Elite Dangerous | System Colonisation Beta Details & Feedback

I came here to see if anyone else was having this issue too.

For me, I'm trying to place a Commercial Outpost around planet A8 in my system. It has three orbital slots, and it won't build in any of them. Like you, it goes through the selection process, I click build, the 'processing' spinner comes up for a minute, and then it's right back to the system view with no construction started.

I'm going to try another planetary 'Large' (read: Medium) Military Settlement and see if that will work.

Edit: The planetary build worked OK. It's just the orbital that doesn't seem to want to be placed.
Non-English versions of the game have had this problem all this time.
If it's t2 or t3, check if your build points have been taken away from you. If they took it, then the system has accepted your request.
And it will take several hours for construction sites to appear. (each time we waited for a different time, the biggest is about 12 hours)
 
At what point can I start other constructions in my system? My orbis still has scaffold and flashing lights so I assume it's not quite finished even though all the commodities are there. I tried constructing some outposts in the system and it looks like it's going to do, I even get a message saying it was successful, but nothing gets started and the spot is blank when I go back to the system map. Guess I should wait for the weekly tick or something and see what happens?
 
4 days ago I docked at an outpost where Colonization contact isn't available. Not greyed out or s.th. it isn't simply not there.
Many unclaimed systems around, with no forbidden ones.

Is there a explanation?
 
At what point can I start other constructions in my system? My orbis still has scaffold and flashing lights so I assume it's not quite finished even though all the commodities are there. I tried constructing some outposts in the system and it looks like it's going to do, I even get a message saying it was successful, but nothing gets started and the spot is blank when I go back to the system map. Guess I should wait for the weekly tick or something and see what happens?
no, immediately after the primary port is finished you can start placing construction orders (currently a little buggy).... upto 5 in parallel
 
The Orbital Construction Site has bad autodock pathing. If the landing pad is on the opposite side of the central spine from where you're approaching, autodock would happily belly flop into the central spine with no attempt at slowing down or avoidance. I'm certain many has reported the issue above, but just putting it here in case.

This issue above is something that impacts a lot of players and definitely need changing. The rest of this post is... more of a personal suggestion from me.

Some commodities makes no sense. Fruit and Vegetables for the primary port for example, if Food Cartridge is canonically known to provide all nutrients for survival, why do we need Fruit and Vegetables? If it's there to introduce variety into colonist's diet, then why only Fruit and Vegetables? Why not also Algae, Fish, Synthetic Meat, and Coffee? And most importantly, why isn't TEA required for Colonization? To be quite frankly honest, I feel like it might be illegal to colonize without Tea, especially when playing a game made by British Developers. There's also issue like tourist installations requiring no Consumer Technology and Domestic Appliances, Planetary constructions not requiring Skimmer Components, and worst of all -- Come on guys, it's 3311, and we're still using Steel as our primary construction material? When the internals of our stations are pressurized and oxygenated? Not mentioning, some planetary installations might be constructed on planets with Oxygen atmosphere!? Yeah these are gonna rust in no time at all.
These commodities are not just numbers on a list, they all have lore implications. I want to see the devs put more thought into what commodities and in what quantities each port is going to require, not just a simple shopping list that is only gameplay driven and serves no lore purposes. For example, the starport constructions sometimes calls for only Food Cartridges, and other times calls for no Food Cartridges, but a mixture of Fruit and Vegetables, Algae, Fish, Grain, and Synthetic Meat, to provide a much better diet for the colonists. Some construction calls for more Aluminum, while some others calls for more Titanium. Randomize some commodities, not in quantity but in type, as some colonies use the standard Copper for their wiring but some more wealthy and more high tech focused ports use Silver instead, and some just ask for more Aluminum as they use Aluminum wires. If a system list Battle Weapons as illegal, then their construction do not call for Battle Weapons, but require an increased amount of Non-Lethal Weapons. If controlling faction is Imperial, then have them ask for Imperial Slaves in certain constructions, and so on. There's so much potential here, all can be procedurally generated, and these changes not only make the shopping list feel unique and fresh every time, but also serves as lore pieces that combine to tell a better story.
I would simply move landing pads on ring shaped structure around construction site or move it at the end of the station axis. Landing pads are also cramped close to each other which results in warning or even fine without warning, unless landing approach is made from the top/bottom along station axis or from outside directly to landing pad. The best thing to do is to ignore autodocking and approach manually, then cutting off throttle for autodock to take over- it will swiftly position and drop ship on landing pad this way.

In case of materials I do not think much about it. Maybe construction station has a way to extract and mix various minerals from provided goods to make alloys it needs, like iron/coal from steel, rare elements from food and delivered tech, who knows...
The thing what I find the most annoying is that I have to constantly supervise cargo hauls like this:
1. Leave station
2. Select target from system tab
3. Get far enough to engage supercruise
4. Select target from system tab again to engage supercruise assist
5. Manage flight, most of the time target is behind planet so I have to go around it and let assist to take over when it is possible but it is usually not worth it
6. Leave supercruise mode
7. Press tab once to boost, request docking clearance , then cut throttle to zero for autodocking to take over. This step is not doable on orbital construction site.
8. Buy materials I need and go to step 1 again.

Someone might say that planetary landings are more complex but in reality the only difference is that I can skip supercruise assist and with proper approach angle it is actually not that much longer.

