Have any Post-April 3rd Planet-Influenced Outposts been reverted to Colony yet?

Hi Community,

Well we are almost one week into the reversion of the Planetary-influenced Colonies that Paul Crowther mentioned last week, that should take two weeks.....

Has anyone seen any reversion happen or are the server hamsters too busy?

I completed a Commercial-type Colony outpost last week around an Ice Planet, not knowing about the 1.15 Planetary Influence bug, and it promptly became an Industrial Outpost.

I have nothing against Industrial Outposts, but you can pick those directly and they seem to be fixed and do not evolve based upon the planet settlements and hubs etc.

Given that Ice Planet below has 6 free slots, I am left with the challenge of what to put there given that Surface Outposts and Ports are currently bugged.

Has anyone seen a Colony outpost actually revert to being a Colony since FDEV's announcement that a mistake had been made?

Mine is still an Industrial Outpost.

I am building another Colony Outpost in a different system around a HMC planet, will it stay a Colony or become an Extraction Outpost?

At this point I just do not know, so I am not rushing construction and I have 21 days left before I have to complete it.

Hopefully, perhaps naively, the situation will be clearer by then?

Perhaps, perhaps not.
 
it seems that the planetary inf is off definetly, as I finished an commercial outpost and a coriolis, both stayed colony....
 
They don't appear to have gone through and disabled the market effects so it will apply when you next build something that causes the system to recalculate it's market.
 
So, I need to build something else in the system and that will cause it to revert to Colony?

Does any new addition trigger this change or do I need to build something specific?
 
At the moment it looks like anything that has economic influence. Just be aware that my testing currently shows that orbital installations currently don't have any economic influence again.
 
So Orbital Installations do not currently have economic influence, but a surface settlement or hub does?

What about Non-Colony Surface Outposts?
 
It sounds like the surface stuff is working to influence markets in orbit. I don't build surface stuff so I have no experience with it. I'm only doing orbital work so that's the only part I can confirm.
 
My guess is that if you can stomach making 4 or more refinery hubs then you may be able to make a mother of a refinery hub there, especially if you were to fill all 6 slots with refinery hubs. Hopefully one day there will be an option to "upgrade" outposts to a coriolis or something :)
 
My guess is that if you can stomach making 4 or more refinery hubs then you may be able to make a mother of a refinery hub there, especially if you were to fill all 6 slots with refinery hubs. Hopefully one day there will be an option to "upgrade" outposts to a coriolis or something :)
That sounds like good advice

In my original system I have a single slot left on Planet 2, with an orbiting Industrial outpost, that I was thinking of putting a Mining Settlement in, but may be an Industrial or Refinery Hub might be a good idea to boost production in the Industrial Outpost.

Another question I have is, are Binary planets treated as a Single Economic unit or two Separate Economic Units??
 
Hi All,

I completed a Colony type Commercial Outpost as Primary Port around a HMC world yesterday.

I am happy to confirm that it manifested as a Colony and not an Extraction.
 
I have a Industrial Outpost that should be a Colony as well.

I built it just after 3rd April when things changed and I did not know about it.

It has not changed back, as I thought it would, but I have since built two colonies that came out as colonies, that was after FDEV's announcement that they were rolling back the April 3rd change (or at least that is how it was interpreted by the wider ED world).

My current understanding is that you have to build something else in that planetary slot which will kick-start the switch back to Colony.

That is a little annoying, quite honestly, as it means the Architect has to expend more effort and expense to correct FDEV's mistake, but hey-ho, it's a BETA :)

Of course, you were probably going to build something else anyway.

This is all well and good if you have vacant slots to build on, but not so well and good if you have none available.

Live and learn
 
They've broken something again, I got the dreaded cloned Coriolis station sometime this week; I had 3 that were removed earlier but one has appeared again from a new contruction site... what is more annoying is looking at it now, it's increased the resources for my current build target as it thinks there are extra stations in the system, and it's asking for resources I'd already zeroed.. So I'm giving up on colonisation entirely until it's at least stable.
 
It has not changed back, as I thought it would

I have an Orbis with 1.15 Refinery / 1.15 Agriculture planetary influence, came online during the same tick that added planetary influence, and it still hasn't reverted. Since then I've completed a Coriolis in a different system which has not picked up any planetary influence as others have already been reporting.

Technically it's still a few days until it's been the two weeks that FDev said it would take for everything to revert, but I'm not holding my breath and I'm not sure I want mine to revert either looking at how broken everything is currently.
 
Pretty sure everything that has reverted so far has been a 'triggered revert', building something at the planetary body causes a recalculation.

The remaining problem is that the new things aren't reliably sending influence to the colony structures they should be influencing.
 
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