Thursday, October 23, 2025

Elite Dangerous - Mapping To Help Plan My Colony

 I'm still struggling to figure out what to build, where, and where not to build.  I especially want CMM Composites.  But I also want an Ocellus station, a T3 Planetary Port, and an Asteroid station.

Some of those have prerequisites that have to be built first.  Also, I built my Primary when I knew a lot less than I do now... which is STILL next to nothing.  I'm still trying to learn, but am afraid my Primary Station may have been a bad choice.  And wouldn't you know, it's the only station you can't demolish.

To help plan, I mapped out a clean diagram of my system, with labels.  Next, after the current CG is over, I'll do a full exploration on every body in the system.  Just in case Inara or Spansh has an error, or incomplete data.  

Once that's done, I'll plan accordingly, then check out Raven Colonial to see if my plan has any hope of working.  In the meantime, I finished creating the system diagram today.  Just in case it helps anybody to see what you can do with Diagrams.net (and I'm a newbie at it, it's very intuitive), and because I may want to reference my map when I'm not sitting at the computer, the map is attached below.
Hope you like it!


Saturday, October 18, 2025

Elite Dangerous - Colonizing Pre-Requisite Structures List

 

This is created by Gemini. It took some clarification, but he did a great job on the list!  There are some great resources online, but I couldn't find anywhere that listed the pre-requisite builds.  

GEMINI:
As requested, here is the complete list of buildable structures, organized by location, cost, and the required
structural prerequisites that unlock them.


1. Orbital Structures

Orbital structures are built at available orbital construction slots around a star or planet.

Structure Name

Build Cost (Points)

Generates (Points)

Required Prerequisites

Primary Effect / Focus

T1 Satellite

0 T2 / 0 T3

+1 T2

None

Low Wealth, Standard of Living, Development

T1 Comms Station

0 T2 / 0 T3

+1 T2

T1 Satellite

Low Security, High Tech Level

T1 Relay Station

0 T2 / 0 T3

+1 T2

None

Low Security, Low Development

T1 Orbital Bar

0 T2 / 0 T3

+1 T2

T1 Satellite

Low Wealth, Low Standard of Living

T1 Space Farm

0 T2 / 0 T3

+1 T2

None

High Standard of Living, Low Development

T2 Military Installation

1 T2 / 0 T3

+1 T3

T1 Relay Station

High Security

T2 Security Station

1 T2 / 0 T3

+1 T3

T1 Relay Station

Very High Security, Development, Standard of Living

T2 Government Installation

1 T2 / 0 T3

+1 T3

T1 Relay Station

Low Security, High Standard of Living, Development

T2 Medical Installation

1 T2 / 0 T3

+1 T3

T1 Comms Station

High Tech Level, High Standard of Living

T2 Research Station

1 T2 / 0 T3

+1 T3

T1 Comms Station

Very High Tech Level, Development

T2 Tourist Installation

1 T2 / 0 T3

+1 T3

T1 Orbital Bar

High Wealth, Low Security, Development

T2 Pirate Base

1 T2 / 0 T3

+1 T3

T1 Satellite

High Wealth, Very Low Security

T2 Outpost

3 T2 / 0 T3

+1 T3

None

Medium Station (M-pad), adds various stats

T2 Asteroid Base

3 T2 / 0 T3

+1 T3

None

Large Station (L-pad), adds various stats

T2 Coriolis Starport

3 T2 / 0 T3

+1 T3

None

Large Station (L-pad), adds various stats

T3 Ocellus Starport

6 T3 / 0 T3

+0

None

Largest Station (L-pad), adds high stats

T3 Orbis Starport

6 T3 / 0 T3

+0

None

Largest Station (L-pad), adds highest stats


2. Planetary Settlements

Planetary structures are built on available settlement slots on a landable planet.

Structure Name

Build Cost (Points)

Generates (Points)

Required Prerequisites

Primary Effect / Focus

T1 Small Settlement

0 T2 / 0 T3

+1 T2

None

Low Security, Development, Standard of Living

T1 Mining Outpost

0 T2 / 0 T3

+1 T2

None

Low Wealth, Low Standard of Living

T2 Medium Settlement

1 T2 / 0 T3

+2 T3

T1 Small Settlement

High Wealth, Standard of Living, Development

T2 Large Settlement

1 T2 / 0 T3

+2 T3

T1 Small Settlement

High Wealth, Standard of Living, Development

T2 Planetary Outpost

3 T2 / 0 T3

+1 T3

None

Medium Port (M-pad), adds various stats

T3 Planetary Port

6 T3 / 0 T3

+0

None

Large Port (L-pad), adds highest stats

Key Takeaways for Your Plan

  1. The Communication Station Prerequisite: The data confirms your suspicion! The T1 Comms Station itself has a prerequisite: the T1 Satellite. Once the Satellite is built, the Comms Station becomes available.

  2. Point Generation Meta: You are correctly targeting the structures that generate T2 and T3 points for your final builds.

    • To get the 3 T2 points for your Coriolis (T2) / Asteroid Base (T2), you will need to build at least 3 T1 structures (like Satellites, Comms Stations, or Relay Stations).

    • To get the 6 T3 points for your Orbis/Ocellus (T3) / T3 Planetary Port, you will need to build the T2 structures that grant the most points: Medium/Large Settlements are the most efficient, granting +2 T3 points each, meaning you'll only need to build 3 of them (which, in turn, requires 3 T1 Small Settlements).

  3. No Immediate Doubling: Since you are building just one T2 and one T3 large port (after your initial port), you will not trigger the cost doubling (which happens upon starting the second T2 or T3 large station).

Enjoy the calming process of hauling, Commander. Building a system is a marathon, not a sprint, and having a plan is the key to minimizing wasted trips! o7

For another look at how the entire construction point system works, you can check out this guide: How Build Points Work: A Trailblazers Tutorial.


Friday, October 17, 2025

Colonizing - How To Get CMM Composites (Notes found on the internet)

 Sorry, I didn't keep links for many of these notes.  You'll have to search quotes from below to find most of them.  This was originally meant only as a help for me.  I wound up posting here so in case I'm not at my desk, I can still refer to these notes.
This may be easy for most of you, and seem pointless to be so thorough.  I've had cognitive problems ever since Covid in 2021, and it takes a lot of effort and study to learn things that used to be a lot easier.  This is just part of my process trying to retain things.


