paying haulers through favorable buy orders).
 
I logged in a bit ago in to check things real quick before going to work and stuff looks better to me. I was the architect again could start my next installation. I received my weekly payment and the outpost had missions (though it took two tries of spinning loader to see them).

There are still some minor issues. Even though the map says the station is online and I have missions the landing pad says "Under Deployment". It also doesn't have orbit lines, in the bookmarks it's part of the system category (and graphic) instead stations, and targeting while in super cruise shows a planet instead of the outpost in the lower left dashboard. Low priority stuff and some may be fixed with the latest messages about them looking into the station conversion issues.

On the whole things seem to be improving and smoothing out. Other than the big global issue yesterday I've only had one minor hiccup which was resolved by restarting the game. I'm really enjoying all the aspects of it. After the initial push to stop the 4 week clock (which wasn't bad at all considering what you are building) the installations I'm building are fairly easy with about 8-9 trips in a T9. I'm intermixing the hauling with other gameplay but find myself being draw back agin and agin to complete the next thing and expand the system. Soon I'll have enough points to build a bigger station and get a large landing pad.
 
I have my architect status back but a pre-update bug is still present. I've built an Angelia Satellite Installation in my system but I'm unable to build a tourism settlement as it says I require a satellite installation. I don't see anyway to 100% confirm what I build is a satellite installation except it 100% looks like the Angelia. When approached the hud shows "Scientific Installation".

Any help / ideas would be appreciated.

System: Pleiades Sector EH-L b8-0

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I had the same problem and this thread was helpful.

The first satellite I built was an Eirene type, but then I built a Hermes type satellite, which allowed me to build tourist facilities.
I have no idea if they needed a Hermes type or two satellites.
 
Concerning the moving of star ports and not being able to select the first one's location, Fdev could implement an Arx transaction to move your star ports, similar to the renaming system.
 
I had the same problem and this thread was helpful.

The first satellite I built was an Eirene type, but then I built a Hermes type satellite, which allowed me to build tourist facilities.
I have no idea if they needed a Hermes type or two satellites.

Thanks! I've found 3 separate issues that have been raised. Looks like either wait for the fix or build a Hermes. I think I'll give it a couple of days as I'm a bit sick of hauling for the last week :D

 
Have you seen DaftMav's spreadsheet ? this will explain what you need.

Thank you! But beware that some numbers seem to be off. Building a Coriolis starport with 4 trusses, and I would be ready now if it had none at a mere 53k tons. But as it turns out, I needed 18+k tons of CMM Composites alone (instead of 11261), let alone the numbers of other bulk materials like Aluminium, Steel and Titanium which are about 20-25% higher than shown in my case. So the number of trusses makes a difference indeed, should possibly have known that before, can't remember what it showed ingame (think all Coriolis types looked the same, number-wise). In particular nasty with the CMM Composites, as those you can only get those from planetary refineries, and an endless stream of planet landings in a Cutter is a fun in its own category. 4 truss Coriolis should be more in the 70-80ks, I guess. Luckily, I'm beyond the CMM grind, the rest should be much quicker now, only 35k left (48%) ;)

EDIT: Im getting old and my memory fails me. Well, anyway, these are the concrete numbers (after one or two Cutter shipments IIRC) for a 4-truss Coriolis:

1741283683128.png


18k, Steel it was. No problem ;)

O7,
🙃
 
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