indeed, im finish up my last primary port and will drop all colonisation effort until further information or communication has been given. kinda pointless to have them go ahead and wreck all the effort in existing system without a single word
Yes, please! And please make the commodity filters I select in my carriers inventory PERMANENT, until I'm actively chanching them again. It's really a pain, to see almost every commodity listed in the start screen with "0" availability and the need to scroll endless lists of goods without stock to find out what I was searching, until I go to "Filters => Clear all Filters => Show only goods with stock" to reduce the view to just things I really have in stock on my carrier.... 1. Sorting the commodity list alphabetically (especially carrier) ...
Lucky settlement you foundSo I skipped out the detail...but what I meant was "They don't produce much"... e.g this is a large, high-tech settlement I just dropped in on.
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I don't know if this is even less for smaller facilities... but nonetheless, they don't produce even close to a full market, which was more my point.
Frontier didn't announce the change - we don't even know yet if it was an intentional one! - but the flood of reports since Wednesday make clear that something has been altered.What are those supposed rules?
naaah - the Spagetti are in the code already - they can´t be stuck to the wall....It makes sense to have an economy based on the raw materials of your planet. The present state may be what was supposed to exist from the beginning, but was too buggy and just now getting fixed... or they might just be throwing spaghetti at the wall.
It makes sense to have an economy based on the raw materials of your planet.
The current process for growing the market in a Starport is to build up facilities on or around the planetary body that it is orbiting.
We are continuously iterating on the design implemented, and we will continue to investigate ways to allow all facilities to find a route to market elsewhere within that star system. We have read your feedback and we are taking it into account in our investigation.
It makes sense in isolation, and has some neat touches - but it completely goes against other bits of the system design. The rest of the build dependencies, etc. seems to strongly encourage building mixed systems with installations, hubs, settlements, etc. to tune body economies to what you want.It makes sense to have an economy based on the raw materials of your planet. The present state may be what was supposed to exist from the beginning, but was too buggy and just now getting fixed... or they might just be throwing spaghetti at the wall.
In which case you would have expected them to have had that in the documentation - preferably with highlights when you select a planet saying what it will lean towards. I don't recall anything in there even hinting at planet types being important.It makes sense to have an economy based on the raw materials of your planet. The present state may be what was supposed to exist from the beginning, but was too buggy and just now getting fixed... or they might just be throwing spaghetti at the wall.
yep - especially with Refinery beeing from Rockys - how to support an Ocellus? If you are lucky a rocky has 3 slots....Now I just need to try and finish this Coriolis around a rocky planet before they change the rules again![]()
Yeah - found a 4 slot rocky moon, but would be interested if people are finding any 6+ Rocky planetsyep - especially with Refinery beeing from Rockys - how to support an Ocellus? If you are lucky a rocky has 3 slots....
I am lucky to have a 5Slot one, three systems further out in my chain - will become a Depot-System, also has a 6Slot HMC which will support Industry (I don´t mind the extraction influence) and Hightec will be by Outpost....Yeah - found a 4 slot rocky moon, but would be interested if people are finding any 6+ Rocky planets
I built my first outpost. There are plenty of places to build stations and ports in my system, if I'm not interested in money (passive income) there's no point in me building here anymore? Will this system stay with one outpost forever?In which case you would have expected them to have had that in the documentation - preferably with highlights when you select a planet saying what it will lean towards. I don't recall anything in there even hinting at planet types being important.
I also don't think their choices make a lot of sense - metals come from refineries, yet refineries at the moment have to be built on Rocky planets, not High Metal Content ones.
This feels more like them attempting to fix the 'I built a Coriolis around an ELW and it produces nothing' complaints, and forgetting an 'is_landable=False' restriction when looking at the planet.
Now I just need to try and finish this Coriolis around a rocky planet before they change the rules again![]()
If you have completed the initial construction, and do not add anything else, the system will stay like that forever, yes.I built my first outpost. There are plenty of places to build stations and ports in my system, if I'm not interested in money (passive income) there's no point in me building here anymore? Will this system stay with one outpost forever?
So far as I can tell "rocky" is "HMC, but a moon" - I don't recall ever seeing a rocky planet of any size.Yeah - found a 4 slot rocky moon, but would be interested if people are finding any 6+ Rocky planets
well, the Icons in Sysmap are different though (HMCs got that ingots, Rockies just an empty Body) ?So far as I can tell "rocky" is "HMC, but a moon" - I don't recall ever seeing a rocky planet of any size.
Given a big enough thing for it to be a moon of, you might be able to get a 6+, of course.
Yes - the game certainly treats them as different types, but part of that difference seems to be "you never get a rocky body directly orbiting a top-level star"well, the Icons in Sysmap are different though (HMCs got that ingots, Rockies just an empty Body) ?
There's some overlap, though - Rocky bodies go up to about 30% metal (very rarely higher) whereas HMCs can be as low as 25% (and very rarely much lower)Also they only got half of the Metal-content (roughly)
Maybe it is not the change itself, just a bug, even visual bug, and it was just before the weekend....Frontier didn't announce the change - we don't even know yet if it was an intentional one! - but the flood of reports since Wednesday make clear that something has been altered.
There are sufficiently different reports to make clear that we don't yet know exactly what the rules are, but the following can be said fairly confidently:
- planets and other bodies now give their own very strong economic influence (equivalent to 2-5 constructions in one or two types of influence)
- this influence will apply the next time you build something on/around that body
- there is no way to find out what the influence will be in advance
- there seems to be a correlation between body type and the economic influence it gives, but the rules for this haven't been worked out fully yet
the real problem is FDev´s refusal to admit that with that pre-determined location of primary port they made a massive mistake. If that wouldn´t be, the whole mess would not have been necessary.....I really hope Frontier will not sink in all that unnecessary comments, and really will get the point what is the real problem here.
the real problem is FDev´s refusal to admit that with that pre-determined location of primary port they made a massive mistake. If that wouldn´t be, the whole mess would not have been necessary.....