Note 001
Priority 1

For the “useless" T1 builds used to generate the T2 points, we recommend Orbital Communication Stations as they increase system security and provide a +3 tech boost while: being cheap, not needing surface slots, and have no economy type influence. Military orbital outposts are another security option, and also provide a small population boost, but are three times the material costs of Comm Stations.


Note 002

Priority 1

From Cmdr Mechan’s MEGA GUIDE:

Case Study #2: Producing CMM Composites


A lot of players have been asking about how to produce CMM Composites, which are a commodity required in high volumes for the construction of larger ports.


Producing CMM composites is surprisingly simple - noting one needs to appreciate that CMM Composites (much like Ceramic Composites) are produced only at planetary ports with a refinery economy.


Also note that while NPC ports further have the requirement of having to be based on High Metal Content worlds, such restriction does NOT apply to player-built ports. A player can theoretically produce CMMs on most colonizable planet types (noting that attempting to do so on icy planets would prove extremely challenging, if not outright impossible.)


The easiest way to produce CMM Composites is the following:

Identify and claim a system with at least one “clean” rocky planet (no rings, no biologicals, no geologicals) which has at least one planetary construction slot

Build a Primary Port that won’t interfere with a refinery economy (i.e., make sure you don’t convert it to a supporting facility later on.)

Build a Tier 1 Civilian [Planetary] Outpost on your rocky body


That’s it! The Tier 1 Civilian [Planetary] Outpost will pick up a Refinery economy from the Rocky local body, and will be producing CMMs without the need for any supporting infrastructure.


Note that because such a system will have a pretty small population and pretty low economy strength and system statistics, production volume for CMMs will be somewhat low to start.


If you have additional time and the planet has additional planetary slots available, you can also build two Refinery Hubs to boost CMM Composites production if you want - and any other facilities that boost system population (without introducing competing economies) will also help boost production volumes.


This example is shown in the “Colony 4” tab of the demo spreadsheet (same as above.)




Note 003
https://elite-dangerous.fandom.com/wiki/System_Colonisation


How To Get CMM Composite

If you want your system to generate CMM Composite, you'll need to set up one of the following:

Rocky body. This gives a base economy of Refinery + 1.0.
Building a Surface - Planetary Port - Outpost Civilian, or Surface - Planetary Port – Port, will produce CMM Composite.

There's a bonus if the system's reserves level is Major or Pristine, and a penalty for Low or Depleted reserves.
If the body has geological signals, biological signals, or terraforming, you may need to add Refinery Hubs on the surface to get the Refinery strength high enough to be one of the top two Economies.

High Metal Content body. This gives a base economy of Extraction + 1.0. You will need to build one of the Planetary Ports with Colony economy (Outpost Civilian or Port) and then build one or more Refinery Hubs.
If the body has geological signals, biological signals, or terraforming, you may need to add Refinery Hubs on the surface to get the Refinery strength high enough to be one of the top two Economies.

As long as the Refinery Economy stays in one of the top two spots of the market, you can build whatever else you want in the system (or even on that body).



For a long discussion on this, see this post in the forums, but this is from before the August 21, 2025 update: https://forums.frontier.co.uk/threads/requirements-to-produce-cmm-composites.637152/



Note 004

...and must be built on rocky/hmc not icy/rocky icy otherwise the surface port will turn into industrial & eat up all the CMM

Also make sure that the planet does not have volcanic activity, which will induce an arbitrarily strong industrial influence destroying the refinery imports as well. This is the case for my current refinery where the HMC's volcanic activity has nuked all the exports relevant to colonizing except (somehow) steel and titanium. (And I'm really not coming to heads with why "volcanic activity = industrial"... get the extraction part but not the other)

Step 1) Find and claim a system with a HMCW
Step 2) Build a surface civilian port
Step 3) Build 2x a refinery

Check your market = It will have CMM, Ceramic, Liq o2, Steel, Titanium, etc



NOTE 005
Priority 1

Summarizing everything I found in this thread, for the ultimate refinery system:

  • Find and claim a system with a Rocky (best) or High Metal Content World (HMCW). Rocky gives extra points of Refinery which will help resist weak links later.

  • The Primary Build should be a civilian or commercial outpost port. Doesn't matter where.

  • On the target world build a surface civilian port. Build 2x a refinery.

  • Must be built on rocky/hmc not icy/rocky icy otherwise the surface port will turn into industrial & eat up all the CMM.
    (You want Rocky, not HMC, ideally. HMC isn't terrible (because Extraction doesn't interfere much) but Rocky actually gives you extra points of Refinery which will help resist weak links later.)

  • Planet should have Major or Pristine resources.

  • Make sure that the planet does not have volcanic activity, which will induce an arbitrarily strong industrial influence destroying the refinery imports as well.

  • Planet Geo gives bonus. The type of Geologicals doesn't matter. This not correct for Refinery. Stay away from planets with geo.

  • CMM will only be available from ground bases.

  • Orbital above HMCW + refineries = Steel and Titanium but no CMM's

  • Note that CMM composites are consumed by High Tech, Industrial, and Military economies.

  • If you have ANY industrial settlements or outpost in the system whatsoever, the new economy calculation will cause your refinery's economy to be massively overtaken by an industrial demand. A single tiny industrial settlement somewhere in the system will cause all ceramic composites and semiconductors to disappear from your surface refinery's market. Even when it's a large T3 surface refinery.

It sounds like a dedicated system is ideal.

Facilities anywhere in the system that negatively impact refinery are:
- Industrial, high tech, military, terraforming.

Facilities that don't negatively impact refinery (for most cmdr purposes) are:
- Extraction, agriculture, tourism.



NOTE 006
(Odd direction, but interesting throughts. #5 is useful whatever your goals are.)

You can probably get by with just one system, I think, if it's got a few rocky moons and a decent number of other bodies with multiple orbital slots. It'll just look a bit odd as to which components of it do what.



