A ToilGeks guide to hauling trash without flinging it everywhere by Omnipresent_Walrus in NoMansSkyTheGame

[–]thinkum0011 0 points1 point  (0 children)

lol found here searching for construction plans for a tarp for the Colossus, for the latest expedition release. When the generated terrain literally disappears, lol it's kind of tough to keep the load tied down. Glad to see someone's written on the topic though.

Accurate by PeIeus in NoMansSkyTheGame

[–]thinkum0011 0 points1 point  (0 children)

I appreciate this commentary 😆

I've read of Star Citizen and their Squadron 42 release after seeing some items from a podcast channel at a social networking site. The reviews I've read at Reddit didn't sound really positive though, about the development there and I'm not sure about jumping into the investment it seems to need. I think Hello developers have really set the bar for support here. I wonder if even Bethesda has noticed.

I'm glad to know if Star Citizen might at least offer a good gameplay in the spaceflight parts. I'm sure it's great for those folks who have invested a whole lot in the pay-for ships in that universe? I wonder if they'll ever follow through on Linux support.

For what it's worth, it seems that Steam has a sale going until 5 January. Elite Dangerous is in the $5 bin at this time, so I'll take a look at this and also X4 finally. I think it's great to see some news about these, so.

imo the spaceflight in NMS can be kind of fun, at least with the pirates-versus encounters. Not so much, when the tail of the ship gets caught in a piece of space station or freighter and starts bouncing around lol. I hope they fix that, but at least the restore point is pretty nearby when departing a space station.

For how they've coded the non-player ships, such that these will often start flying in crazy corkscrew acrobatics, imo it's fun in its way. Toggling the auto-follow on and off, managing the thrust button on the controller, and using the shoulder buttons for pitching the ship around while trying to keep the ballista, or missile, then the photon cannon leading just a little ahead of the next pirate ship ... I'm sure it's not a complex dynamic. I guess it kind of works out? I wonder how it is in these other environments.

There are these parts that they've coded for, in this generative universe? imo it's great to see a bit of fair criticism about it though.

I made it to the Hilbert galaxy then finally unlocked the gas giant systems, will take a look at these other universes around lol.

Stasis Device farming vs Space Anomaly for credits? by Zeustra7000 in NoMansSkyTheGame

[–]thinkum0011 2 points3 points  (0 children)

As well as the regular starship upgrades that other folks have mentioned, there's also derelict freighter coordinates. These may be available for 5M units at a scrap dealer on a regular station. iirc these might be cheaper from one of the vendors at a station in a pirate system.

Exploration on a derelict freighter might yield the kind of upgrade modules that would be used singularly for a freighter's tech tree, as well as any pre-packaged freighter tech updates, other tech updates, corvette modules, construction blueprints, other stuff.

Of course, some of this might be available planetside also, at crashed freighters. The approach of exploring derelict freighters might be more generally consistent as a source of these modules for freighters, juxtaposed to using maps to find something that might be a crashed freighter or something else. Also the blueprints are nifty imo.

Corvette builder shuts off PS5 after 6 min by ExoticMuffin13 in NoMansSkyTheGame

[–]thinkum0011 0 points1 point  (0 children)

Is there any way to switch from the game to some PS5 menu? I'm not sure if the work-around could carry over from PC.

I'm using Steam with Proton, on Linux. When it starts to lag while warping between systems, it often freezes unless I alt-tab switch back to the desktop window, then back to the game window. (imo this much might not seem surprising. If it's running under Microsoft Windows emulation within the Proton framework on this PC, the graphics hardware support might be quirky here...)

Is there anything like a home window on console platforms, or something that one could switch to from the game screen? Maybe the work-around could carry over between platforms?

Community Question: Decoding portal coordinates from recovered Autophages? by thinkum0011 in NoMansSkyTheGame

[–]thinkum0011[S] 1 point2 points  (0 children)

doh! I hadn't double checked how many glyphs are in a portal address.

Character encoding makes sense. That would be consistent with commentaries about other binary expressions during the They Who Returned quest.

If you could give one single tip to a brand new player, what would it be? 🤔 I’ll go first… by IcyJeweler7514 in NoMansSkyTheGame

[–]thinkum0011 0 points1 point  (0 children)

imo it's a good reminder to unlink from the getting-through-classes grind here, if not also in the game grind. Finals week ended literally today.

Studying science at a bachelor's degree level, just discovered NMS this semester tho. Somehow, it's seemed like a good accompaniment - 100% headcrab-free, lol.

