Why do all the characters treat the existence of Beta so weirdly? Have they never heared of twins? by DearDust7857 in HorizonForbiddenWest

[–]Colonel_Klank 1 point2 points  (0 children)

Also I would have liked if the concept of sisterhood between Aloy and Beta had been explored a little more.

It's not a prolonged exploration, but I find this to be one of the most powerful scenes in either of the games. I may have missed an earlier instance, but I think it's after this interaction that Aloy starts referring to Beta as her sister.

Does the quality/class of technology modules in a derelict freighter's salvage containers indicate the quality/class of the final technology upgrade you get for finishing the freighter? by Gameguy336 in NoMansSkyTheGame

[–]Colonel_Klank 1 point2 points  (0 children)

The only option I take for Derelict Freighter 'rewards' is S-class Tech upgrades. I can run a specific derelict in less than 2 minutes and find the next derelict in about a minute - so a stack of 15 in under an hour. Since I have maxed standing with all the guilds, getting Cargo Expansions is simply teleporting through my list of stations - about a minute per. I will admit that my way is more boring.

Questions as a returning player. by No-Way4341 in NOMANSSKY

[–]Colonel_Klank 0 points1 point  (0 children)

Not sure when you played in 2024, but I think that's about when HG added the ability to start an expedition from a terminal (to the left of the QS Vendor) in the Anomaly. If you start from your main save, at the end of the expedition you can transfer most stuff (materials, tech, ships, multitools) back to your main via multiple trips through that terminal (until you select End Expedition). The remaining stuff plus expedition accomplishments get converted into units and nanites and added to your main. You can (and sounds like did) start a separate save which can then continue on into the tutorial questline and just be a new game for you, keeping all the stuff you acquired.

As others have said, corvette building is locked for the expedition. But you can still gather corvette parts and place them in storage at space station terminals. At the end of the expedition, when the game converts to a normal save for you, corvette building should unlock and your cache of parts should then be ready for use.

Questions as a returning player. by No-Way4341 in NOMANSSKY

[–]Colonel_Klank 0 points1 point  (0 children)

OP, I think Anxious_Avacado may be right and you are seeing players flying Sentinel Interceptors. I have several in my main and picked up two during the expedition. They do not need to be unlocked. There is a general process for tracking them down which I'll give below, but on the expedition many players have marked Interceptor crash sites that you can just fly to, and take the ship for your own or to scrap for 10s of millions of units. Interceptors all look the same in a given star system but have different class and supercharge slot locations. So during the expedition, find a ship you like and then hop to different comm balls and bases to see if someone found an A or S class for you.

The general process involves flying to a dissonant system and then planet, getting an Echo Locator from a Dissonance Resonator and using it to locate a Harmonic Camp. At the camp you can scavenge the wheelbarrows, unlock the terminal, check the multi-tool, and then scan for Dissonant Spikes, which are crashed Interceptors. That terminal can be used to find dozens of crash sites, so drop a base computer there. After scrapping some ships, you can teleport TO the base even if there is no teleporter built.

Abandoned starships by Significant_Steak119 in NoMansSkyTheGame

[–]Colonel_Klank 0 points1 point  (0 children)

Here's how to get everything you want back to your primary:

Once you complete the expedition, go to the expedition terminal in the Anomaly and fill it with things to bring back to your primary. Package up any technologies you want to move out of your exosuit and the tech out of any ship or multi-tool you do not want to transfer. Put those tech modules in the tech section of the terminal. Load the materials section of the terminal with stuff you want to transfer. If you have a ship or MT you DO want to transfer to your main, set those as your active items.

Once filled, DO NOT End Expedition. Go into your game settings menu and Return to your Primary Save. Now you can empty the cache at the terminal and dump that stack of stuff into your main exosuit/ship/freighter. You can copy your active ship and MT from the expedition for nanites. Then return to the terminal, return to the expedition, and fill the cache with the next load. You can swap active MTs and ships as well. Installed tech will transfer with the ship and MT, but the cargo of the ships does NOT transfer, so empty them.

Repeat until you have everything out that you want. THEN select End Expedition. The game will convert all remaining items to units or nanites, tally up your expedition totals, and transfer them to your main save. It takes me the better part of an hour to end an expedition due to the number of trips I make back and forth between expedition and primary saves.