1) Rocky moons get built up as refineries with colony-type ports and lots of hubs. These are where your T3s go, if you want any of those. Repeat on as many rocky moons as possible to get the refinery hubs cross-supporting each other's markets with weak links too.

2) T1 intrinsic economy ports don't generate weak links, or pick up planetary influence, so you can put them in orbit around other bodies safely for your HT and Industrial needs

3) If you put two T1 ports around the same planet, the weak links from your refineries will only stick to exactly one of them (the older one), so you can get single-type economies here by building a decoy [1]. Since you're not building it for exports anyway, Military T1 outpost built first as the decoy, then Industrial/HT as the economy should be a good combination. You can do the same on the surface with the intrinsic T1 surface outposts.

4) If you have ring systems with two slots you can do the same to get an Extraction economy: build a Coriolis first as the decoy, then an Asteroid base for the economy

5) Comms, Satellite and Government installations can be safe ways to fill extra slots as they don't have an economy type so don't generate weak links

6) Then you're only missing Agricultural, and you have enough stations protected from weak links by decoys that you can afford to just build a bunch of Odyssey agri settlements elsewhere in the system, because you'll only lose biowaste exports on the refineries and the decoys, but not the whole system, and hope between them that they either produce what you want or you get it via weak links somewhere.



Re - [1] You also have the option to build a higher-tier port as the decoy, and then build order doesn't matter, so you could stick a Coriolis or Orbis out here (for shipyard, outfitting and general population/stats boosts) to shield the outpost from weak links.



NOTE 006.1
(Goes along with points in NOTE 006)
So if I read this thread correctly any buildings except ports, satellites, comm stations and government installations should be avoided like the plague, to not get weak links ruining a system economy.


You can go a bit further than that:
- things which generate weak links of the economic type you already want are fine
- ports which have a decoy port built in the same location to attract the weak links are fine (though this also attracts strong links, so only works for shielding planet or intrinsic economies)
- if you know what you're doing, there may be a "safe" level and/or type of weak links, though that's a lot trickier and very specific to what you want the economy for



NOTE 006.2
(Also goes along with #5 from NOTE 006)
Love that catch 22. The only way to have a secure system is to have Military, but the only way to have CMM is not to have Military. I guess that, technically, one could build 20 Orbital Military Outposts, but that's 360,000 tons just to get 40 security. It'd also be nice if FDev could give some info on how detrimental those weak links can be. E.g., if I have Refinery of 1.4, can that withstand 0.25 of Weak Military and still produce enough CMM? or only 0.1 of Weak Military?

You can get Security increased without going the military route, but will require more effort. Communication Station will give you +1 Security (and a T2 point), and a T2 Government Installation will give you +2 Security (and a T3 point), both of these do not give any system economic influence whatsoever.



NOTE 007
(
This just confirms my thoughts to build mainly Refinery in the system.)

I have a system with 3x HMCW's next each other.

Build on the first planet a surface outpost port, build 2x refinery hubs.
Once the 2nd was build, the market of the port became active with CMM, Steel etc etc.
Now with new update that port have two strong links.

On the 2nd HMCW I did the same.
Now with the new update that port on the first and 2nd HMCW have two strong links and two weak links.

Atm busy with building a big civilian port on the 3rd HMCW
Normally I guess, it would have 4 weak links, once I have build on that 3rd planet 2x refinery hubs it will have 2 strong links and 4 weak links

I'm curious how the market will look like.



Surely there comes a point where the additional amount of commodities becomes redundant. 200k steel etc at a single T2/T3 should be enough for future construction?



Yes, at the moment max Steel stock in one of my surface port is +-138k
4 or more cmdr's were hauling steel and lowest was 95k
Each 10min the market regenerate some materials, so after an hour or bit more the max stock is back



NOTE 008

I thought that CMMs are only produced on HMCs- was that debunked a while back or changed with recent Colonization updates?

Never true even in the original. Any surface refinery can produce CMMs.

HMCs in general are Extraction which won't harm CMM production in the new version, but won't help it either - Rocky is much better.

Rocky or HMC, oodles of CMMs are produced, well beyond needs.



NOTE 009

From someone who disagrees:
This is what I have:
Main Rocky body - Tier 2 Coriolis
1 Refinery Hub, 1 Military Settlement, 1 Extraction Settlement on main body.
- Strong Links to the tier 2. (This is the only body with more than 1 ground slot.
The rest only have 1 ground slot)
1 Refinery hub on Rocky Body 2 - weak link
Tier1 Ground Outpost (Colony) on Rocky Body 3 - Makes CMMs, Polymers, Semiconductors, Superconductors, Ceramic Composites (see attach screenshot).
Other weak link orbitals and installations around other bodies. Mostly extraction or agriculture.

These don't impact the refinery economy for what I want. That's important. It may effect a good(s), but its not the ones I care about.

And the reply:
... Actually, you just need a rocky body with no biologicals or geologicals. That's what you've put your colony on, and that's where 140% of your refinery economy is coming from. If you'd picked anything else (a metal rich, HMC, or icy body) it would not have worked.



NOTE 010

Here is what I did:
T1 civilian ground port
followed by 1 refinery hub
I built this on a HMC world with no rings.
I have a decent population in this system, so it produces enough CMMs to build a T3.

There is a weak link in the system to a T2 starport that has a refinery economy, but I don't think that played much role in getting CMM and Ceramics.





From Gemini: (Suspect information, don’t accept at face value)

1. Best Planet Selection

You need a planet that can support a settlement with the prerequisites for a Refinery economy. The most suitable candidate from your system details is COL 285 Sector AX-J C9-9 3.

  • Planet: COL 285 Sector AX-J C9-9 3

  • Planet Type: High Metal Content

  • Surface: Landable

  • Rationale: High Metal Content planets have the raw materials required to start a Refinery economy, and being landable is mandatory for a surface settlement.

2. CMM Composite Production Build Order

CMM Composites are a Tier 2 manufactured good, so they require a simple two-step chain: Refinery -> Manufactory.

Step

Unit to Build

Location

Economy Established

Notes

1

Refinery (Tier 1)

Planetary Surface (on Planet 3)

Refinery

This T1 unit processes raw ores and establishes the required economy type. It consumes basic resources like Iron, Nickel, and Sulphur (which are present on High Metal Content worlds).