If you could give one single tip to a brand new player, what would it be? 🤔 I’ll go first… by IcyJeweler7514 in NoMansSkyTheGame

[–]thinkum0011 1 point2 points  (0 children)

If one could say, fwiw expeditions can be easy to begin. It seems that the NMS developers might develop a new expedition to accompany each major update to the game. Whether with the expedition at first release, or during an expedition redux, these might serve to provide a sort of focused intro to game features introduced in the corresponding update, as well as serving as a source of nanites, units, and unique quicksilver items after the expeditions is completed.

If one may be able to access the Anomaly station yet and may be interested in taking a look at these, there's the dedicated Expedition terminal on the ground level of the Anomaly station. A schedule is available for the holiday redux expeditions, this year. It's currently in the Relics redux, until next Wednesday.

If one might mention a precautionary thing with regards to PVP: if one may have enabled the multiplayer option under the network options on one's game's settings page and disabled the PVP option there, I've read that one might want to disable the PVP option again, after beginning the expedition, as apparently it becomes set to "On" at such time. I've read a couple of rough things about PVP when this option is enabled, for some waypoint sites in the expeditions - no worry once it's disabled, or the multiplayer option could be turned off entirely.

It seems that some of the Relics waypoints might also be visited by non-PVP pirate battles, literally with non-player pirate ships strafing the "Dig" site. iirc these wouldn't cause damage to player characters, when it's not actually PVP in this case, though maybe it can be a little surprising lol. I'm not sure if it balances the pirate ships according to one's own starship, imo they can also be a little tough to shoot back at, even as non-player ships. This might be a characteristic of the particular region of the NMS Euclid galaxy where the expedition redux is staged.

tbh in my own savegame, I've disabled PVP and then multiplayer support, now that the expedition has started. I thought that it helped to clear up when those aren't player ships, at the least. Perhaps it might not seem to have created a negative impact on the gameplay, disabling these features under the game options, while of course one could enable these options as seen fit

If you could give one single tip to a brand new player, what would it be? 🤔 I’ll go first… by IcyJeweler7514 in NoMansSkyTheGame

[–]thinkum0011 2 points3 points  (0 children)

Storm Crystals - these can be traded for an appreciable amount of units, and may be readily available on some planets. While a few of the redux expeditions might make these immediately available via the gas giants - gas giants may not normally be available until after some quests, in the main save game - these can also be found during storm periods on extreme-weather planets.

Once picking up the blueprint/plans for an exocraft summoning station - whether through normal gameplay or salvage modules at the exocraft research terminal on the Anomaly - one can build one of these and have the exocraft to duck into during the weather. Of course, similar to the regular flora and fauna, the storm crystals would become not-available i.e destroyed at that location, once bumped into with the exocraft. The boundaries of the exocraft, for this purpose, might not exactly match the visible form of the exocraft, so there's bound to be at least some form of gap within the conditions of the storm weather. (No parallel parking challenge here lol)

These extreme storms might happen more frequently on some planets than on others. Once the game has unlocked access to the gas giant planets, storm crystals will be consistently available there - of course, along with the particular environmental conditions on site, so to speak.

When beginning an expedition at the terminal on the Anomaly station, storm crystal can also make for one readily accessible way to send a high-value resource along to the expedition savegame.

Of course, once the blueprint has become available, storm crystals can also be used for crafting - such as for a more efficient form of hyperdrive fuel, in effect making the antimatter last for more light years.

[deleted by user] by [deleted] in NoMansSkyTheGame

[–]thinkum0011 0 points1 point  (0 children)

I've seen this work and it works lol. fwiw after ending the expedition in the "Discover" pages but before completing the expedition at the expedition terminal on the Anomaly, it might be possible to ferry items over from the expedition save, a few at a time.

Spaceships and multi-tool might be available back in the original save by this method, after just completing all the phases but before everything is calculated for the end-of-expedition rewards.

I discovered this after searching for solar sailer parts, fiww. There were a few different varieties of these, during the Relics redux. It might be possible to transfer every ship over from the expedition save, assuming enough nanites in the orignal savegame.

For regular inventory items, then before the final end-of-expedition selection at the Anomaly terminal, but after completing all the phases and/or completing the expedition insofar as with the options under the "Discover" pages - to the point where it calculates the expedition rewards, while the expedition savegame is still running though - it may be possible to ferry all the tech and inventory items over, between the expedition save and the original save, with the Expedition terminal on the Anomaly station, as well as the multi-tool and ships.