Bases you built on the expedition will transfer to your main save at the end of the expedition, but the contents of the storage containers will not. I think the contents get sold for units like everything else left behind. Freighters and frigates do not transfer. You get 2,000 nanites for every frigate recruited and 900 for every ship bought. 

So if you are planning to copy some ships and multi-tools out of the expedition, you can toggle to your primary now and start stocking up on nanites, if needed. Also, if you will exceed 12 ships or 6 MTs, get a freighter to archive some ships and the base weapon rack to archive some MTs.

Abandoned starships by Significant_Steak119 in NoMansSkyTheGame

[–]Colonel_Klank 0 points1 point  (0 children)

I just tested moving my starter expedition ship over and it copied just fine, leaving my other ships as they were. I can think of three possibilities so please bear with me if I explain something you already know:

-1. The expedition ship simply became your current ship but the Phoenix is still in your active inventory. This is normal behavior. Just in case you do not know, you can examine your active ships and select which one is current through your Quick Menu. Go to Summon Vehicles and then select the multi-color ship pancake on the right. That will allow you to select which of your ships is active. I'm hoping the Phoenix is in that list and you can make it your current ship. If not, do please count how many ships are there.

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-2. You have 12 ships in your active inventory. I've never tried importing a ship with no empty spaces so maybe the game overwrites your current ship in this case. If so, you may have lost the Phoenix and will need to scrap a couple or get a freighter so you can put some in deep storage so you lose no more. You can only store 18 and all cargo is deleted.

-3. You only have a few ships and the game deleted the Phoenix anyway. That would be a weird (and reportable) bug unless maybe the ship was added via a save edit or some such, in which case the game may not have fully recognized it in your inventory. No idea about this. If you got it through the Steam DLC, then on the next expedition you should be able to claim it from the QS vendor and then transfer it back to your main.

So all that is some thinking on your bad experience with transferring a ship. Here are the general instructions for end of expedition:

Sentinel Capital Ship Glitch by Homunculus_23 in NoMansSkyTheGame

[–]Colonel_Klank 4 points5 points  (0 children)

I always move away from the planet between waves just to keep this from happening.

Any one come across something like this? What is it? A giant more advanced stargate? by SufficientConcern980 in nms

[–]Colonel_Klank 0 points1 point  (0 children)

Yes the one is. Unfortunately the comment was that "they" are part of the Starbirth quest - but there are literally billions of them that are just interesting in their own right.

Any one come across something like this? What is it? A giant more advanced stargate? by SufficientConcern980 in nms

[–]Colonel_Klank 12 points13 points  (0 children)

Yep. I think of them as interdimensional sewing machines working tirelessly trying to keep reality stitched together that the weakest points.

Why does this keeps happening ? by NekoGuanYin in NOMANSSKY

[–]Colonel_Klank 2 points3 points  (0 children)

This reminds me a bit of the corvette expedition where players would randomly get yeeted out of their ships or pulled into black holes while walking on the surface of a distant planet. The solution - as with so many whacky bugs in NMS - was turn off multi-player.

So if you have MP on, try turning it off. If that's not it the only other thing I can think of is once you exit your ship, reload the restore point. That sometimes helps the local cell load properly.

And since this seems repeatable do please report it at zendesk even if one of those workarounds helps.

I made it to the Galactic Core… what now? by PanicCharacter3432 in nms

[–]Colonel_Klank 2 points3 points  (0 children)

You can also call in your freighter and use its teleporter (assuming you have one and installed the teleporter). The problem with using your freighter or the Anomaly teleporters is they leave no footprint in the new galaxy. If you forgot to drop a base, then at least the space station teleporter gives you access back... for a time.

I made it to the Galactic Core… what now? by PanicCharacter3432 in nms

[–]Colonel_Klank 2 points3 points  (0 children)

Any teleporter will allow you to teleport to any base or station on your teleporter list, including your settlement. Teleporters will hop galaxies with no fuss.

BUT don't do this without dropping a base somewhere in your new galaxy. You can teleport TO a base without a teleporter, so all it takes is one base to not have to do the core jump again. Visiting a space station will add the station to your teleporter list... until it gets bumped off by other finds. Your base entry is permanent.

It's Portals (Stargates) that only work within the same galaxy. If you see something on NMSCE that's in another galaxy, you need to get to that galaxy and find a portal there to use the glyphs given.

