Elite Dangerous | Commodities Market Issue Update

There are reports that in some cases, the first refinery hub doesn't register. It took one commander 4 hubs to make the influence of 3 active. Fwiw, I think this is a bug.

Re: planetary influence, I expect to finally finish my primary port (commercial outpost) in my second colony tomorrow. It's a clean slate so if the planetary influence is still active, I'll know.

Lol, new day new problem - I started building the space farm in my last empty spot, got 1 load delivered with my t8 (commodities from within the system and I have no large docking bay), collected the next load only to find the construction site is now orbiting too quickly to land on. I can just about match speed and almost docked manually but the second I drop landing gear I cannot keep up and the construction site just batters me about. Could maybe try some fancy FA off docking but in truth I am probably not skillful enough and certainly not to do it 18 times to get construction finished.

Restarted twice and even left to a different system to pick up more mats and t9 from fleet carrier but the site is still orbiting, t9 is left standing.

Nothing much left to say but swearing at this point :)
 
Lol, new day new problem - I started building the space farm in my last empty spot, got 1 load delivered with my t8 (commodities from within the system and I have no large docking bay), collected the next load only to find the construction site is now orbiting too quickly to land on. I can just about match speed and almost docked manually but the second I drop landing gear I cannot keep up and the construction site just batters me about. Could maybe try some fancy FA off docking but in truth I am probably not skillful enough and certainly not to do it 18 times to get construction finished.

Restarted twice and even left to a different system to pick up more mats and t9 from fleet carrier but the site is still orbiting, t9 is left standing.

Nothing much left to say but swearing at this point :)
Known issue, happens when the construction site is too close to another object in orbit. Until this is remedied, usually a wait until the objects move far enough apart is necessary.
 
Lol, new day new problem - I started building the space farm in my last empty spot, got 1 load delivered with my t8 (commodities from within the system and I have no large docking bay), collected the next load only to find the construction site is now orbiting too quickly to land on. I can just about match speed and almost docked manually but the second I drop landing gear I cannot keep up and the construction site just batters me about. Could maybe try some fancy FA off docking but in truth I am probably not skillful enough and certainly not to do it 18 times to get construction finished.
You might want to try moving a FC into the same orbit. This might disrupt things.
 
edit : so ... Planetary port only ? Just checked the other agril/sciene/industrial settlements and they still only 3 commodities or no market at all.
Is this still the case for you? My medium agri had 4 so I thought it was fixed. From my tests of non colonization settlements, mediums tend to have around 4, large 7ish, and the smalls I went to had 3. I didn't check tons, but it was consistent.
I was happy cause my anarchy faction owned agri settlement let me source wine in system for my space bar.
 
Is this still the case for you? My medium agri had 4 so I thought it was fixed. From my tests of non colonization settlements, mediums tend to have around 4, large 7ish, and the smalls I went to had 3. I didn't check tons, but it was consistent.
I was happy cause my anarchy faction owned agri settlement let me source wine in system for my space bar.
1 large agril - no market
2 medium agril - both only have mineral oil, liquor, leather
1 medium industrial - food cartr, crop harvester , water purifier
1 large science - no market
1 large military - scrap , landmines , reactive amour
1 medium tourism - poop
 
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After waiting a couple of days, I decided to check to see if my Planetary ports, in the Crusic Sector Lc-v B2-1 system, were now producing lots of commodities.
  • Hyeon Command Point - Small Military - Scrap and Reactive Armour
  • Osnovianenko Genetics Facility - Large High Tech - No Market
  • Adisa Cultivation Biosphere - Large Agricultural - Hydrogen Fuel, Algae, Coffee, Food Cartridges, Fruit and Vegetables and Leather
  • Kikelomo Prospecting - Medium Extraction - Cryolite, Gallite, Goslarite and Uraninite
  • Wilkinson Chemical Installation - Medium Industrial - Hydrogen Fuel, Superconductors, Microbial Furnaces and Scraps
  • Faconti Horticultural Collection - Medium Agricultural - Hydrogen Fuel, Algae, Coffee and Food Cartridges
  • Jain Research Lab - Large High Tech - No Market
  • Rymar Mining Complex - Small Extraction - No Market
  • Kamara's Foundry - Small Industrial -Hydrogen Fuel and Pesticides
Nope... Several ports still don't have a Market and the other ports seem to be very light on commodities.
 
