Elite Dangerous | System Colonisation Beta Details & Feedback

  • Give the option to pay NPCs to automate like 30% of the process at a high price and slow rate. Maybe these NPCs can be subject to RNG like pirate attacks so there's no guarantee that their progress will be consistent.

I like this one, with the caveat that construction material doesn't magically appear with the NPC. You have to tell them where to pick it up so if the source gets raided by FCs before your NPC gets there....
 
So FDev, this is either a coding issue or something is wrong if a place says it has available landing pads and activities are trade, but it's a horizon settlement so if ya get to close ya get blown out of the sky.

With that being said is the only way to get a refinery market in colonization to set the economy for refinery and then built a T3 Planetary port?
 

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So FDev, this is either a coding issue or something is wrong if a place says it has available landing pads and activities are trade, but it's a horizon settlement so if ya get to close ya get blown out of the sky.

With that being said is the only way to get a refinery market in colonization to set the economy for refinery and then built a T3 Planetary port?
So for some reason, the non-dockable assets are listed with landing pads, which is wrong... all the non-dockable surface ports have trespass zones. I can't speak to the second bit coz I don't have access to T3 stuff yet.

FWIW, those are generally considered a liability in "traditional" BGS stuff, because you can rack up crimes like that, and they get targeted for missions... so in the new world order of Colonisation, I suspect they transition to being net-neutral, given that weakness, but their importance in propping up a refinery economy?
 
So for some reason, the non-dockable assets are listed with landing pads, which is wrong... all the non-dockable surface ports have trespass zones. I can't speak to the second bit coz I don't have access to T3 stuff yet.

FWIW, those are generally considered a liability in "traditional" BGS stuff, because you can rack up crimes like that, and they get targeted for missions... so in the new world order of Colonisation, I suspect they transition to being net-neutral, given that weakness, but their importance in propping up a refinery economy?


Yeah I know about the BGS portion and the hub symbol made it look like the non-dockable assets, but then it is the only "refinery" type option among all the build options. With the amount of metals and CMM Composites needed for system construction and those that plan on bridging out into the void, we all have the same question on how to make a refinery commodities market?
 
Yeah I know about the BGS portion and the hub symbol made it look like the non-dockable assets, but then it is the only "refinery" type option among all the build options. With the amount of metals and CMM Composites needed for system construction and those that plan on bridging out into the void, we all have the same question on how to make a refinery commodities market?
So, my guess is based on this:
1740980464662.png


So... you built a refinery settlement... that'll influence dockable ports to produce refinery type goods... so you prob need to plop down a dockable type of facility near that refinery asset.
 
Can anyone help me?
I've got a very nasty bug.
I colonized the system on Friday and started building an outpost. On Saturday I successfully completed the construction and made a claim in a neighboring system. I quit the game. When I logged in the next time, the colonization task moved from the new system to the previous system where I had already finished building. Now the colonization contact offers to cancel the construction in the already built system (if I try to do this, I'll get an error and nothing happens). How do I remove the false task? I've sent a issue ticket and a request to the support (ticket REF: 274212), but the response will take too long for sure....
 
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For me, the most irritating thing in this whole feature by far: when you're on the colonisation ship transferring goods it is very tedious to navigate to the "transfer all" button by keyboard.

IMO this button should be selected by default, ready for pressing, and if for some reason you only want to transfer part of your cargo (by far the minority case, I would expect) you can navigate away from it to select the specific number of specific items to transfer. Also irritating, but not by as much: after pressing "transfer all" you have to go backwards (in terms of the usual semantics of the UI) to the confirmation button which could instead be navigated to on your behalf by the UI code.

Transferring from the fleet carrier cargo to ship is also onerous because there's no increments acceleration like there is in the carrier's commodity market. For this reason I found myself putting the delivery items in the FC market and buying them off myelf just to speed up the transfer.
Yes, the UI of the colonization ship can still be improved.
Especially the "Transfer all" button and the "Exit" button should be more easily accessible with fewer joystick motions. Having a separate, shorter menu to the right or to the left would be helpful. So that you do not have to scroll through all the resources until you get to "Transfer All". I use a mouse in the station, that helps. But i mainly use it, because control via joystick is a bit tedious.
 
Yes, the UI of the colonization ship can still be improved.
Especially the "Transfer all" button and the "Exit" button should be more easily accessible with fewer joystick motions. Having a separate, shorter menu to the right or to the left would be helpful. So that you do not have to scroll through all the resources until you get to "Transfer All". I use a mouse in the station, that helps. But i mainly use it, because control via joystick is a bit tedious.
One thing I've noticed... holy heck there needs to be the incremental increase in speed for transferring FC cargo, much like when buying off the commodity market. My index finger's tired of sitting there waiting XD
 
Hi, I want to build a Tourist settlement, but it says I need a satellite. Ok, so I built a satellite... and it is still saying I need a satellite, even I have it now.

When I built some previous settlement with some comms needed, it applied right away.

When I go to the satellite zone, it says "scientific outpost". So probably yes, I built a satellite, but the game is detecting it wrong?
 
So FDev, this is either a coding issue or something is wrong if a place says it has available landing pads and activities are trade, but it's a horizon settlement so if ya get to close ya get blown out of the sky.

With that being said is the only way to get a refinery market in colonization to set the economy for refinery and then built a T3 Planetary port?
yep, fell into that Pit as well.....
 
Please use this thread to share feedback on costs/resources/distances/times.

Please direct any bug reports to the Issue Tracker.

Greetings Commanders,

We are aware of reports of Commanders attempting to colonise a system at the same time and that this is causing an issue in some cases. We are investigating and will share any updates when available.
Hi,

can you please post a link to your bug reports
 
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Have a game breaking experience.. stayed on the colonisation ship while my buddy completed the port.
Was not online at that time, colonisation ship departed with me on it...
Unable to login or do anything now :(

I'm hostage at the colonisation ship it seems.

Might have to try the 'stuck' option, under Help from the menu?
 
minor Bug, but anoying - if you deliver Mats to a space-construction and you launch - there is no delay-timer, as soon as the landing gear lifts off the pad you get a loitering warning
 
minor Bug, but anoying - if you deliver Mats to a space-construction and you launch - there is no delay-timer, as soon as the landing gear lifts off the pad you get a loitering warning
Heh, lately I've been getting a loitering warning even while flying through the mail slot.
 
it's too late now but i think colonization should be able to expand off any populated system. but every colony started puts a hold on and eventually decreases the host system and systems have varying time frames to grow back. colonizing requires a min population amount to begin (including holds for in progress ones).

this would naturally control where and how frequent colonization can occur as well as limit passive and bgs effects from over colonizing.

it would also limit ladder efforts, forcing colonies to grow before extending.

but yea, too late.
 
I’ve got to fly to various inhabited systems to see what’s available within range.

I scouted out systems the other way around: fly to the potential colony, use the galaxy map to check there's an inhabited system inside 10ly (now 15), fss fully to see what's in it, jump to the next potential system rinse repeat.

Pretty sure I wouldn't want to colonise a system I hadn't even visited.

I suppose pretty soon there'll be a 3rd party site which can tell you all about systems inside colonisation range of other systems without having to visit, since the bubble's data is generally well recorded, but that's way too dull and dry for me.
 
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