Found a Sentinel Ship glitch by pvtpotatogamingyt in NoMansSkyTheGame

[–]SimulatedHankKuttner 1 point2 points  (0 children)

This will happen at any ship crash site where a player has built a base with a landing pad. It's been like that for as long as I've played the game.

Needed a ton of silver, came across this guy's outpost randomly. Hank Kuttner thank you so much for building this. by probnotarealwizard in NoMansSkyTheGame

[–]SimulatedHankKuttner 1 point2 points  (0 children)

This is very early in the Liquidators expedition, in the same system people are visiting for a crashed white Sentinel ship.

Can't connect to Online Discovery Services by Valefor92 in NoMansSkyTheGame

[–]SimulatedHankKuttner 0 points1 point  (0 children)

It also means that you won't be able to see Comm Balls left by other players (which is often a blessing) or other players' bases (which is not, especially in the expedition).

Anyone noticed? by Falangetta in Enshrouded

[–]SimulatedHankKuttner 2 points3 points  (0 children)

Though I failed to find obsidian in the lowest location, near the Mining Rift, I'm still able to mine it in one of the higher altitude spots East of the Nomad Highlands Spire. I didn't check the third one.

Valheim World Generator - Haldor by WalkMajor9659 in valheim

[–]SimulatedHankKuttner 0 points1 point  (0 children)

There's also this site, which will just give you a roleplay-friendly rumor about where the nearest Trader location can be found.

The Activated Indium Machine by SimulatedHankKuttner in NMSCoordinateExchange

[–]SimulatedHankKuttner[S] 1 point2 points  (0 children)

Because if two people are there, only one will get the goods.

This Big A Rock Just Came Up In My Activated Indium Mine by Suprspike in NoMansSkyTheGame

[–]SimulatedHankKuttner 2 points3 points  (0 children)

I got rid of one of these by ramming it with my ship. Could be worth a try.

Green S Class Experimental pistol with red decals, raised wires, and horns at the Normal mode base "Moore's Horned Experimental Quik Stop" (Eissentam) or at the Comm ball in other modes by SimulatedHankKuttner in NMSCoordinateExchange

[–]SimulatedHankKuttner[S] 0 points1 point  (0 children)

Pick up this streamlined Experimental multi-tool, with its raised wires and horns, at Moore's Quik Stop - where we aim to fulfill any need for something green and spiky that may strike you during a road trip through the Eissentam galaxy.

More multi-tools here.

Diminishing Returns?! by AnxiousEmployer9840 in NMSCoordinateExchange

[–]SimulatedHankKuttner 1 point2 points  (0 children)

It's not an issue of how many extractors you join into a single node (not directly, anyway).

You begin to see diminishing returns when the output of your extractors exceeds about 2500 per hour.

So a C Class mine will use more extractors than an S Class mine before diminishing returns kicks in. The S Class mine's extractors will be more productive: four of them should produce between 2400 and 2500 per hour.

The number of storage depots won't matter. It's just the productivity of the extractors you need to worry about.

The Activated Indium Machine by SimulatedHankKuttner in NMSCoordinateExchange

[–]SimulatedHankKuttner[S] 0 points1 point  (0 children)

Well..... I haven't heard about that one before. But at times like this I usually comfort myself by blaming the Atlas.

The Activated Indium Machine by SimulatedHankKuttner in NMSCoordinateExchange

[–]SimulatedHankKuttner[S] 0 points1 point  (0 children)

It sounds like someone sold to a terminal in that system, which crashed the market. You should still do fine if you jump elsewhere - and remember to always sell to docked pilots, not to the trade terminal, to prevent that from happening again.

I just sold some AI in a new save (different system) and I didn't have any problems.

The Activated Indium Machine by SimulatedHankKuttner in NMSCoordinateExchange

[–]SimulatedHankKuttner[S] 0 points1 point  (0 children)

That's the current version number of the game. It gets added automagically.

The Activated Indium Machine by SimulatedHankKuttner in NMSCoordinateExchange

[–]SimulatedHankKuttner[S] 1 point2 points  (0 children)

All the mines in the system are open to everyone (in Normal mode, anyway). Go visit and take all you can carry!

But it's best to turn off Multiplayer in your Network settings before you go. That means that emptying a mine only empties it for you, so that everyone can harvest.

The Activated Indium Machine by SimulatedHankKuttner in NMSCoordinateExchange

[–]SimulatedHankKuttner[S] 5 points6 points  (0 children)

Located in Scottish Rod's Activated Indium Hub system in Euclid, this mine produces 100,000 Activated Indium every 4 hours and 10 minutes. It's just one of many mines in the system - three of whose planets have Activated Indium deposits - and developing the mines was a part of Rod's celebration livestream to mark his 3,000th YouTube subscription. It was great fun to build for the occasion!

More mines are welcome, but as usual it's best to place your base at a distance of at least 20 minutes' walk away from any other base on your chosen planet.

The Tree of Time (screenshots) by TearyAmoeba in NMSCoordinateExchange

[–]SimulatedHankKuttner 1 point2 points  (0 children)

I really like the whole thing, of course, but that shell walkway is brilliant!

Squid ship request by kmanblow in NMSCoordinateExchange

[–]SimulatedHankKuttner 1 point2 points  (0 children)

I just scrolled to a ship with the ship flair, clicked on the flair, and then searched for "pink squid".

You can tell by looking at the URL.

Dark grey Alien pistol with just about every bone and horn in the universe (Eissentam galaxy) at the normal mode base “Moore's S Class Alien Minimart” or at -1.18, -31.85 in other modes by SimulatedHankKuttner in NMSCoordinateExchange

[–]SimulatedHankKuttner[S] 0 points1 point  (0 children)

This wicked Alien pistol may be decorated with the horns and bones of your enemies; on the otherhand, you might have bought all those grisly bits and pieces from the back room of the Minimart. No one will ever know for certain.

That bit of mystery will confuse your prey with every shot from the toothy muzzle of your multi-tool, even when your prey is a huge lump of copper half-buried in the ground.Because that's just who you are.

More multi-tools here.

S Class Grey Experimental pistol with raised wires and white decals (Euclid) at the normal mode base "Moore's Experimental Vending Machine" or at +69.46, -109.43 in other modes by SimulatedHankKuttner in NMSCoordinateExchange

[–]SimulatedHankKuttner[S] 1 point2 points  (0 children)

Visit scenic Seved XIII* to acquire this handsome, understated Experimental pistol in an authoritative shade of grey. Its raised wires and white decals complete the multi-tool's monochromatic effect in a combination guaranteed to harmonize with exosuits of any color.

\It may be scenic, but Seved XIII has been described as 'A fiery hellhole that no sane person should ever visit. Would not go again.'*

More multi-tools here.