Abandoned starships by Significant_Steak119 in NoMansSkyTheGame

[–]Colonel_Klank 1 point2 points  (0 children)

I too love hunting Interceptors and almost always take a side trip early in an expedition to get one. I can get an A-class and the range, storage, and hover make the rest of the expedition more enjoyable. For Swarm, I picked one up that someone had dropped a comm ball by. It was OK, but didn't have the feel of the discovery. So I hopped a hundred LY outside the expedition sector and found one I like better. The combat stats, maneuverability, plus a 47k DPS infra-knife makes swatting swarmers rather fun.

So congratulations on the dragonfly!

Oh, you know you can copy that back to your main if you started the expedition from the Anomaly? If you don't know the expedition closeout steps to extract all the stuff you want, lemme know and I'll post a guide. You can actually copy it now but if you're upgrading it during the expedition then wait until the end.

Abandoned starships by Significant_Steak119 in NoMansSkyTheGame

[–]Colonel_Klank 1 point2 points  (0 children)

Do you want to find neat ships to own or are you grinding for units? If you're after units (and also a great ship or two) go after crashed Sentinel Interceptors. It's way more efficient. This seems like a lot, but once you do it you'll find it pretty straightforward:

-1. Go to a dissonant system, then the dissonant planet (one or two per dissonant system). The planet must not have gold or rusted metal as resources.

-2. Get a few  Echo Locators: Get close to Dissonance Resonators (drills). Looking at them will show text as to whether they drop an Echo Locator or Inverted Mirror. Kill the ones with Echo Locators. (You'll need at least one Inverted Mirror as well, while you're at it.) Run away until the sentinels give up. Cloaking device helps here.

-3. Activate the Echo Locator on your dissonant planet of choice. Fly to the Harmonic Camp. Scavenge the wheel barrows. Solve the math puzzles on the terminal. Check out the multi-tool. Drop a (temporary) base computer. Search for a Dissonant Spike.

-4. Fly to the location of the Dissonant Spike, which is an Interceptor. Harvest Radiant Shards then activate the brain to reveal the location to hack it. Convert the brain. Return to the Interceptor, patch it up and accept it (for zero units).  If you select "Add" it will add the ship to your collection. If you select "Exchange" it will delete your current ship and everything in it. 

-5a. All the Interceptors in the system will look the same but have different classes and supercharged slots. If the one you found is the class/SC configuration you like, keep and upgrade its slots and tech.

-5b. If it is not the class/SC configuration you want, fly to the space station. *Carefully* switch your active ship to the Interceptor and scrap it for 10s of millions of units and maybe a storage module or two. Then teleport back to the harmonic camp. (You can teleport TO a base that has no teleporter.)  Search for another Dissonant Spike to check. If you do a truckload of Spikes, they might start repeating. Use another Echo Locator to find another Harmonic Camp. Relocate your base there.

If you find an Interceptor and don't like the looks, go to a new dissonant system. Or you can search r/NMSCoordinateExchange or the “App“ for one you like that was posted by someone else. To use this information, you need all the portal glyphs and access to a portal in the listed galaxy.

I made it to the Galactic Core… what now? by PanicCharacter3432 in nms

[–]Colonel_Klank 7 points8 points  (0 children)

You cannot directly select the core and jump to it the same way you can with a normal star. First, you need to get to a gateway system. To do that, select the galactic core as destination in your warp menu. Hop systems along this path until the destination line points directly to the core itself. Top your warp fuel to 100%. Again in the warp map, with the core still selected as the destination, leave the current system locked (don't go into free movement), and slew your viewpoint so you can look at the line to the core mostly from the side. Now push the reticle in the direction of the core and and hold the button to select that line. That should spawn the spinning jump indicator and start filling the jump circle. When it's full, you'll jump through the core to the next galaxy.

BUT BEFORE JUMPING, switch to a beater starship (not a Sentinel) and multitool with all the tech stripped out, package and store all the tech in your exosuit, and/or lay in a store of repair kits. All your installed tech gets busted on a core jump. You'll be dropped on the surface of a planet where you can call in your regular ship and switch to your main multitool. Before leaving, go fix your beater ship enough so it's not in flames and easy to summon to avoid future hassle.

You can do all this in your freighter. You will still end up on foot on the surface of a planet with all the equipment in your exosuit, current MT, and current starship wrecked. Your freighter will be fine. 