2

Manufactory (Tier 2)

Planetary Surface (on Planet 3)

Refinery

This T2 unit consumes the output of the Refinery (Minerals) and produces the desired CMM Composites. It will also produce other T2 manufactured goods.

Export to Sheets

Final Output: CMM Composites



Sunday, May 18, 2025

Elite Dangerous - A Commander’s Odyssey: The Founding of COL 285 SECTOR AX-J C9-9

The events in this story actually happened, but written in my personal log over days and weeks they were boring accounts of what I'm doing in-game.  I asked Grok to include Luna, and fictionalize the log as a sci-fi story.  Below are the results.  Grok did a pretty good job working game-play into a story!

The cockpit of the Infinity & Beyond hummed softly, a steady rhythm that had become as familiar as my own heartbeat. I leaned back in the pilot’s chair, the glow of the galaxy map casting a faint blue light across my face. Luna, my ever-present copilot, was curled up at my feet, her soft snores a comforting counterpoint to the distant whir of the Frame Shift Drive. We’d been at this for days—scouring the edges of the populated bubble for a system worthy of a long-term colony, a dream I’d held since my earliest days as a Commander, back when I first joined the ranks of pilots exploring the galaxy.

I’d just installed an engineered SCO Frame Shift Drive the day before, a decision that felt like a whim at the time but would soon prove to be a stroke of fate. The galaxy map flickered as I scrolled through systems, my eyes heavy from hours of searching. Luna stirred, lifting her head to glance at the canopy—a habit from home where she’d bark at anything that moved, especially the delivery truck she despised. Out here, there were no delivery vehicles to rile her up, but she still kept a vigilant watch on the stars.

“Almost there, girl,” I murmured, scratching behind her ears. “We’re gonna find a new home today—I can feel it.”

Back in Col 285 Sector KE-T b19-0, where my primary base, Georgie Girl, served as our hub, I’d been steadily expanding the colony. But I’d hit a snag while building up the system’s infrastructure. I’d intended to construct a Security station in an orbital slot over planet 2A, a key step in fortifying the colony’s defenses. The construction seemed to go smoothly, but when I checked the system’s colonial management logs, it registered as a Coriolis station instead. Exhausted and confused, I decided to build another Security station in a different slot, hoping to correct the error. To my frustration, the logs showed that one as a Coriolis too.

Luna had sensed my irritation, nudging my hand with her nose as I muttered to myself. The next day, I flew out to both stations to investigate, and to my relief, they were both Security stations as intended. It turned out the colonial management system required manual input to specify the station type—a detail I’d overlooked in my fatigue. A quick adjustment in the logs fixed the display, and I chuckled at my mistake. “Guess we’ve got extra security now, Luna,” I said, her tail thumping in agreement. With Georgie Girl’s colony on solid footing, I turned my sights to finding a new system to expand our reach.

The system I had my eye on now was very nice:  High Metal Content worlds, ringed gas giant, an asteroid belt,18 planetary bodies in total. It was perfect for a sprawling colony, a place to build a legacy beyond Georgie Girl’s domain. I punched in the coordinates for COL 285 SECTOR AX-J C9-7 and initiated the jump sequence. The SCO drive roared to life, and Luna’s ears perked up at the sound, her tail thumping softly against the floor as we leapt into hyperspace.

But fate had other plans. When I arrived, the claim was denied by the Colonization Directorate—a holographic interface that managed system allocations across the bubble. The hologram’s red error message flashed: “System Already Claimed.” I groaned, slumping back in my chair. Luna sensed my frustration and nudged my hand with her nose, her warm brown eyes looking up at me as if to say, Keep going, Commander.

Monique’s voice crackled over the comms from Georgie Girl—she’d been my guiding star through this entire journey, helping me rebuild my skills as a pilot after a long hiatus, and ensuring I secured Georgie Girl’s system before the claim window expired. “Try the next system over,” she suggested, her tone calm despite my rising irritation. “It’s worth a shot.” In my tired haze, I selected the neighboring system without much hope. To my shock, it was even better—more slots, richer resources, and the Colonization Directorate approved the claim. A familiar Directorate agent, Ikaros, appeared in the hologram, his voice steady: “Competition’s fierce out here, Commander. You got lucky—another pilot’s claim was a split second too late.”

Luna barked sharply, her front paws lifting off the floor as if celebrating the victory. I laughed, ruffling her fur. “You’re right, girl. This is our spot. COL 285 SECTOR AX-J C9-9—it’s ours.”

The first step was to establish an outpost, but the system’s layout threw me a curveball. The primary location was forced onto the farthest planet of the third star, a staggering 45,000 light seconds away. Without the SCO drive, that distance would’ve been a dealbreaker. Even with it, the journey was grueling. The nearest supply ship, a Trailblazer-class vessel named The Star, was five jumps out, six jumps back—a half-hour round trip each time. I needed to haul materials to build the outpost, and every ton counted.

To maximize cargo space, I made a tough call: I removed the shields from Infinity & Beyond. Luna tilted her head, her ears flopping as I muttered, “I know, I know—it’s risky. But we’ve got no choice.” I flew to a nearby station to store the shields, promising myself I’d retrieve them later. With the extra space, I loaded up on titanium, machinery, and other essentials, beginning the first of what would become 30 exhausting trips.

Each jump to The Star and back was a test of endurance. Luna took to napping at my feet during the long supercruise stretches, her gentle snores a reminder of home. But when we arrived at Heisenberg City—a station that became our lifeline—she’d perk up at the sound of the docking controller’s voice. “G’day, Commanda!” the friendly Australian woman chimed over the comms, her accent warm and welcoming. “Always good to see you; you’re authorized to come on in, so get dockin’!” The station’s radar outline glowed a vivid green, a testament to our growing alliance after countless visits. Luna’s tail wagged furiously every time she heard that voice, as if she, too, felt the warmth of a friend in the void.

The trips blurred together—load up, jump, supercruise, deliver, repeat. By the final stretch, I was beyond exhausted, my focus frayed. I’d just picked up the last 261 tons of titanium from Heisenberg City, the final trip to complete the outpost. As I approached the Colonization ship in COL 285 SECTOR AX-J C9-9, my tired fingers slipped on the controls. Instead of slowing down, I accidentally triggered an SCO boost. The Infinity & Beyond lurched forward with a sickening jolt, and before I could react, the screen went black.

