Shipyards Offline After Trailblazers Update 3

Thanks Mate and sorry for seeming impatient. I have no choice but to hold on to it. I wish I could sell it. I just can't be bothered to do this level of grind to get a shipyard back that I was locked out of after the fact. I don't appreciate being chumped by a video game. At least I got a plaque with my name on it.
I feel like people shouldn't -have- to convert a huge chunk of a system to a particular eco just to get a shipyard. Sacrificing a proper economy for player QOL.
Economies do very little for a player after all by themselves, facilities and services do. I almost feel compelled to do so in every system now; even if it doesn't fit.

But, if you give me your system I'll check how close I am; I can see if I can help get you back to your shipyard. You got a nice full system that I'd hate to see abandoned.
May take a while, but I'm sure there are those who will help you get it.
 
SecurityTech LevelWealthStandard of LivingDevelopment Level
-21113618

This system is HIP 81682. It only has 12 total slots. This makes me wonder if instead of the requirement to activate services being a hard 35, if it doesn't scale based on the size of the system? Hopefully this is the case, because it was really tricky trying to plan out the system for 35+.

How many slots do you have left?

Wow, one sun and one planet - this is really challenging all right.

Adding what you said in another thread:

1000003221.jpg
 
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I feel like people shouldn't -have- to convert a huge chunk of a system to a particular eco just to get a shipyard. Sacrificing a proper economy for player QOL.
Economies do very little for a player after all by themselves, facilities and services do. I almost feel compelled to do so in every system now; even if it doesn't fit.

But, if you give me your system I'll check how close I am; I can see if I can help get you back to your shipyard. You got a nice full system that I'd hate to see abandoned.
May take a while, but I'm sure there are those who will help you get it.
That sacrificing the economy part never even occured to me since I'm not a PP-er, but you are right. Just to have a shipyard that should be part of a base you slaved for almost a month? It's like building a house only to have HOA come along and take your garage keys until you build 3 more houses on the block. I have no words!

Thank you for the help offer. I really appreciate it but this is my fault for going at this solo with my limited time. I should have known better.

I hope enough people rant and they turn this ridiculous level 35 down a lot. They've done it in the past. o7
 
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Stats today are
SecurityTech LevelWealthStandard of LivingDevelopment Level
-21113618

This system is HIP 81682. It only has 12 total slots. This makes me wonder if instead of the requirement to activate services being a hard 35, if it doesn't scale based on the size of the system? Hopefully this is the case, because it was really tricky trying to plan out the system for 35+.

Honestly, you kind of give me quite a bit of hope there; that maybe there's more to this.
But without seeing your potential boosted multipliers; it's hard to know what the case here is. My cynical side says that its still tech 35 one way or another.

Congrats on making progress though! You seem to have enough spots to get there one way or another at least if it was a bug getting it early.
 
How many slots do you have left?
I still have 4 surface and 2 in orbit left to build on. I had the whole system meticulously planned out to barely get me past tech level 35, but if it stays this way with shipyard and UC turned on, I might not go as hard with it.

I'm even starting to wonder if I should even bother with the third refinery, since there's a nice selection of metals already available. I would like to flip the station label from Extraction to Refinery though. In fact the economy is pretty decent. Most of the extraction minerals are gone, lots of metals (missing copper though), and lots of industrial items that we use for colonizing. The mixed economy is actually looking pretty decent, in my opinion.

Honestly, you kind of give me quite a bit of hope there; that maybe there's more to this.
But without seeing your potential boosted multipliers; it's hard to know what the case here is. My cynical side says that its still tech 35 one way or another.

Congrats on making progress though! You seem to have enough spots to get there one way or another at least if it was a bug getting it early.
I really do think there's more to it. It seems overly simplistic that it would require tech level 35 for all systems regardless of build size.
 
I still have 4 surface and 2 in orbit left to build on. I had the whole system meticulously planned out to barely get me past tech level 35, but if it stays this way with shipyard and UC turned on, I might not go as hard with it.

Just in case the worst happens, you'll need 24 more Tech levels. 2 x Large Research Bio settlements will earn you 20 and you can use one or two of your orbitals to get the last 4.

That'll leave you 2 surface slots and maybe one orbital left.
 
I think there's two possibilities: either the chevrons shown in the UI are worth more than 1 point each, or we're not being told the full story when it comes to the requirements. I'm leaning towards the latter because Universal Cartographics obviously does not have a straightforward threshold trigger; a brand new coriolis won't have it enabled but a scientific outpost will.
 
To just confirm, Phil W is either wrong or the system is not working as intended.

