Guide / Tutorial Guide to Engineers in Colonia

It's level 5 :)
Shame. I thought the level 3 ceiling was a good idea. Fits the setting of Colonia much better than having parity with the bubble. I assume A-rated everything will be in the outfitters soon enough.

Frontier don't know a good thing when they have it.
 
Shame. I thought the level 3 ceiling was a good idea. Fits the setting of Colonia much better than having parity with the bubble. I assume A-rated everything will be in the outfitters soon enough.

Frontier don't know a good thing when they have it.

I brought my A-rated/Level 5 engineered gear with me, since I started out before the Colonia Engineers announcement. Cost: 120 million. And that was for the alt account, with many fewer engineer connections back in the bubble.

I think I might qualify for two of them.

Note: I have been campaigning to be the Wacky Engineer (Level 1 in everything) since Colonia started. Think "Klunk" from Stop The Pigeon.

No love for dogs at Frontier... :(
 
Greetings Commanders!

Unlocking the Colonia Engineers

The Engineers in Colonia need to be unlocked first before you can make use of their services. To even have them entertain the notion of working with them you’ll need to make sure you’ve spoken to the right Engineers in the bubble first. Here is who you need to talk to:

Mel Brandon – Based in The Brig on planet A 1 C in the Luchtaine system – Unlocked from Elvira Martuuk and invited by the Colonia Council when friendly with the faction.

... etc

It’s interesting, I’v got 5 grade with Elvira Martuuk and I’m ally with Colonia Council, but no invitation from this guy.
What am I doing wrong?


The rest three are ok.
 
I got the invite.

Also unlocked petra olmanova.

But couldn t go further than level 1.
(Have enough mats for level 5)

Thought i ve read bout so who claimed to have unlocked them to lvl5. Untrue?

Are they on level one? What will it take the community to advance them to level 5?

o7
 
Thought i ve read bout so who claimed to have unlocked them to lvl5. Untrue?
You can get them to level 5 rep by doing lots of rolls (297 in total) - but they'll still only offer G1 blueprints at the moment if you do.

Are they on level one? What will it take the community to advance them to level 5?
At this stage, all we can say is "more than 300 rolls per module". We're doing more tests - and assuming that they only update weekly, should have more details on Thursday.
 
You can get them to level 5 rep by doing lots of rolls (297 in total) - but they'll still only offer G1 blueprints at the moment if you do.


At this stage, all we can say is "more than 300 rolls per module". We're doing more tests - and assuming that they only update weekly, should have more details on Thursday.

Do you know if the excessive number of rolls is “working as intended”? Any words from FD about that?
 
You can get them to level 5 rep by doing lots of rolls (297 in total) - but they'll still only offer G1 blueprints at the moment if you do.

While preparing the PR for ED Engineer to add the new engineers, I found two interesting differences to the bubble engineers:

a) The heat sink ammo capacity upgrade is only available as a grade 3 blueprint from Ram Tah, there is no grade 1 or grade 2 from him. However, Petra Olmanova offers the same upgrade at the same cost as a level 1 blueprint.
b) The chaff launcher ammo capacity upgrade is also a grade-3-only upgrade from Ram Tah; Petra Olmanova offers a g1 blueprint with lower material cost.

I never used the chaff launcher blueprint from Ram Tah, so this might be a bug in the ED Engineer data; I'll know for certain once I am back in the bubble.
 
I used both, having ram tahs ammo cap sticky.

I think/understand that the more the colonia community well use blueprints / rolls, the easier/higher things will eventually get. Not 4 a fact but thats my interpretation.

Interrested in the test results, thanks for that. Let's see.
 
While preparing the PR for ED Engineer to add the new engineers, I found two interesting differences to the bubble engineers:

a) The heat sink ammo capacity upgrade is only available as a grade 3 blueprint from Ram Tah, there is no grade 1 or grade 2 from him. However, Petra Olmanova offers the same upgrade at the same cost as a level 1 blueprint.
b) The chaff launcher ammo capacity upgrade is also a grade-3-only upgrade from Ram Tah; Petra Olmanova offers a g1 blueprint with lower material cost.

I never used the chaff launcher blueprint from Ram Tah, so this might be a bug in the ED Engineer data; I'll know for certain once I am back in the bubble.
This is ED Engineer being out of date - these blueprints were reduced to G1 in 3.0 (because a blueprint which exists only at G3 doesn't work in the incremental model) and Olmanova and Tah have the same version.

Do you know if the excessive number of rolls is “working as intended”? Any words from FD about that?
I've not seen any statement from FD about how many rolls should be needed, other than a very vague "quickly improve". The news items just give the current level, not a target. But I don't think 300 is excessive.
As these Engineers are fresh to Colonia their initial services will be of a low grade rank but with your help they’ll be able to quickly improve.
I think in practice it's a hard thing to balance for Frontier. If the expectation was that just people dropping by and upgrading their modules would do it ... well, it rarely takes five rolls to max out a G1 blueprint, and most people probably don't need that many G1 modules - the major immediate use is for adding experimentals to things you've remote workshopped ... so 300 rolls on the same module would take quite some time to accumulate even over the entire community, to even see anything reach G2.

On the other hand, it's about half an hour's work for one person to just supply 300 rolls of materials to an engineer (not counting the collection, but this is all low grade stuff you can broker for, so that's pretty fast too). So if it only took 300 rolls to upgrade a module, we'd collectively have them all maxed out by the end of the month, and I think they intended them to last longer than that. We're currently up to about 4000 with another bigger test and hoping to get a bit more in before Thursday. At that sort of 1000-10000 level it'd be a pretty long-term project to upgrade everything, especially if G2->G3 is harder than G1->G2 etc ... but we could probably make some visible progress on something every week.
 