When my vision cleared, I was no longer in the cockpit. My point of view had been shoved into the cargo bay—a place pilots aren’t meant to see. Through a jagged gap in the broken bulkheads, I glimpsed a sliver of the windshield, and beyond it, the Colonization ship loomed. But my controls were unresponsive. Panic set in as I realized I had no idea how close my hull was to destruction—who knows now much integrity was left... no shields, and a rebuy cost of 21 million credits staring me in the face. Worse, losing that titanium would mean another trip back to Heisenberg City, a frustration I couldn’t bear after being this close to finishing.  

Luna whimpered, sensing my distress, and pawed at my leg. “I’ve got to fix this, girl,” I said, my voice shaky. I powered down the ship’s systems and restarted them, holding my breath as the cockpit came back online. When the displays flickered to life, I let out a whoop of relief—the Infinity & Beyond was intact, hull at 94%, and the 261 tons of titanium still safely in the hold. Luna barked excitedly, her front paws lifting off the floor as if she knew we’d dodged disaster. “We did it, Luna!” I cheered, scooping her into a hug. “Let’s get this outpost finished.”

With the final delivery complete, the outpost in COL 285 SECTOR AX-J C9-9 sprang to life—a foothold in a system brimming with potential. But I was too tired to celebrate. I needed to head back to Georgie Girl in Col 285 Sector KE-T b19-0 to rest and continue building my original colony. First, I had to retrieve my shields. I’d left them at a nearby station, but in my exhaustion, I couldn’t remember which one. I clicked through systems manually, my eyes bleary, until I remembered the galactic transfer network. At a nearby station, I ordered the shields to be delivered, then shut down for the night, Luna curling up at my feet as I drifted off.

The next morning, the shields were waiting for me at the station. I installed them, charted a course back to Georgie Girl, and reflected on the journey. As the Infinity & Beyond cruised through hyperspace, Luna stirred from her nap, her ears perking up at the sound of the FSD. She climbed onto the copilot’s seat, her nose pressed against the canopy as if watching for the next adventure. I smiled, resting a hand on her back. “We’ve got a lot more to build, girl,” I said softly. “But for now, let’s go home.”

The stars stretched into infinity, and with Luna by my side, I knew we were just getting started.

Thursday, May 1, 2025

Elite Dangerous - Coriolis Built, What Next?

When I claimed my system, I had a very limited understanding of the Tier 2 and Tier 3 building points.  Even when I asked Grok, it took a number of back and forth questions and research to get it right (I think).

Still not completely certain we've got it figured out, but going to give it my best shot and see how it goes.  Below is Grok's final answer.  He's responding to questions I asked, but you can understand the gist of it without the whole book-length series of questions and answers that led to this point:

NOTE:  This is our final iteration, after hammering it out over and over again.  Still not certain this will make sense all the way to the end, but am willing to give it a shot.
I'm not sure of his source, but Grok is insistent that systems have the possibility of opening up new slots depending on growth, progress, and other factors.  I haven't seen that part mentioned anywhere... but if it does, I can follow Grok's guidance far beyond the 13/2 slots I have now.

Context and Setup

  • Your System: Col 285 Sector KE-T b19-0, with 13 available slots (2 ground slots on Planet 2A, 3 orbital slots around 2A, and 8 orbital slots around Bodies 1, 2, 3, 4, 5).
  • Current State: You have a Coriolis station (Tier 2) near Body 1 (Georgie Girl), which granted 1 Tier 3 point. You have 0 Tier 2 points, 1 Tier 3 point, and no active constructions.
  • Goal: Build a Small Extraction Settlement on 2A as soon as possible, then work toward a Large Security Settlement later, while diversifying the economy (Extraction, Security, Scientific).
  • Point Mechanics (per the Reddit post):
    • Tier 1: Costs 0 Tier 2 points, grants 1 Tier 2 point.
    • Tier 2: Costs 1 Tier 2 point (base), grants 1 Tier 3 point.
    • Tier 3 (e.g., Small Extraction Settlement): Costs 3 Tier 3 points (base).
    • Costs double after the second Tier 2/Tier 3 port (Tier 2: 2 points; Tier 3: 6 points for settlements), triple after the third (Tier 2: 3 points; Tier 3: 9 points).

Final Plan: Line-by-Line with Orbital vs. On-Planet Details

Here’s the plan, broken down into clear steps, with each build specifying its location (Body), whether it’s orbital or on-planet, the points used and gained, and the running totals for slots and points.

Step 1: Build Tier 1 Structures to Earn Tier 2 Points

Start with Tier 1 builds to earn Tier 2 points. These will use orbital slots since only 2A has ground slots.

  1. Build Relay Station around Body 1 (Orbital)
    • Cost: 0 Tier 2 points
    • Gain: 1 Tier 2 point
    • Points After: 1 Tier 2 point, 1 Tier 3 point
    • Slots Used: 1/13 (1 orbital around Body 1)
  2. Build Small Scientific Outpost around Body 2 (Orbital)
    • Cost: 0 Tier 2 points
    • Gain: 1 Tier 2 point
    • Points After: 2 Tier 2 points, 1 Tier 3 point
    • Slots Used: 2/13 (1 orbital around Body 2)
  3. Build Small Relay Station around Body 3 (Orbital)
    • Cost: 0 Tier 2 points
    • Gain: 1 Tier 2 point
    • Points After: 3 Tier 2 points, 1 Tier 3 point
    • Slots Used: 3/13 (1 orbital around Body 3)

Step 2: Build Tier 2 Structures to Earn Tier 3 Points

Use your Tier 2 points to build Tier 2 structures, each granting 1 Tier 3 point. These will also use orbital slots. The cost doubling kicks in after the second Tier 2 port.