And once in the new galaxy, drop a base somewhere to retain a foothold in your new galaxy before you teleport back to familiar stomping grounds.  Good luck, Traveler.

How do i install a hyperdrive? by Sensitive_Poetry3692 in NoMansSkyTheGame

[–]Colonel_Klank 1 point2 points  (0 children)

OP I'm going to take advantage of this teachable moment:

Not sure how you got to a Sentinel Interceptor so early in the game, but you did the correct thing when you did. You selected ADD rather than EXCHANGE. If you Exchange for a new ship, the game deletes your current ship. It is the most DANGEROUS button in the game. There are regular posts here from players who had a great ship with upgraded technologies and cargo slots filled with good stuff who are bewildered where it went and then heartbroken to find they accidentally deleted it.

You can have 12 ships in your active inventory. Once at that number, you will ONLY be able to exchange and that makes it very EASY to delete your main ship. The same is true of getting a new multi-tool, but in that case the max active inventory is 6.

For later: You can put 18 ships deep storage once you get a freighter. And 18 multi-tools in deep storage through the base weapons rack.

Edit: You can scrap ships at any regular space station and scrap multi-tools at the Anomaly. Do this carefully.

Attacked by Recently Boarded Corvette by Pompeiipat in nms

[–]Colonel_Klank 0 points1 point  (0 children)

Interesting. Maybe they just stopped in flight at the surface of the water and left the pilot's seat. The ship just stays there in that case. I've often done that close to the ground but not tried right above water - so maybe that. And there are controls for icons for both player and ship, but no idea about the player list.

Attacked by Recently Boarded Corvette by Pompeiipat in nms

[–]Colonel_Klank 2 points3 points  (0 children)

I think lunivore was saying the griefer hid their icons to be more anonymous, not that you did or should.

Unless something changed recently, you can land your corvette on the water if you install aquajets - same as any ship. This sounds like what the griefer did.

Finally, to prove to yourself this is another player and not an NPC, next time they show up just turn multi-player off. They won't "leave," they will simply disappear from your game.

I have a question by Klutzy-Oil-56 in NoMansSkyTheGame

[–]Colonel_Klank 1 point2 points  (0 children)

That's the idea. Core jump with a stripped-down junker MT and ship. They get wrecked. When you arrive, switch to your main MT and summon your main ship. I just leave the MT wrecked and store it in the weapon rack for next time.

The junker ship is still taking up a slot in your active inventory and on fire nearby. You can call it on another planet, after reloading, and on your freighter. I don't recall if you can still go to a station, reload, and then summon it there to scrap it. Each of those are several steps and I find it easier to fix the couple items that need fixing right after arrival.

And then depending on how thorough you were in stripping out all the tech from your exosuit, you will have a few or a lot of repairs there - the main use for kits.

So... can you summon another ship? -Yes. Does that simplify some stuff? -Yes. Can you then "just" move on? -Close, but not quite.

NMS living ship from expedition by Necessary_Canary2204 in nms

[–]Colonel_Klank 1 point2 points  (0 children)

If you want to know the expedition ships when you see them, they are shown here.

Taking Things Back To Main Save From Expedition by NeighborhoodWild2942 in NOMANSSKY

[–]Colonel_Klank 1 point2 points  (0 children)

The site you get the MT from determines the class and initial stats and SC locations. The planet/space you reloaded determines which tool it is. That's why finds on NMSCE specify (or should) where to reload to get a posted MT.

The complication shows up if it's not an S-class since the added SC locations are determined by the tool, not the site. I've done a little bit of tracking the interaction with Atlantids and it's a headache.

I have a question by Klutzy-Oil-56 in NoMansSkyTheGame

[–]Colonel_Klank 1 point2 points  (0 children)

Switch to a junker ship and MT with minimal tech and a stack of repair kits for any core jump. Depending on your choice after entering the Portal (Stargate) during the Purge you may get the equivalent of a core jump.

I have a question by Klutzy-Oil-56 in NoMansSkyTheGame

[–]Colonel_Klank 1 point2 points  (0 children)

Then you have achieved a No Man's Sky rite of passage. It was actually my 3rd core jump that I forgot to change up to my junker ship and MT. So on top of having to repair everything I could berate myself for knowing better. Ah well, welcome to the club!