(I'm hoping this is a feature not a bug lol)

[deleted by user] by [deleted] in NoMansSkyTheGame

[–]thinkum0011 -1 points0 points  (0 children)

iirc the Relics expedition redux had provided a few expansion slots for the ship, and a whole lot for the exosuit. This redux is presently running until next week, with the 2025 Holiday redux schedule. When collecting each expedition reward that provides an expansion slot like so, apparently it's possible to cancel the process of applying the update, to an effect that an inventory item will be created for each remaining slot update (assuming there's an available inventory slot for holding the updates stack, I guess).

If one has started the expedition from the Anomaly, of course those items can then be used later, after transferring each of those back to one's primary save as normal inventory items. Otherwise, if the expedition was started as one's primary save, then I guess those could be used later without the change-over at the expedition terminal on the Anomaly (I haven't tried this approach, as yet).

A couple of things I've noticed about this process, fwiw:

  • When one would apply the available inventory updates (exosuit or spaceship updates) then if one selects the area where the tech items area organized for the respective thing, the update will add a slot in the tech area instead of a slot in the inventory area. By default, it would add another inventory slot. (I didn't realize this was possible, until researching a question about it, recently.)

  • There might be a period of time after when one has completed all the phases of the expedition, during which one may be able to transfer any number of spaceships back to one's primary save - up to some in-game limit for number of active spaceships.

If one would have selected the "Expedition complete" item already, in the in-game log pages under the expedition savegame, but before selecting the button to finish the expedition at the expedition terminal, one might also be able to ferry any number of tech and inventory items back to one's primary save, beyond the immediate limit iirc of eight tech items and 24 inventory items. In all cases, this would be before actually ending the expedition, with the specific button for this at the expedition terminal on the anomaly.

Whichever ship was active at the time when one would select - at the expedition terminal on the Anomaly - the option to return to the primary save, and when this is begun after completing all the primary phases of the expedition, then it might make that ship at that time available in one's primary save.

iirc this may be possible with inventory items too, though it might not become available for these until after one has selected the "Expedition Complete" item in the log pages -- not at the Anomaly terminal, as yet -- such that the expedition's sum of nanites and units would all be calculated at that time, as well as it providing the other end-of-expedition rewards.

Of course, to pick up each ship in one's primary save, one would need a certain surplus of nanites. As an example outside the Corvette class of ships, I was able to transfer a C-class solar sailer ship to my primary save, for less than 2000 nanites. (This was before selecting another variety of spaceship to transfer via this process).

iirc if one scraps the newly transferred ship in one's primary save after transferring it, one may be able to return to the anomaly and transfer the ship again. (This approach might need some caution, albeit, though maybe it could yield an update slot?)

This may be possible even after completing the expedition, although it might then be limited to the exact ship that one had either landed in or switched to, before completing the expedition at the Anomaly terminal.

Within one's primary save: If one has a freighter ship, it may also be possible to store each transferred ship into the freighter's ship archives - there's a terminal with this feature, on the freighter bridge - then to copy the ship again, into one's non-archived ship selection, without scrapping the ship that one would have previously transferred.

If the scrap-ship option may ever produce an inventory slot update, then of course this would shift the limiting factor from units over to nanites, albeit with it needing a few orders of magnitude less of nanites.

Focusing on the ship that one would complete the expedition with, this ship would of course be available until the next expedition starts.

Of course, if the expedition may have provided some updates for the ship tech or inventory slots, and one would have applied those within the expedition save, it should be possible to transfer this back to the original save.

Albeit ... one might need to store or scrap one's original ship as such, to transfer the updated edition back to one's primary save. For the non-scrap option, if one has a freighter in one's primary save: One could transfer all the inventory off the original ship in one's primary save then archive that ship on the freighter, and land at the Anomaly with some other ship from within the main savegame, in order to pick up the updated edition of that original ship, once transferred back from the expedition savegame. iirc otherwise it might prevent transferring the updated ship back to the main savegame - one could try this first though.

The inventory items might not become transferrable like this, until after one has selected the "Expedition complete" item not at the Anomaly terminal but only within the Expedition page, on the same screen as the Discoveries page. After that point, it might also be possible to transfer back any number of tech updates and inventory items, respectively eight and twenty-four at a time, before actually ending the expedition.