  1. Build Medium Scientific Port around Body 4 (Orbital)
    • Cost: 1 Tier 2 point (base cost, first Tier 2 port after Coriolis)
    • Gain: 1 Tier 3 point
    • Points After: 2 Tier 2 points (3 - 1), 2 Tier 3 points (1 + 1)
    • Slots Used: 4/13 (1 orbital around Body 4)
    • Note: This is your second Tier 2 port (Coriolis was first), so costs double after completion: Tier 2 now costs 2 points, Tier 3 settlements now cost 6 points.
  2. Build Small Scientific Outpost around Body 5 (Orbital)
    • Cost: 0 Tier 2 points
    • Gain: 1 Tier 2 point
    • Points After: 3 Tier 2 points (2 + 1), 2 Tier 3 points
    • Slots Used: 5/13 (1 orbital around Body 5)
  3. Build Small Relay Station around 2A (Orbital)
    • Cost: 0 Tier 2 points
    • Gain: 1 Tier 2 point
    • Points After: 4 Tier 2 points (3 + 1), 2 Tier 3 points
    • Slots Used: 6/13 (1 orbital around 2A)
  4. Build Medium Extraction Port around Body 1 (Orbital)
    • Cost: 2 Tier 2 points (doubled cost)
    • Gain: 1 Tier 3 point
    • Points After: 2 Tier 2 points (4 - 2), 3 Tier 3 points (2 + 1)
    • Slots Used: 7/13 (1 orbital around Body 1)
  5. Build Medium Security Port around Body 2 (Orbital)
    • Cost: 2 Tier 2 points (doubled cost)
    • Gain: 1 Tier 3 point
    • Points After: 0 Tier 2 points (2 - 2), 4 Tier 3 points (3 + 1)
    • Slots Used: 8/13 (1 orbital around Body 2)
    • Note: This is your third Tier 2 port, so costs triple after completion: Tier 2 now costs 3 points, Tier 3 settlements now cost 9 points.

Step 3: Earn More Tier 3 Points to Reach 9 for a Small Extraction Settlement

You need 9 Tier 3 points for a Small Extraction Settlement (base cost 3, now 9 due to tripling). You have 4 Tier 3 points, so you need 5 more (requiring 5 Tier 2 builds, which need 5-13 Tier 2 points depending on the cost multiplier).

  1. Build Small Scientific Outpost around Body 3 (Orbital)
    • Cost: 0 Tier 2 points
    • Gain: 1 Tier 2 point
    • Points After: 1 Tier 2 point, 4 Tier 3 points
    • Slots Used: 9/13 (1 orbital around Body 3)
  2. Build Small Relay Station around Body 4 (Orbital)
    • Cost: 0 Tier 2 points
    • Gain: 1 Tier 2 point
    • Points After: 2 Tier 2 points, 4 Tier 3 points
    • Slots Used: 10/13 (1 orbital around Body 4)
  3. Build Medium Scientific Port around 2A (Orbital)
    • Cost: 3 Tier 2 points (tripled cost)
    • Gain: 1 Tier 3 point
    • Points After: You only have 2 Tier 2 points, so you need 1 more Tier 2 point.
    • Hold off on this build until the next step.
  4. Build Small Relay Station around Body 5 (Orbital)
    • Cost: 0 Tier 2 points
    • Gain: 1 Tier 2 point
    • Points After: 3 Tier 2 points (2 + 1), 4 Tier 3 points
    • Slots Used: 11/13 (1 orbital around Body 5)
  5. Build Medium Scientific Port around 2A (Orbital) (continued from step 11)
    • Cost: 3 Tier 2 points (tripled cost)
    • Gain: 1 Tier 3 point
    • Points After: 0 Tier 2 points (3 - 3), 5 Tier 3 points (4 + 1)
    • Slots Used: 12/13 (1 orbital around 2A)
  6. Build Small Scientific Outpost around Body 1 (Orbital)
    • Cost: 0 Tier 2 points
    • Gain: 1 Tier 2 point
    • Points After: 1 Tier 2 point, 5 Tier 3 points
    • Slots Used: 13/13 (1 orbital around Body 1)

You’ve used all 13 slots, but you still need 4 more Tier 3 points (9 - 5) for the Small Extraction Settlement. You’ll need to wait for new slots to open (via population growth or updates, as discussed earlier).



Step 4: Wait for New Slots and Finish Earning Tier 3 Points

Assume 4 new slots open over time (e.g., 1 orbital each around Bodies 1, 2, 3, 4).

  1. Build Small Relay Station around Body 1 (Orbital)
    • Cost: 0 Tier 2 points
    • Gain: 1 Tier 2 point
    • Points After: 2 Tier 2 points (1 + 1), 5 Tier 3 points
    • New Slots Used: 1/4
  2. Build Small Relay Station around Body 2 (Orbital)
    • Cost: 0 Tier 2 points
    • Gain: 1 Tier 2 point
    • Points After: 3 Tier 2 points (2 + 1), 5 Tier 3 points
    • New Slots Used: 2/4
  3. Build Medium Security Port around 2A (Orbital)
    • Cost: 3 Tier 2 points (tripled cost)
    • Gain: 1 Tier 3 point
    • Points After: 0 Tier 2 points (3 - 3), 6 Tier 3 points (5 + 1)
    • New Slots Used: 3/4
  4. Build Small Relay Station around Body 3 (Orbital)
    • Cost: 0 Tier 2 points
    • Gain: 1 Tier 2 point
    • Points After: 1 Tier 2 point, 6 Tier 3 points
    • New Slots Used: 4/4
  5. Build Small Relay Station around Body 4 (Orbital)
    • Cost: 0 Tier 2 points
    • Gain: 1 Tier 2 point
    • Points After: 2 Tier 2 points (1 + 1), 6 Tier 3 points
    • New Slots Used: You’ve used all 4 new slots, so you’ll need 1 more slot for the next build.

