Expansion and buildings

Troubleshooting colonization and outposts

confirmedPatch 11.75Build a7b5c7cCore + live worldReviewed
Patch
11.75
Build
a7b5c7c
Scope
Core + live world
Reviewed

When a settlement action is unavailable, diagnose it from the destination back to the origin. Most apparent slot problems are actually a target, origin, pending-fleet, hull, resource, or prerequisite mismatch.

Diagnostic order

  1. Target: Does this tile offer the settlement type you intend to found?
  2. Origin: Is the correct founding colony selected?
  3. Capacity: Does that origin show an unlocked, unused slot?
  4. Pending action: Is a colonization fleet from that origin already consuming the slot?
  5. Hull: Is the required colonization ship available at that origin and not in transit?
  6. Resources: Does the action preview show every required resource as available?
  7. Prerequisite: Does the current action or Codex name a missing building or level?
  8. Live state: Did ownership, diplomacy, or another fleet change since the screen was opened?

After losing an outpost

The former outpost stops occupying its founding origin’s slot after it leaves the player’s owned-base collection. Reopen that origin and inspect the capacity display. If the slot does not appear usable, check for a pending colonization fleet and confirm that the founding colony still exists. Evidence

Useful evidence capture

Capture the target action, selected origin, slot panel, available colonization hull, and exact refusal message in the same session. Include the build, world, and time while removing player identity and coordinates.

Needs verification

If all displayed requirements are met but the action remains unavailable, preserve the screen state as a reproducible case. Do not invent a hidden cooldown or permanent slot loss without runtime evidence. Evidence

Evidence

Sanitized transcripts from the current client. Raw player captures remain private.

  1. Installed client identityThe installed Windows client reports patch 11.75, build a7b5c7c, built 2026-07-31 15:16:13 UTC.Patch 11.75 · build a7b5c7c · verified 2026-08-01 · Riftborne.exe --build-info and Content/build_info.json.
  2. Current settlement-slot accountingOutpost availability counts only qualifying outposts currently owned and colonization fleets currently pending from the founding colony. A former outpost no longer in that owner’s base list, or one with no remaining building levels, does not occupy a slot.Patch 11.75 · build a7b5c7c · verified 2026-08-01 · Read-only inspection of SettlementRules.HasAvailableOutpostSlotForKind, CountFoundedOutpostsFromOrigin, CountPendingOutpostsFromOrigin, and OccupiesSettlementSlot.
  3. Current fleet and movement implementationFleet role, movement, infrastructure, and roster statements are limited to behavior exposed by the current client implementation and Codex.Patch 11.75 · build a7b5c7c · verified 2026-07-30 · Read-only inspection of ShipTravelSpeedSystem, ShipInfrastructureSystem, and Codex ship screens.
  4. Active multiplayer-world boundaryThe multiplayer operator owns the world seed, pacing, simulation time, factions, global modifiers, and ship roster. World-specific values must therefore be labeled separately from core rules.Patch 11.75 · build a7b5c7c · verified 2026-07-30 · Current multiplayer client contract and read-only world/session telemetry.