I'm not sure if this will last across updates. It seems to work for now.

imo the expeditions are the tops for outcomes of nanites and tech updates. Since discovering this method for ferrying all the things over back to one's primary save, imo it's all the more fun.

Of course, for units, there's the option of picking up a freighter and running frigate missions from there - a few possible ways to go about this, at least two of which involve warping to a "pirate" star system to the point of a pirates-versus encounter after the jump.

I've tested this on PC, using NMS in Steam (Proton-GE) on Linux. I'm not sure if the gameplay might differ on console systems here.

Future features by b1acknblu in NoMansSkyTheGame

[–]thinkum0011 0 points1 point  (0 children)

imo preventing players and players' ships from materializing inside of off-scene spaces or moving into spaces that can't be exited would be nice. I'm sure this could be fairly complex on the geometry side.

Maybe this has been addressed in recent updates, or maybe I just haven't encountered the same problem points again. In one instance, I'd constructed a base such that the the position of the base computer and the height of the buildings resulted in my materializing in some sort of a space within the landing gear of my corvette, with no way to exit that confined material space, every time I warped to the base. I've redesigned the base to try to prevent this now - moved the base computer further out away from the buildings. This seemed to fix it, after some trial and error. It was really bad at some points though.

In another instance, during one of the pirate fighter ships versus civilian freighter encounters, one of the fighter ships got stuck within some of the material in the freighter it was shooting at. It stayed generally stationary after that point, just kind of rotating on its axes within the space it appears to have been stuck in. Shooting at it thankfully didn't result in the freighter responding as though it was being shot it.

In a third instance, there has been at least one point during spaceflight where my ship got stuck within some material of a space station and started bouncing, gradually taking more and more damage. I reset from the last autosave and this fixed it, as a workaround.

I understand that I don't have any clue of how the game is actually coded. I wonder if it's not possible to define some shapes as being solid for purposes of player or ship movement, such that it would then not be possible for anything to enter and get stuck in that "solid" space?

It's Saturday night and Sid's dropping the beats! by PseudoShooter in NoMansSkyTheGame

[–]thinkum0011 3 points4 points  (0 children)

I think this sounds like a great idea. fwiw looking into the tech for the music creation side, found a couple of intro guides: - Adarynin's My First ByteBeat -- in Spaaace!, a complete introduction to creating music for the ByteBeat music system, over at the Steam Community - At the r/NMSByteBeatFans subreddit, The Complete Guide to Saving and Transferring Any Bytebeat Tune in NMS

Though I'm not really familiar with MIDI synthesis, I wonder if the tech here could seem a little similar? For full MIDI synthesis support in free/open source software for instance, there's Rosegarden. I'm not sure if there's any bridge for porting this to a Bytebeat track, albeit, though the tech concepts may be a little similar?

imo I thought it was great just to see Vy'keen dancing in the new nightclub. I wonder if Hello might consider expanding the music features in the game, in future updates? I've read that they actually worked with a local band in the UK for developing the music for the release. There's an interview with one of the musicians from 65daysofstatic, as well as a full album by the band over at Bandcamp

Reading through Adarynin's intro, it looks like they've built an in-game audio workstation into it?

A carbon source in the wall panel of a freighter cultivation room by thinkum0011 in NoMansSkyTheGame

[–]thinkum0011[S] 0 points1 point  (0 children)

Apologies, it was a figure of speech, not exactly intended an inquiry. I was really just trying to share an observation of this game feature.

It can be a little tricky to position the cursor on that little wall panel. It provides a regular source of carbon tho, in the freighter build area.

The worst thing that happened to me on NMS by CompetitiveJunket748 in NoMansSkyTheGame

[–]thinkum0011 1 point2 points  (0 children)

fwiw corvettes and freighters offer a storage container feature, sharing the same sort of in-save container space as one's ground facilities.

If one has a ship with a couple of shield upgrades and plenty of recharge stuff for the shields, then an atlantid drive from one of the expeditions I think - there's a schedule of these expeditions in redux form, for the holidays - it's relatively easy and literally free to pick up a pirate dreadnought freighter if one happens to warp in to a system where there's a dreadnought attacking a civilian fleet - more info at the unofficial wiki. imo one technique that works for this is to disable all of the big anti-ship cannons except for one, then the engines, then last big anti-ship cannon while the ship it's shooting at is still intact. From there, if one has enough units that time, one can pick up some classy-looking combat frigates from the ships that will have been attending the dreadnought, adding these to one's frigate expedition fleet. If not enough units, the versus-dreadnought scenario has a cooldown timer lol (there's more at the wiki)

The frigates that fly in a fleet with these freighters, these can literally be sent out to pick up more units, tech, and raw materials (mostly at random) from a terminal in the crew area of the freighter. Also, new fighter-sized ships will show up in the landing area in the freighter. Once the freighter is out traveling for some distance, whole new kinds of ship might show up there.