Assume 1 more slot opens:

  1. Build Medium Scientific Port around Body 5 (Orbital)
    • Cost: 3 Tier 2 points (tripled cost)
    • Gain: 1 Tier 3 point
    • Points After: You only have 2 Tier 2 points, need 1 more.
    • Hold off until the next step.
  2. Build Small Relay Station around Body 1 (Orbital) (new slot)
    • Cost: 0 Tier 2 points
    • Gain: 1 Tier 2 point
    • Points After: 3 Tier 2 points (2 + 1), 6 Tier 3 points
    • New Slots Used: 1/1
  3. Build Medium Scientific Port around Body 5 (Orbital)
    (continued from step 20)
    • Cost: 3 Tier 2 points (tripled cost)
    • Gain: 1 Tier 3 point
    • Points After: 0 Tier 2 points (3 - 3), 7 Tier 3 points (6 + 1)

Assume 3 more slots open:

  1. Build Small Relay Station around Body 2 (Orbital)
    • Cost: 0 Tier 2 points
    • Gain: 1 Tier 2 point
    • Points After: 1 Tier 2 point, 7 Tier 3 points
    • New Slots Used: 1/3
  2. Build Small Relay Station around Body 3 (Orbital)
    • Cost: 0 Tier 2 points
    • Gain: 1 Tier 2 point
    • Points After: 2 Tier 2 points (1 + 1), 7 Tier 3 points
    • New Slots Used: 2/3
  3. Build Medium Security Port around Body 4 (Orbital)
    • Cost: 3 Tier 2 points (tripled cost)
    • Gain: 1 Tier 3 point
    • Points After: You only have 2 Tier 2 points, need 1 more.
    • Hold off until the next step.
  4. Build Small Relay Station around Body 1 (Orbital)
    • Cost: 0 Tier 2 points
    • Gain: 1 Tier 2 point
    • Points After: 3 Tier 2 points (2 + 1), 7 Tier 3 points
    • New Slots Used: 3/3
  5. Build Medium Security Port around Body 4 (Orbital)
    (continued from step 25)
    • Cost: 3 Tier 2 points (tripled cost)
    • Gain: 1 Tier 3 point
    • Points After: 0 Tier 2 points (3 - 3), 8 Tier 3 points (7 + 1)

Assume 1 more slot opens:

  1. Build Small Relay Station around Body 2 (Orbital)
    • Cost: 0 Tier 2 points
    • Gain: 1 Tier 2 point
    • Points After: 1 Tier 2 point, 8 Tier 3 points
    • New Slots Used: 1/1
  2. Build Small Relay Station around Body 3 (Orbital) (new slot)
    • Cost: 0 Tier 2 points
    • Gain: 1 Tier 2 point
    • Points After: 2 Tier 2 points (1 + 1), 8 Tier 3 points

Assume 1 more slot opens:

  1. Build Small Relay Station around Body 4 (Orbital)
    • Cost: 0 Tier 2 points
    • Gain: 1 Tier 2 point
    • Points After: 3 Tier 2 points (2 + 1), 8 Tier 3 points
    • New Slots Used: 1/1
  2. Build Medium Extraction Port around Body 3 (Orbital) (new slot)
    • Cost: 3 Tier 2 points (tripled cost)
    • Gain: 1 Tier 3 point
    • Points After: 0 Tier 2 points (3 - 3), 9 Tier 3 points (8 + 1)

Step 5: Build the Small Extraction Settlement

You now have 9 Tier 3 points, enough for a Small Extraction Settlement, which will use one of 2A’s ground slots.

  1. Build Small Extraction Settlement on 2A (On-Planet)
    • Cost: 9 Tier 3 points (base 3, tripled cost)
    • Gain: 0 points (Tier 3 builds don’t grant points)
    • Points After: 0 Tier 2 points, 0 Tier 3 points
    • Slots Used: 1/2 ground slots on 2A

Final System Composition (After Small Extraction Settlement)

  • Body 1: Coriolis (Tier 2, orbital), Relay Station (Tier 1, orbital), Medium Extraction Port (Tier 2, orbital), Small Scientific Outpost (Tier 1, orbital), Small Relay Station (Tier 1, orbital) × 2
  • Body 2: Small Scientific Outpost (Tier 1, orbital), Medium Security Port (Tier 2, orbital), Small Relay Station (Tier 1, orbital) × 3
  • Body 2A: Small Extraction Settlement (Tier 3, on-planet), Small Relay Station (Tier 1, orbital), Medium Scientific Port (Tier 2, orbital), Medium Security Port (Tier 2, orbital)
  • Body 3: Small Relay Station (Tier 1, orbital), Small Scientific Outpost (Tier 1, orbital), Small Relay Station (Tier 1, orbital) × 2, Medium Extraction Port (Tier 2, orbital)
  • Body 4: Medium Scientific Port (Tier 2, orbital), Small Relay Station (Tier 1, orbital), Medium Security Port (Tier 2, orbital), Small Relay Station (Tier 1, orbital) × 2
  • Body 5: Small Scientific Outpost (Tier 1, orbital), Small Relay Station (Tier 1, orbital), Medium Scientific Port (Tier 2, orbital)

Summary of 2A Builds

  • On-Planet (Ground Slots): Small Extraction Settlement (uses 1 of 2A’s 2 ground slots; 1 ground slot remains for the future Large Security Settlement).
  • Orbital (Around 2A): Small Relay Station, Medium Scientific Port, Medium Security Port (uses all 3 of 2A’s orbital slots).

Next Steps

  • You’ve established Extraction on 2A with the Small Extraction Settlement.
  • The remaining ground slot on 2A can be used for the Large Security Settlement later, once you earn more Tier 3 points (now at a cost of 9 Tier 3 points due to the tripling).
  • Continue building Tier 1 and Tier 2 structures as new slots open to earn more Tier 3 points for the Large Security Settlement.

This line-by-line plan should be easy to follow, even when you’re tired, with clear distinctions between on-planet and orbital builds. You’re doing fantastic—thanks for sticking with this! o7


Wednesday, April 30, 2025

Elite Dangerous Trailblazers – My own Coriolis Station


I’ve heard so much about the difficulty of Colonizing, it was intimidating. Having been unable to play for several years (thanks to Long-term Covid issues), I’m back but what used to be easy is a struggle now. On the other hand, immediately after Covid it was impossible, so the fact that I’m back in any way at all is a triumph, and makes me happy.

Read everything I could find, talked to Grok for days. Fitted out a Corsair for system-hunting, and a Cutter for hauling. Worried about the time limit but wanted a space station. It’s a memorial to my Mom-in-law, Georgette.  Went for a Coriolis. Figured it was doable solo, and it’s the classic station. Goes all the way back to 1984.

