Elite Dangerous | Trailblazers Update 3.1 - 7th May 2025

Paul_Crowther

Senior Community Manager
Frontier
Greetings Commanders,

We have released a small update for Elite Dangerous to resolve a number of reported issues. No downtime is required but you will need to restart your games for the update and download to commence.

Update Notes

Issue Tracker Fixes:
  • Fixed Incorrect Manifest Checksum Error triggering from the launcher. (Issue ID: 75391)
  • Fixed instances of Orange Sidewinder disconnects when attempting to drop into Fleet Carriers. (Issue ID: 75298)
  • Fixed instances of Orange Sidewinder disconnects when attempting to log into the game and the Powerplay digest was timing out. (Issue ID: 75285)
  • Changed the minimum tech level to 35 in colonised systems with only a single Tier 2 or 3 port. (Issue ID: 75274)
    • This will enable the shipyard and outfitting services without the need to construct anything additional. Note that available stock will remain affected by tech level.
    • This will take effect for all existing systems over the next 24 hours, and will be the default for all newly colonised systems.
Bug Fixes:
  • Fixed multiple images in the Colonisation Market Links help screens.
 
Changed the minimum tech level to 35 in colonised systems with only a single Tier 2 or 3 port.
Does this mean
- a system which contains only a T2 or T3 port has a TL of 35, but if you build a second thing in the system it will drop back to its normal value?
- constructing a T2 or T3 port sets a minimum TL for the system of 35 regardless of what it contains, until you construct enough that it would normally have a TL of 36?
- constructing a T2 or T3 port as the primary port sets a permanent minimum TL of 35, but constructing one as a later asset in a system started from a T1 outpost does not?

Thanks
 
within the last days in the forums i learned that a Techlevel=35 is needed for shipyard+outfitting. Much apprechiated that it seems now overall available in L-pad-Stations.
Subject to Ian Doncaster's interesting questions.

Could you please describe similarly clearly what to do for enabling Universal cartographics in our stations?
All what I read throughout all x forum-posts, is guessing around, but not figured out yet.
 
  • Changed the minimum tech level to 35 in colonised systems with only a single Tier 2 or 3 port. (Issue ID: 75274)
    • This will enable the shipyard and outfitting services without the need to construct anything additional. Note that available stock will remain affected by tech level.
Can we get some clarification on the bolded statement? It's been my experience that Development Level is a major part of determining how many ships and modules that shipyards and outfitting have in stock. It would be really nice to know exactly how Tech Level is affecting the available stock.
 
Was the need so pressing that the Update HAD to be done 20 hrs before the weekly maintenance shutdown - or something tied to programming voodoo? Just curious really - and I penned this post because I had too much free time on my hands waiting for the Installation to complete......
 
i'm just starting to think about getting into power play. is it ready yet?
Well I like the ALD 140% bounty bonus once you get to level 98 with her. No decay of rank over time which is nice. The fly in the ointment " Care Packages". You need to stay on top of collecting them or you run into the bug which prevents you turning them in. At level 100 you have access to ALL special weapons across ALL powers.
 
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@Paul_Crowther

I have a question, in the last patch there was a fix for when finishing projects didn't give you the construction point. But does that mean it will NOW give you the point guaranteed from now on OR that it should give it now on AND retroactively grant it from before the fix?

I ask, because if it's the latter, I haven't gotten the point from that bug.
 
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Wait, no urgent paint job fixes in this patch?

We have a slew of reports regarding broken BGS in colonized systems. Both influence and faction setup has been reset to the initial state. This includes returning previously retreated factions. Not a "display" issue with it, either. Elections and wars are spawning as a consequence. In my own case, system owners have been reset to 13% influence, as they were 2 months ago.

There are several forum posts on this, including https://forums.frontier.co.uk/threa...nal-colonizer-faction-after-last-tick.637248/ and https://forums.frontier.co.uk/threads/bgs-reset.637228/#post-10624621.

There are several Reddit posts on the issues: Source: https://www.reddit.com/r/EliteDangerous/comments/1kfgb6e/bgs_is_completely_broken/
, Source: https://www.reddit.com/r/EliteDangerous/comments/1kcrwdq/bgs_fluctuating/


There are several issues in the tracker for this: https://issues.frontierstore.net/issue-detail/75344, https://issues.frontierstore.net/issue-detail/75437, and https://issues.frontierstore.net/issue-detail/74633.

BGS is at the core of Elite Dangerous and it goes hand in hand with the new Colonization feature. Why is this severe issue being ignored? Are we waiting for further server resets until all colonized systems are broken? System influence and faction composition needs to be corrected and return to what they were last Thursday, shortly after Trailblazers Update 3 was applied.
 
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This isn't a moan, it's just curiosity.
  • Why do all update require the "preparing planet generation system" timing phase to be done again?
  • Why do all updates reset the HUD colours? i.e. I use EDHM UI to make stuff blue but it changes back to orange
I made my HUD color changes in the GraphicsConfigurationOverride.xml file.

They've never changed.

HTH

GUIColour>
<Default>
<LocalisationName>Standard</LocalisationName>
<MatrixRed> 1, 0, 0 </MatrixRed>
<MatrixGreen> 0, 1, 0 </MatrixGreen>
<MatrixBlue> 0, 0, .03 </MatrixBlue>
</Default>
</GUIColour>
 

Paul_Crowther

Senior Community Manager
Frontier
Can we get some clarification on the bolded statement? It's been my experience that Development Level is a major part of determining how many ships and modules that shipyards and outfitting have in stock. It would be really nice to know exactly how Tech Level is affecting the available stock.
Tech level affects the quality of ships available in shipyard and modules available in outfitting. Quantity available is also affected by the size of the population, so a high tech with low population might offer more advanced modules but a smaller selection.
 
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