What I would like to have is option to use NPC pilot (which we have in game already but somehow they are able to pilot fighters in combat scenario and are unable to pilot ship which makes no sense at all) order him/her to dock where I want just buy goods and then issue another order to dock at my next target. As for all those players complaining about automated feature if You really think this is too much try not to use APEX shuttles since they do basically the same thing. The only difference I would introduce is ability to take over ship control in case of enemy attack, ship interdiction, or simply when I want to take over to perform faster manual landing.

Edit: For all those fellow players who are bored while hauling stuff. What I like to do is to listen to audiobook while doing those hauls. It is not that boring if hauling is done by Your body and mind in background while majority of Your mind is engaged in projecting movie from words in Your imagination.
 
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no, immediately after the primary port is finished you can start placing construction orders (currently a little buggy).... upto 5 in parallel
Ok, well it's currently not working for me. I'll try it again tomorrow and see if anything happens.
 
I would simply move landing pads on ring shaped structure around construction site or move it at the end of the station axis.
sorry, please don´t take this personally, but I am fed up with all that meeh, meeh, meeh here in the thread.

CMM / Insulating membranes not available at my favourit startport and I don´t want to use a medium ship to get them, FC are blocking all the slots in systems with Trailblazer ships, I have to approach docking area at construction site manually until in clear range, guys are you pilots or are you flying a desk?
Why not complaining "I just want to push a button and have my construction finished already"???

Xenia out.
 
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I would love if i had more buttons to press to finish a construction faster, right now its hours and hours of the most boring form of hauling, we don't even get to hunt down the harder to find insulated membranes, doing the same thing over and over invariably is bot work.

I dont blame people for wanting it to be more hands off if its going to be that engaging, althought, it really should be more engaging and less boring to the point people want to be able to fully check out of the colonisation gameplay.
 
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sorry, please don´t take this personally, but I am fed up with all that meeh, meeh, meeh hre in the thread.

CMM / Insulating membranes not available at my favourit startport and I don´t want to use a medium ship to get them, FC are blocking all the slots in systems with Trailblazer ships, I have to approach docking area at construction site manually until in clear range, guys are you pilots or are you flying a desk?
Why not complaining "I just want to push a button and have my construction finished already"???

Xenia out.
I'm only voicing my opinion. I'm content I can colonize system even if the way it is done is flawed in my eyes. I just miss some features that is all.
I'm building T3 station on my 2nd system claim, it is half-way done, that's lot of hauling but I do not have to focus much on repetitive task. My attention to game is minimal when my mind is wandering in world generated from the information provided from audio book. Yesterday I was so focused on book that I have started to make silly mistakes in game like arriving at station, forgetting where in cargo loop I was (meaning arriving at my FC without required cargo few times), all due immersion in the world generated by my mind.
 
I'm only voicing my opinion. I'm content I can colonize system even if the way it is done is flawed in my eyes. I just miss some features that is all.
I'm building T3 station on my 2nd system claim, it is half-way done, that's lot of hauling but I do not have to focus much on repetitive task. My attention to game is minimal when my mind is wandering in world generated from the information provided from audio book. Yesterday I was so focused on book that I have started to make silly mistakes in game like arriving at station, forgetting where in cargo loop I was (meaning arriving at my FC without required cargo few times), all due immersion in the world generated by my mind.
as I said, don´t take it personally, your post just was the straw which broke the camels back - cooling down now ;)
 
sorry, please don´t take this personally, but I am fed up with all that meeh, meeh, meeh hre in the thread.

CMM / Insulating membranes not available at my favourit startport and I don´t want to use a medium ship to get them, FC are blocking all the slots in systems with Trailblazer ships, I have to approach docking area at construction site manually until in clear range, guys are you pilots or are you flying a desk?
Why not complaining "I just want to push a button and have my construction finished already"???

Xenia out.
Heh. After losing 50% of my shieldless Cutter's hull numerous times at orbital construction sites due to crazy auto-dock I'm now docking her manually. Those repairs were becoming expensive! The screens there are a pain though.

I could get behind an extended large docking pad with clear access though. (Shakes fist at the galaxy).
 
I have also another suggestion:
Would it be possible to forfeit colonization claims for a month (might depend from distance) in favor of claiming one system further away from bubble?
Let's just say someone doesn't want to build in bubble space, or at it's border and wants to claim system further away. In this case (s)he can claim system further away in exchange of forfeiting future claims in specified time period. Such an option could be a reward to players who developed system to certain degree (a kind of evaluation of system development is already in game- the one used to grant credit reward on weekly basis).
 
Heh. After losing 50% of my shieldless Cutter's hull numerous times at orbital construction sites due to crazy auto-dock I'm now docking her manually. Those repairs were becoming expensive! The screens there are a pain though.

I could get behind an extended large docking pad with clear access though. (Shakes fist at the galaxy).
get your point, boosting a T-9 Brick with G5dirty through the construction-site.
Cutter I banished as she´s drifting to strong for my liking - most possibly the reason for your collisions, as the docking computer also has trouble compensating for that - and with the amounts we have to haul, that 4 tons of cargo-space (flying barebone 788 to) difference between Cutter and T-9 do no matter....
 
Anyone else having problems starting new constructions? I go through the process successfully, but doesn't actually create anything. Tried tier 1 surface and tier 1 orbital installation.
 
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