Before the update I had a coriolis with no economic influence and a shipyard with 4 ships available
The system has the following stats: Sec: -4; Wealth: 7; Quality o Life: 26; Tech Lvl: 17, Dev Pts: 11
Since the update the coriolis has 5 weak economic links plus an active shipyard with 31 ships.

I'd suggest the 35 is a combo of Tech level plus other such as QoL or Dev pts.
 
I think there's two possibilities: either the chevrons shown in the UI are worth more than 1 point each, or we're not being told the full story when it comes to the requirements. I'm leaning towards the latter because Universal Cartographics obviously does not have a straightforward threshold trigger; a brand new coriolis won't have it enabled but a scientific outpost will.
I think the chevrons/arrows don't count 1 for levels. They may count 7 - one chevron/arrow = 7 points.
If this can be right, then a Coriolis with 2 chevrons at tech-level give (2x7=) 14 tech-Level points.
A Communication-Installation with 3 chevrons at tech-level give (3x7=) 21 tech-Level points.
In addition of these two facilities (14+21 = 35) one will reach the requirement of 35 tech-level points
for a shipyard with building of these two facilities. Time for testing...

The trigger for Universal Cartographics just may be to build a Communications-Installation to enable
the communication between your System and the rest of the bubble.
May be in a scientific outpost this is already built in by design.
Just guessing.
 
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I think the chevrons/arrows don't count 1 for levels. They may count 7 - one chevron/arrow = 7 points.
If this can be right, then a Coriolis with 2 chevrons at tech-level give (2x7=) 14 tech-Level points.
A Communication-Installation with 3 chevrons at tech-level give (3x7=) 21 tech-Level points.
In addition of these two facilities (14+21 = 35) one will reach the requirement of 35 tech-level points
for a shipyard with building of these two facilities. Time for testing...
Unfortunately I don't think that's the case since my Apollo Orbis has 7 chevrons and is lacking the shipyard. Which would've been 49 points by itself by that math.
 
Unfortunately I don't think that's the case since my Apollo Orbis has 7 chevrons and is lacking the shipyard. Which would've been 49 points by itself by that math.
I own a Apollo Orbis too. There was a shipyard there just after it was ready built as first facility in system and still own the shipyard.
But my system own a communication-installation too. May be thats the trigger, just guessing.
Or the last update did several things wrong. And removed the shipyards not only at stations where they could be removed,
but removed wrongly too much shipyards at which it shouldn't happen.
 

Phil W

Community Manager
Frontier
Thank you to everyone that has provided feedback regarding shipyards.

We will be implementing a change early next week that raises the minimum tech level within a system which contains only a Tier 2 or 3 port. This in turn will enable the shipyard and outfitting services without the need to build the system out further.

Please note that the stock type will remain affected by tech level.
 
Thank you to everyone that has provided feedback regarding shipyards.

We will be implementing a change early next week that raises the minimum tech level within a system which contains only a Tier 2 or 3 port. This in turn will enable the shipyard and outfitting services without the need to build the system out further.

Please note that the stock type will remain affected by tech level.

Thank you (I really do mean that), this is actually better news than expected because it now gives a reason to build bigger stations in smaller systems now too.
 
So if you build a coriolis/orbis/ocellus first you'll get a shipyard... but as soon as you add something else, it will disappear. Seems a bit odd that adding facilities can potentially remove services, possibly permanently depending on the system layout.
 
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So if you build a coriolis/orbis/ocellus first you'll get a shipyard... but as soon as you add something else, it will disappear. Seems a bit odd that adding facilities can potentially remove services.
Not how I read it. Build one of the T2/3 stations in the primary slot and it will get a shipyard. Building out will not change that, just maybe the ships stocked.

I am known to be wrong.
 
So if you build a coriolis/orbis/ocellus first you'll get a shipyard... but as soon as you add something else, it will disappear. Seems a bit odd that adding facilities can potentially remove services, possibly permanently depending on the system layout.

I don't think that's what he means. More likely, if it's the primary port and it's a T2 or T3 then it automatically gets a shipyard. Whatever happens next, the shipyard stays because the minimum tech level has already been met.
 
Not how I read it. Build one of the T2/3 stations in the primary slot and it will get a shipyard. Building out will not change that, just maybe the ships stocked.

I am known to be wrong.
It specifically says it only applies if the systems don't contain anything except the station:
We will be implementing a change early next week that raises the minimum tech level within a system which contains only a Tier 2 or 3 port.
This also doesn't benefit the people who have already started developing their systems to try and get their shipyards back, in fact it practically punishes them for being proactive.
 
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