Found a decent system, claimed it late one night. Screenshot the requirements list, printed it out. Used Inara to search for Commodities. The actual work was easy. Find the stuff, haul it back. Go get more. Do it a lot. Hours at a time.

I’m still thrilled at being back in Elite… never felt like a grind. No game has ever given such an honest-to-God feeling of Solitude as Elite Dangerous. 
There was the occasional pirate. The glitch that blew up my ship because the entire system was overheated… (you tell me. That’s how it seemed, but maybe I misunderstood something.)

On the plus side, getting killed revived me in the station that denied me entry just minutes before. And it had a commodity I needed.  Leaving was a pain, the station itself was glitched and there were struts going straight through the middle of the station. Getting out made me feel like a rat in a maze. Exiting the station, overheating almost got me again. Tried to jump, and watched the countdown race for life against the heat gauge.

I lived to tell the tale, but it was close.  

There are symbols to tell you which commodities you need on the Market screen. Hover over it, and a window tells you how many you need. There was remarkably little to track manually. Just had to show up every day and jump back and forth.

________________________________________________________________________________ NOTE: A few days later, I started building a Relay Station, and that handy commodity tracking that helped so much the first time, is no longer present. I'm wondering, does it only show up on your first build in a system? Why in the world would it not be there to help every time you build something? ________________________________________________________________________________


Monique and I work from home. Because she really liked the idea of putting a memorial station permanently in the game, she let me slack on the job. Averaged roughly 8 hours per day on Elite for 4 days. With Inara’s help, I found one station a single jump away that got the job 94% done. Found another system with two stations that covered almost everything else. Dead easy. Job done.
We now have a station permanently in-game named "Georgie Girl."

If you’re hesitating because of the initial time limit… jump in. The only tool you need is Inara, everything else is built into the game. Just be ready to play space trucker for hours and days on end.  Maybe don’t go for a Tier 3 if you’re time limited. But a Tier 1 or 2 is more than doable, if you don’t mind making hundreds of trips back and forth.

Finding a system was far harder. I worried about losing a decent one because I waited for a better one. In the end, the one I chose  isn’t perfect, but has lots of room to grow.|
It’s also 150 light years from my home base. Pretty close to several engineers, and not far from Shinrarta Dezhra. I'm happy.

Frontier dropped Trailblazers 3 today, which is exciting. And they announced the Panther Clipper today… now I’m stoked. Can’t wait for that big hauler!

Sunday, April 20, 2025

Elite Dangerous Sensor Suite - FSS, DSS, Keybindings (Mouse and Keyboard)

After some years away, and some ongoing memory/cognitive issues, I'm finally playing Elite again.  Built a combat explorer, good for around 45LY great at PVE, planned to use it exploring for a good Colony system.
Until this morning, when I started figuring out binds for the FSS and DSS, and realized my existing binds have no logical room or placements for all the commands.  Thought it might work better with dedicated mouse and keyboard commands, but still felt overwhelmed.

So I asked Grok for help.  Gave him spreadsheets, graphics, and someone's suggested keybinds from about 6 years ago.  Grok created a logical, non-conflicting, keyboard layout.  I have yet to test it, but it looks good just reading through.  There were a couple of conflicts, but we found alternate keys.
Now I have to type all these into the Game's bindings, and my command spreadsheet.  Then fly out there and learn to use them.

Sensor Suite Keybindings (Mouse and Keyboard) - Final Adjustment

Full Spectrum System Scanner (FSS)

  • Camera Pitch Up: [W] (Pitches camera up, "REGULAR")

  • Camera Pitch Down: [S] (Pitches camera down, "REGULAR")

  • Camera Yaw Left: [A] (Yaws camera left, "REGULAR")

  • Camera Yaw Right: [D] (Yaws camera right, "REGULAR")

  • Zoom In to Target: [MOUSE 1] (Left-click to zoom in)

  • Zoom Out: [MOUSE 2] (Right-click to zoom out)

  • Stepped Zoom In: [+ MOUSE Z-AXIS] (Scroll wheel up)

  • Stepped Zoom Out: [- MOUSE Z-AXIS] (Scroll wheel down)

  • Tuning Right: [E] (Increases radio tuning)

  • Tuning Left: [Q] (Decreases radio tuning)

  • Discovery Scan: [SPACE] (Hold to charge and fire)

  • Leave FSS: [L] (Exits FSS mode - adjusted due to [ESC] conflict)

  • Target Current Signal: [T] (Targets the current signal)

  • Show Help: [H] (Displays FSS guide)

Detailed Surface Scanner (DSS)

  • Toggle Front/Back: [F] (Toggles planet view)

  • Button Mode: [B] (Toggles hold vs. press behavior)

  • Exit the Detailed Surface Scanner Mode: [C] (Exits DSS mode - adjusted from [Q] to avoid conflict with FSS Tuning Left)

  • Next Filter: [R] (Cycles to next heatmap filter)

  • Previous Signal (DSS): [Z] (Cycles to previous heatmap filter)

  • Third-Person Yaw Left: [A] (Yaws camera left, "REGULAR")

  • Third-Person Yaw Right: [D] (Yaws camera right, "REGULAR")

  • Third-Person Pitch Up: [W] (Pitches camera up, "REGULAR")

  • Third-Person Pitch Down: [X] (Pitches camera down, "REGULAR" - adjusted due to [S] conflict)

  • Third-Person Field of View In: [+ MOUSE Z-AXIS] (Scroll wheel up, matches "INVERTED")

  • Third-Person Field of View Out: [- MOUSE Z-AXIS] (Scroll wheel down, matches "INVERTED")

Notes

  • Mouse X/Y axes are disabled for both FSS and DSS, using [WASD] for camera control instead.

  • Mouse sensitivity settings remain at 10% for both FSS and DSS, as per your existing setup.

  • [WASD] and [MOUSE Z-AXIS] are shared between FSS and DSS, but since these modes don’t overlap, there’s no conflict.

  • Adjusted [ESC] conflicts by using [L] for Leave FSS and [C] for Exit DSS.

  • [S] conflict for Third-Person Pitch Down resolved by using [X] as you suggested.