After waiting a couple of days, I decided to check to see if my Planetary ports, in the Crusic Sector Lc-v B2-1 system, were now producing lots of commodities.
  • Hyeon Command Point - Small Military - Scrap and Reactive Armour
  • Osnovianenko Genetics Facility - Large High Tech - No Market
  • Adisa Cultivation Biosphere - Large Agricultural - Hydrogen Fuel, Algae, Coffee, Food Cartridges, Fruit and Vegetables and Leather
  • Kikelomo Prospecting - Medium Extraction - Cryolite, Gallite, Goslarite and Uraninite
  • Wilkinson Chemical Installation - Medium Industrial - Hydrogen Fuel, Superconductors, Microbial Furnaces and Scraps
  • Faconti Horticultural Collection - Medium Agricultural - Hydrogen Fuel, Algae, Coffee and Food Cartridges
  • Jain Research Lab - Large High Tech - No Market
  • Rymar Mining Complex - Small Extraction - No Market
  • Kamara's Foundry - Small Industrial -Hydrogen Fuel and Pesticides
Nope... Several ports still don't have a Market and the other ports seem to be very light on commodities.
The "No market at all" bug is a separate one, which hopefully will have a separate fix coming...

Ignoring that, those production levels seem about right: Odyssey settlements never produce a full set of commodities for their economy, and the smaller ones have smaller sets. 2-4 commodities for a small/medium one, 6-8 for a large one, that's normal - compare with the various NPC ones about the place.

If you want a fuller market you'll need to build a planetary outpost (T1) or planetary port (T3)
 
Known issue, happens when the construction site is too close to another object in orbit. Until this is remedied, usually a wait until the objects move far enough apart is necessary.

Thanks - I have had this before with my fleet carrier orbiting quickly and I thought it had been fixed by moving out of the system and back in, but most likely then it was a time issue and the FC had just moved sufficiently far away from other objects to return to normal.

Anyway, I finished my space farm but it has not reset anything - 3 refineries on the planet but the industrial outpost in primary port still shows as 0.90 industrial/ 0.45 refinery , the commercial outpost in slot 0 shows 1.15 industrial/1.0 agricultural. The space farm was built in slot 1, but the order they show in from the system map are planet > Industrial outpost > space farm > commercial outpost > construction site for space farm. Not sure if the visible order makes any difference or if Fdev keep track of the slots and influence them accordingly.

No more slots now so hopefully this just gets updated somehow by Fdev when they get round to it, nothing more I can do with this chain.
 
Lol, new day new problem - I started building the space farm in my last empty spot, got 1 load delivered with my t8 (commodities from within the system and I have no large docking bay), collected the next load only to find the construction site is now orbiting too quickly to land on. I can just about match speed and almost docked manually but the second I drop landing gear I cannot keep up and the construction site just batters me about. Could maybe try some fancy FA off docking but in truth I am probably not skillful enough and certainly not to do it 18 times to get construction finished.

Restarted twice and even left to a different system to pick up more mats and t9 from fleet carrier but the site is still orbiting, t9 is left standing.

Nothing much left to say but swearing at this point :)
same here, the OCS moving at 500m/s when it at the far side & over 600 m/s when it at the middle. Trying to catch it head on & it ram my ship to dust.
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Not sure if the visible order makes any difference or if Fdev keep track of the slots and influence them accordingly.
I know the moons are positioned in orbits, each one further away from the planet. Multiple FCs seem to share the same orbital layer/plane(?). Maybe someone who has two structures built around a moon can determine the distance from the moon and chime in with their observations. Not sure, but the vertical placements from a planet may be set up differently than the horizontal placements from the moon. The horizontal placements at the star I think have been shown to be the same orbit.

edit: vertical and horizontal in relation to the architect map.
 
Do we have any update about some stations not having a Commodities market my station says its disabled but its a hightech/industrail/refinery station industrail part came from the planet influnce when fdev released an update few weeks back.
 
I wonder if it is like the other influence bugs now and you'd have to be able to build something else in that zone to get it to refresh?
that will probably be the worst kind of fix ever to be conceived lol, what if the player's port was borked when they finish building on the last slot.
 
I wonder if it is like the other influence bugs now and you'd have to be able to build something else in that zone to get it to refresh?
That is current standard procedure to deal with economy bugs. Next economy influence building retriggers calculation.

No slots left? Tough luck. Only a ticket might help.
 
That is current standard procedure to deal with economy bugs. Next economy influence building retriggers calculation.

No slots left? Tough luck. Only a ticket might help.
How do You know this? Is this a rule published by Frontier? How do You know that this behaviour is not a bug?
 
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