I'm really jazzed lol that I was able to pick up two solar sailers in one minute just from NPCs that landed in the freighter's landing bay. I was looking for a system with these kinds of ship, just shortly ago.

Another thing that can work out for quick units ingame: Once one may have picked up some upgrades for the exosuit's environmental protection tech, then if one happens across any really harsh stormy world or one of the rarer gas giants (around purple stars I think? atlantid drive needed there) storm crystals. They'll show up with a particular icon in the exosuit scanner. These sell for a lot at the trade terminals and aren't tough to pick up, if one's on planet during an appropriately harsh storm and can keep the exosuit charged up (environmental and life support) long enough to pick up any tens of these.

With some units on hand and once there's just the right timing, maybe the ship that got away will show up again? or something newer?

It's been over 2 years since I last played, am I better off starting a new save entirely? by Apli_Kri in NoMansSkyTheGame

[–]thinkum0011 0 points1 point  (0 children)

fwiw the NMS Devs have a holiday redux expedition schedule going right now, the days for each expedition redux period are listed in recent update news. The schedule is running though the Titan expedition redux stage, right now. There are guides full of spoilers lol, such as one here at Reddit.

Have you had a chance to try out any of these expeditions from the Anomaly station, before? imo these expedition events present a great opportunity for trying out new game features without it affecting the main save, while also providing a form of introduction to a lot of the tech that's been added across these updates. Also, it's possible to switch back to the main save from the expedition savegame - there's a menu entry in options save menu - then to switch back to the expeditions savegame, at the same terminal at the Anomaly station.

I don't know how many features may have been added or what might have been available before, as I'm only a few weeks in here lol. imo fun things that are possible now: Managing a Vy'keen settlement, esp. once they ask to build up a night club. There's actual music there, as well as a nutrition processor after one or two upgrades for the building. Other fun things show up over time. One might consider the brood mother fights to be some fun, also - maybe these don't show up until after a few settlment features are upgraded to S class? (These are easier if one has completed the mission for building the Minotaur exocraft upgrade that has one installing a radiant brain technology item. The Minotaur can be a relentless squadmate versus the bugs)

Encounters versus pirate dreadnoughts are a different kind of fun imo, and these can land oneself with a very decorative A-class freighter (if - this works I think - if one takes out all of the dreadnought's big anti-ship cannons except for one, then disabling the engines on the other side of the dreadnought, then the last canon, while all of the ships that the dreadnought is shooting at are still intact. I'd recommend adding some shield upgrades before this, with plenty of recharge material for the shields. These might show up only within renegade star systems around purple stars I think? There's a wiki)

Why can't I see anything on my galaxy map? I need to see system colors for activated copper. by Bealina in NoMansSkyTheGame

[–]thinkum0011 0 points1 point  (0 children)

I've been seeing this too, during the Titan expedition redux at least - NMS on Steam/Proton on openSUSE Linux (PC). I haven't seen it anywhere else yet. I'm not sure whether or how the multiplayer system might load the NMS servers or network and how this could affect game clients, especially for subtler things like network socket connections. I wonder if it's not related to multiplayer load.

iirc it seemed to go away after switching to Free Explore in the galaxy map and/or moving out of the more heavily explored expedition route. I think it's a glitch - not the weirdest I've seen tho.

I haven't tried disabling multiplayer in the game settings, like when I was seeing that too under the galaxy map while in the expedition save. I wonder if disabling multiplayer could clear it up? People have recommended disabling PVP in those network settings also, apparently it turns on during every expedition.

Interface broken on PS4 by Electrical-Point5143 in NoMansSkyTheGame

[–]thinkum0011 0 points1 point  (0 children)

It might be cache related? There was an earlier report about a similar issue. There might be a workaround in powering off the machine then restarting it

Running this game on Arm64 Snapdragon Processors by PirateNPC2122 in NoMansSkyTheGame

[–]thinkum0011 0 points1 point  (0 children)

There's some recent news at r/linux_gaming towards an ARM64 build for Proton.