This is ED Engineer being out of date - these blueprints were reduced to G1 in 3.0 (because a blueprint which exists only at G3 doesn't work in the incremental model) and Olmanova and Tah have the same version.


I've not seen any statement from FD about how many rolls should be needed, other than a very vague "quickly improve". The news items just give the current level, not a target. But I don't think 300 is excessive.

I think in practice it's a hard thing to balance for Frontier. If the expectation was that just people dropping by and upgrading their modules would do it ... well, it rarely takes five rolls to max out a G1 blueprint, and most people probably don't need that many G1 modules - the major immediate use is for adding experimentals to things you've remote workshopped ... so 300 rolls on the same module would take quite some time to accumulate even over the entire community, to even see anything reach G2.

On the other hand, it's about half an hour's work for one person to just supply 300 rolls of materials to an engineer (not counting the collection, but this is all low grade stuff you can broker for, so that's pretty fast too). So if it only took 300 rolls to upgrade a module, we'd collectively have them all maxed out by the end of the month, and I think they intended them to last longer than that. We're currently up to about 4000 with another bigger test and hoping to get a bit more in before Thursday. At that sort of 1000-10000 level it'd be a pretty long-term project to upgrade everything, especially if G2->G3 is harder than G1->G2 etc ... but we could probably make some visible progress on something every week.

Ian, very shortly, I'm going to help out with that. :)
 
TL;DR : Why have the Colonia Engineers linked to the Bubble Engineers?

Greetings Commanders!

Engineers have arrived in Colonia, the farthest frontier of human space exploration! These engineers allow you to upgrade your equipment without having to fly all the way back into the bubble. However, being that they are on the fringe of space and have access to limited resources compared to those in the heart of human space civilisation, they do work ever so slightly different to standard engineers.

Yayy!


Greetings Commanders!
Unlocking the Colonia Engineers

The Engineers in Colonia need to be unlocked first before you can make use of their services. To even have them entertain the notion of working with them you’ll need to make sure you’ve spoken to the right Engineers in the bubble first. Here is who you need to talk to:

Eh... say what?

I'm dreadfully sorry, but _WHY_ in Colonia do the Colonia Engineers need introductions from Bubble Engineers?!

It would have made much more sense (as well as given those of us who have not been in the Bubble since Engineers were released) if the Colonia Engineers had a completely separate introduction/unlock path from the Bubble Engineers.

A good example would have been getting introduced to one of them by Jacques; you know, that guy that's been here since the beginning and pretty much knows everything that's going down in and around Colonia? Then once you get friendly with the first one they introduce you to the next one and so on. (Just like Bubble Engineers).

Or possibly you get a rumour to go somewhere for a special mission (maybe have some trigger which indicates the player has spent some time in Colonia), and when you go and accept it it turns out to be a special delivery to an Engineer's base and the mission is effectively the (hidden) introduction.

Millions of ways of doing it.

But linking the Colonia Engineers back to the Bubble Engineers is a bit pants.

Greetings Commanders!
Each Engineer will have their own tasks for you to fully unlock their services. Once unlocked you’ll be able to upgrade your modules as with other Engineers.

That's normal. And having the Community "upgrade" the Colonia Engineers over time is a nice Colonia-only twist.
 
This is ED Engineer being out of date - these blueprints were reduced to G1 in 3.0 (because a blueprint which exists only at G3 doesn't work in the incremental model) and Olmanova and Tah have the same version.

In that case, it is not just ED Engineer that is out of date, coriolis also has the heat sink launcher as a G3 only blueprint. I just put in the fourth and final PR for the Colonia engineers, will take some screenshots of CL, HS, and PD recipes from Petra Olmanova and head on over to Ram Tah to compare and if needed create some more PRs.
 
Is there any way of telling how close a module at a colonia engineer is to unlocking the next grade? Or roughly how many rolls are needed for each increase? For example how many rolls of G1 life support would be needed to unlock G2, and so on?
 
Is there any way of telling how close a module at a colonia engineer is to unlocking the next grade? Or roughly how many rolls are needed for each increase? For example how many rolls of G1 life support would be needed to unlock G2, and so on?
Our research so far indicates:
1) Something happens at about 5,000 rolls - applying this many to a module has sorted it to the top of the list at its respective engineer (when it wasn't before).
2) After 10,000 rolls the module does remain at G1, however. Whether something more was supposed to happen after 5,000 remains an open question (we have opened a "maybe-a-bug-maybe-not report" on this point to seek clarity).
3) Other than the sort order change at that threshold there is no visible distinction between modules with different numbers of rolls put in.

You're welcome to join us on the Census Discord at https://discord.gg/rAdXpx6 if you're interested in helping with the research and/or suggesting alternate lines of enquiry.
 
It has been weeks and all blueprints are still at grade 1 when I arrived at Colonia and saw it yesterday. I know not many players are at Colonia, but at least there must be some of them who are interested in upgrading engineers. So it's surprising that there is no progress at all.

Could you give explicit information on upgrading them? Exactly how many times of engineering I need in order to upgrade them for my community? We need more in-game information please.
 
It has been weeks and all blueprints are still at grade 1 when I arrived at Colonia and saw it yesterday. I know not many players are at Colonia, but at least there must be some of them who are interested in upgrading engineers. So it's surprising that there is no progress at all.

Could you give explicit information on upgrading them? Exactly how many times of engineering I need in order to upgrade them for my community? We need more in-game information please.

What we know is already in this thread.

Use them as much as you can.

I am building a ship in Colonia right now. I fly around and buy all the modules, and then I visit each engineer and use them to upgrade everything to G1 (currently 4-6 rolls per module) and apply the experimental effects I want. Then I go to a random station and use remote engineering to finish the engineering.
 
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