Elite Dangerous | Trailblazers Update 2 - Wednesday March 19

The journal is a log file written by the game which can then be read by various third-party tools.
(Or you can open them in Notepad if you want)
Will the powerplay journal entries allow to feed third party tools to track CPs and powerplay statuses for systems?

Even if that's going to work only by players' travelling through systems it would be already something better than the current situation...
 
You need an undo button? For what?
For when you change your mind.
For when decisions made on outright colonisation system documentation turn out to be wrong. Such as when people suddenly discovered the point cost doubling thing.
For when the system gets inevitably rebalanced and you may want to change stuff.
For when the game bugs out and places stations in the entirely wrong spot.
When you place an asteroid base without being told in what belt its going to be placed, metallic or icy and it gets placed in the one you dont want to.
When the prerequisite installation you place doesn't count as a prerequisite station because no dev actually tested their own system.....
 
Will the powerplay journal entries allow to feed third party tools to track systems?
They'd let you track your personal work done. It'd also mean that "what power and state?" gets populated more accurately by general passing traffic, rather than having weirdness where systems look unoccupied if anyone unpledged goes through.

There doesn't seem to be anything in that which would tell you the precise slider position within Fortified, say, or the total merits put in for both sides this week.
 
For when you change your mind.
For when decisions made on outright colonisation system documentation turn out to be wrong. Such as when people suddenly discovered the point cost doubling thing.
For when the system gets inevitably rebalanced and you may want to change stuff.
Denied. That is life, cope with it.

(in a multiplayer game, an undo button is a very bad idea. The possibilites where loop holes, glitches and server crashes are vast.)
 
I claimed a system (after the pause) and completed the primary port, named it, and after that I also built a small planetary installation. But after a couple of days I suddenly can't build anything new because when I select an empty slot it says construction is unavailable because the primary port must be completed first. But is already is completed.

Now I am reading different things online, some say it's a bug, some say this is normal and that after the weekly server maintenance everything should work.

Could you shed some light on this? Is this an issue I should report, or is it normal and should I wait for the weekly server maintenance?

20250318182617_1.jpg
 
I note that if you go to the rename panel, you see an icon which gives the correct identity for the installation. I built a tier 2 security installation, it shows as a "Scientific Installation" (that I've never built) but in the rename panel it has a shield icon which represents the security installation.
Will check it out
 
"
  • Added a new status flag for the npc crew to indicate if they're active or not." Does this mean my 18billion Cr SLF pilot lady sat at the bar, will no longer receive more beer tokens? Please say yes
 
mate - have you played and tried to move your FC in the last 3-4 days? I have constantly a spool-time of 15:30 to 16:30 minutes and I mobe three FC frequently
Yes I have and yes it's 15 minutes-ish.

However, as I said in my post, I was querying the timings during peak play times when lots of players are on. When this happens and a lot of carriers are jumping, the timer increases.

The OP mentioned increased capacity hence my question.
 
I note that if you go to the rename panel, you see an icon which gives the correct identity for the installation. I built a tier 2 security installation, it shows as a "Scientific Installation" (that I've never built) but in the rename panel it has a shield icon which represents the security installation.
That works yes.
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Sad that this is a science installation and functioning as a science station. And not a security installation as I build.


 
Fixed 5 past game jitter, says a funny joke here. haha
Activated escape pods for PP2.0
Activated rare goods, another funny joke here.
Fixed care package issue, now includes a discard button.
Fixed Mandalay graphic issue. rear thruster end up on cockpit after jumping to normal space, another joke here.
Turned on exploration data for pp2.0
Increased the number of power signal sources.
 
@Paul_Crowther

I'd also like to recommend there be an installation type that you can deploy in a space slot called "Installation - Staging Area" that basically acts as a big warehouse for various colony materials that a player or others can drop off at.

Now whether you can auto-fulfill build requirements FROM there (so you don't have to haul the stuff across the system) OR, even if you come back later to haul it. I'm about 50/50 on. But I would love a single place to just drop stuff off, that I can build near the primary star, and as I queue construction projects, I can just go to the staging area to pick up what I need.

That way Importing (hauling from outside the system TO the system) and hauling to the site (intra-system transport) could be scheduled as different play sessions. For Ex. I spend one evening session just sourcing stuff, then come back in a later session, to actually build it.
 
That works yes.

Sad that this is a science installation and functioning as a science station. And not a security installation as I build.
How do you know it's not working as a security installation?

Yes, it's really confusing that the game uses overlapping but different terms for "the model of the installation" and "the role of the installation", and they should probably retranslate the model names to match the colonisation roles they have - but they do seem to consistently work as their role rather than their model.
 
An undo button with no consequences is a bad idea. However, if you give a reasonable cost to deconstruct, then it won't be abused. Expecting a fix all solution is magical thinking. Fdev also needs to expand the codex to include more information on the rules or constraints of placing and constructing and their intended effects on things such as economy or another measurable attribute of your systems.
 
That is called bug and needs to be fixed. Still no need for an undo button...
An undo button would be great for build sites that haven't been constructed yet. So long as nobody has delivered any goods to these sites, yet, there's no reason we shouldn't be able to cancel that construction project.

Proper documentation and accurate information about what happens when you do things should be provided in-game and would substantially reduce the need to use such a feature, of course.
 
An undo button would be great for build sites that haven't been constructed yet. So long as nobody has delivered any goods to these sites, yet, there's no reason we shouldn't be able to cancel that construction project.

Proper documentation and accurate information about what happens when you do things should be provided in-game and would substantially reduce the need to use such a feature, of course.
Even if a project has been 99% completed, canceling the construction then removing all of those delivered goods, so it is lost time and effort which is enough of a cost on its own, so I don't see why having it be able to be done up until completion is a problem.
 
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