Shipyards Offline After Trailblazers Update 3

Okay that's all well and good but where does it show your tech level?

In my case I created a Coriolis that had an active shipyard until today.

As @Adamaira asked, where do I go to check my station's tech level and if needed, raise it?

Just my $0.02, but creating a Coriolis is a heavy lift, and I would hope that an active shipyard would be a baseline feature that would not require additional effort.
Go into the system map and select the station which will show the facility effects including the current tech level, but TBH having everything represented by blue (for increase) or red (for decrease) chevrons without knowing how many levels a single chevron represents is counter intuitive.

The information should be presented as numbers and not some system only the devs understand.

But for changing it, you should see the same information when you build new facilities, so blue chevrons are good, but red are bad and it's likely you need more then 7 to get a tech level of 35.
 
So, even if you construct an Apollo for your first station; you need at minimum 4-6 additional buildings geared SOLELY for raising tech level JUST to get a shipyard?
For alot of systems, that becomes impossible.

Also, I suspect alot of players stored ships will find themselves VERY far away from where they thought they'd be if they gotta be relocated to the nearest shipyards.
Will absolutely slow down colony construction if they don't got anywhere to park some ships.
 
So, even if you construct an Apollo for your first station; you need at minimum 4-6 additional buildings geared SOLELY for raising tech level JUST to get a shipyard?
For alot of systems, that becomes impossible.
There were already plenty of those systems in the bubble prior to Trailblazers,,,
Also, I suspect alot of players stored ships will find themselves VERY far away from where they thought they'd be if they gotta be relocated to the nearest shipyards.
Will absolutely slow down colony construction if they don't got anywhere to park some ships.
Possibly. Then again players have carriers that ships can be parked at…not sayin everyone has one but people do share, again, not that that will solve it for everyone…
 
Well, pretty much halted any desire to build up smaller systems or create 'home' systems at this point; even less to waste time with Apollo's outside of rich systems.
Outpost pump and dump systems it is, seems to be what's encouraged over development.
 
Found this thread after complaining on the other one.

If the system needs Tech Level 35, where do we view the current level so we know what to aim for?
AFAIK you don't. I have a spreadsheet where I keep track of the pts in various categories for each facility built. I believe there are several tools available now that do the same thing. I am, of course, assuming that one green chevron = 1 tech level.
 
In order for you to have an active shipyard, the system must have a tech level of 35 or higher plus the starport must have Large landing pads.

Sooooo ... we get a "feature" that we're quite happy with taken away because of a "mistake". We have to wait for the server tick to get access to our ships again, and then we're quoted a meaningless number that we have to somehow achieve in order to get the feature back.

I'll find something better to do this evening ...
 
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Well, pretty much halted any desire to build up smaller systems or create 'home' systems at this point; even less to waste time with Apollo's outside of rich systems.
Outpost pump and dump systems it is, seems to be what's encouraged over development.
Yeah I was excited for this update, and some of the changes are very good.

But removing shipyards, and tying it a poorly identified tech level grind is a real disappointment.
 
System: Col 285 Sector YC-N b22-2
Station: X Relay (Coriolis)

So, my Shipyard has always worked. It still works now (following Wednesday update). I track all my builds in the system, and the bodies they're on (including features like Volcanism, Organics, etc). According to my spreadsheet, I have the following total stats (including only fully completed items):
Security: 4
Tech Level: 28* (edited from 27)
Wealth: 29
Standard of Living: 5
Development Level: 20

This is using the stats from the original DaftMav spreadsheet (which I admit may have changed since then). Though, my hunch, given the difference (7 is nearly as much as my T2 Orbital Research Station), is that i'm getting some inherent bonus from either Strong Link (Tech orbital next to the Coriolis) and/or because the Body the Coriolis is orbiting has Organics.
 
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Which goes back to the point that those commanders who have limited space to build stations/outposts/installations and have non-landable bodies in their system are being unfairly punished as they will never have strong links between anything.
 
Which goes back to the point that those commanders who have limited space to build stations/outposts/installations and have non-landable bodies in their system are being unfairly punished as they will never have strong links between anything.
You can have strong links between orbital slots on the same body.
The point about non-landable bodies is entirely valid; though i'd argue that choosing to colonise a system without landable bodies is a personal choice.
 
Station: X Relay (Coriolis)

So, my Shipyard has always worked. It still works now (following Wednesday update). I track all my builds in the system, and the bodies they're on (including features like Volcanism, Organics, etc). According to my spreadsheet, I have the following total stats (including only fully completed items):

Tech Level: 27

This is curious, because only economy links were mentioned for Strong and Weak links.
But you seem to be an anomaly for the supposed 35 required if there wasn't a math error.

If tech points can technically be 'double dipped' from links; this does ease a bit of the concerns; though it begs the question of how much and what else affects it since you are quite a notable 8 point difference from the announced threshold. Especially when it wasn't explicitly stated that pips can be shared/double dipped.
 
This is curious, because only economy links were mentioned for Strong and Weak links.
But you seem to be an anomaly for the supposed 35 required if there wasn't a math error.

If tech points can technically be 'double dipped' from links; this does ease a bit of the concerns; though it begs the question of how much and what else affects it since you are quite a notable 8 point difference from the announced threshold. Especially when it wasn't explicitly stated that pips can be shared/double dipped.

Yes, agreed.

FWIW, the builds that have any non-zero value for Tech Level in my system are:

Edit: Noticed i'd got fat fingered one of the Extraction Settlements; should both be 2. Total is now 28.

OrbitalStarportCoriolis1
OrbitalInstallationCommunication Station3
SurfaceHubExploration6
SurfaceSettlementExtraction Tier 22*
SurfaceHubRefinery3
SurfaceSettlementExtraction Tier 22
SurfaceSettlementResearch Tier 13
OrbitalInstallationResearch Station8
 
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Sorry Frontier, but this is absolute nonsense.

Firstly, All pre-created Large stations have shipyards, the Tech Level impacts the stock. To get commanders building Large stations then take their shipyards away is a Tesla-level bait & switch. Was this in the patch notes? I read them but do not recall seeing anything of this nature.

Secondly, Large stations should behave like carriers: all facilities should be available to the System Architect at all times.

If you persist with this, then I would expect a significant dropoff in the number of commanders building large pad stations in colonies. To complete that amount of work but have the shipyard disabled is completely disproportionate on the effort:reward scale. And this is before you consider that many colonisable systems don't have enough build slots to create the requisite Tech Level.
 
Medium and Large surface Ports, also stations Coriolis and above really should have shipyards and outfitting by default, but like existing systems in the bubble, they should be affected by the system population/wealth, type, and tech level. I've visited Coriolis stations with maybe three or four ships available, and not much to offer in outfitting, either.

In the bubble, quite understandably, it seemed relative to the system economy type and size. I believe that Trailblazers should follow a similar model.

There is always room for change.
 
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