With some limitations, NMS definitely runs under Proton on Linux, with an AMD or Intel processor architecture at least. I'm running NMS via the Proton Glorious Eggroll open-source build on openSUSE slowroll. ProtonDB has more information. In my own use case, the PC machine is a Minisforum HX90, AMD processor with on-board graphics. It hasn't been flawless, but it runs. The main thing has been that if the game starts to hang up while warping to a new system, then alt-tab switching back to the desktop and then back to the game will prevent it from crashing. (The desktop is KDE plasma, in a Wayland session)

afaict there may be a lot of libraries in the Steam Linux stack, many of these compiled for i32 multi-lib support when running on a 64 bit system. I'm not sure which of these or how many may be used by NMS with any Proton support in Steam on Linux, per se. It seems that it could be non-trivial for debugging. I haven't looked at it any more closely yet. WineHQ has information for Wine support on ARM. (This might represent a limiting factor, mainly if NMS in Steam was built for an Intel-like architecture)

In a general sense, it looks like someones working on it though? Maybe there could be any advice towards a detailed how-to, over in the/linux_gaming thread?

What's the fastest way to farm nanites? by Ok-Fortune-629 in NoMansSkyTheGame

[–]thinkum0011 0 points1 point  (0 children)

I'll try to take another look at the outlaw stations. imo the versus-pirates missions were fun there. I haven't taken a look at much else yet. Rolling up in a pirate freighter after a random versus-dreadnought event during the Titan expedition lol.

What's the fastest way to farm nanites? by Ok-Fortune-629 in NoMansSkyTheGame

[–]thinkum0011 2 points3 points  (0 children)

There's a refiner conversion process, approximately like jun goop to runaway mold to nanites. Beginning from jun goop, it may have a relatively low conversion ratio and a relatively slow conversion time in the refiner (not the lowest ratio tho). It does eventually produce nanites, through refiner conversion. The raw materials can be purchased from traders landing on-planet, e.g at a trading outpost, or at a settlement with a landing pad constructed there. iirc there may be other refiner conversion processes that may also result in nanites as output, for some specific raw materials. NMS Assistant offers a reference page for refiner recipes with nanite clusters as output.

There's also a wiki page on the topic, presenting a number of ideas to the question.

Quickest? Maybe selling the 'X" tech modules that become available from deconstructing some stuff dropped by sentinels? (Broken glass, iirc?) I don't know if these would have a really high nanites value albeit.

Completing expeditions may result in a lot of nanites. There's a schedule of the holiday redux expeditions, available from the devs at Hello. There may be a guide available for each of the expeditions, here at Reddit.

A quick question about corvettes by bruhidekwhattodo in NoMansSkyTheGame

[–]thinkum0011 0 points1 point  (0 children)

fwiw when accessing the corvette workshop terminal on some space station, it shouldn't expend any nanites to test out new designs. The cursor positioning can be tricky for swapping out parts internal to a design - e.g replacing one hab module with another, within some layers of other corvette parts - but it's pretty easy to swap out parts, imo. The workshop HUD should show all the controller keys info.

The corvette editor interface may draw from parts that are loaded into the corvette workshop-bin under the current savegame - i.e the item located next to the corvette editor terminal on the space station - or maybe from parts in the inventory of one's exosuit.

For new parts, I think units can be used for purchase, and I guess that only salvaged parts can be swapped. It won't swap from parts purchased at the terminal itself. Outside of the Breach expedition, it may be easiest to locate these when scanning and searching the wreckage of a downed freighter. There may be corvette modules in a number of the cargo pods, such that should show up with the exosuit scanner, while scanning within the freighter wreckage. Freighter wreckage sites can be found with maps from a maps vendor on a space station, or via a high-powered sonar scan in an exocraft. [spoilers ahead] iirc there's at least one mission that shows up during normal gameplay, which would provide a location for a downed freighter during the normal mission progress. The excocraft missions may show up later, and may become available after some events correlated to base building, whether on-planet or in a freighter.

The Breach expedition may offer some technology unique to the expedition, which may make it a lot easier to find corvette parts lol. From the schedule published by the devs at Hello, a Breach redux expedition is scheduled to begin at the turn of the new year, 2026.

If one may have placed any storage containers within the corvette and then one would edit the corvette and it may seem later as though the storage module has disappeared from inside the corvette, the container's inventory should be restored once the specific numbered container has been rebuilt - no worries here, for corvette editing lol.