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On the recent inventory changes:

First, shut up about things being “overpowered”.

People aren’t complaining an overpowered thing got nerfed/balanced. People are complaining that they worked 100+ hours for upgrades that are now functionally useless. Going “well it was overpowered anyways” is a complete non-argument when the game is fundamentally noncompetitive. If you work hard to minmax in the game, that is a completely valid playstyle and the schadenfreude displayed to extremely powerful, finely tuned setups being ruined is completely baffling.

Now onto ideas:

Personally I’d prefer that the tech slots be expanded a past the current 30, and probably more critically have better synergies/a higher overload capacity. Having up to 6 modules would be nice if two separate inventories aren’t feasible, but honestly in the longer term having more extensive and meaningful synergy interactions across more modules in a single tech inventory would be great and a huge step up from the annoying inventory trade-offs for hyperdrive range, scanner functionality, etc. Fundamentally, I’m totally in favor of a unified inventory, it’s just that this really should have been a move to raise, and not lower the ceiling (x-class modules were a really great example imo). Hopefully future patches and updates will build on this framework, instead of just rolling back all the changes and eliminating the promise this new system could hold.

On the off chance HG ends up reading this as part of community feedback scouting:

You guys have done an amazing job pushing out content for this game, but you need to be really careful not to let the near-universal praise goad you into assuming anything is going to fly. The updates thus far have been very much additive and focused on expansion which is why they’ve been so positively received, but when working on an overhaul that can wipe out hundreds of hours of work you really need to do some more community consultation. Just because your vision and what the community’s interests are have aligned thus far is not a guarantee that they’ll continue to do so, and I really hope that you all keep up the trend of being great with feedback consideration and adjust accordingly. I have nothing but respect for the hard work you have done, and continue to do – I would hate to see any of it go to waste, and if you’d like an example of good community engagement without destroying hype for updates (or in their case DLCs), I’d strongly recommend taking a look at how the RimWorld dev goes about things.

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Are you new player looking for some tips to get you started? Are you a veteran player with some advi...

Here’s some of the FAQ suggestions we received in our previous FAQ thread. Keep in mind that these are opinions from some of our valued OP’s and you may agree or disagree with some of these. We just ask that everyone remains respectful when replying to this thread and we look forward to your contribution! NMSTG Mod Team

You can also drop a quick tip!

Tip #1: Always try to be doing multiple things. Pick up the portable refiner so you can refine something from your inventory while exploring and mining.

Tip #2: Avoid multiplayer until unlocking the anomaly, can be stranded if not.

Tip #3: Exotic worlds only have 1 fauna so it’s easy to scan all of them.

Tip #4: Need glyphs? All 16 are on one planet here

Q- “I was on the Anomaly and a bunch of expensive stuff showed up in my inventory. What do I do with it? A:” Congrats! Another player has bestowed you with a gift. Most likely it is an item to sell for some quick and easy cash. Usually the item description will tell you what it is used for.

Q: “Help, I claimed a broken ship and now I can’t find my starter ship! Is it gone forever?” A:” If you merely selected to “claim” the broken ship and not “swap” it, then your old ship is still around. If you left it with launch fuel in the tank, you can summon it with the quick-menu. If it does not have fuel, it can be summoned on the Anomaly (once you unlock it), your freighter (once you acquire one).

Q- “Are crashed ships worth repairing?” A-” Unless it is an exotic, no. Scrap the ship at the space station, sell the items it gives you, and use those units to buy a better, working version of a ship in that system.

Q- “Any advice for new players?” A-“For new players, make sure you read the guide in-game. It’s an excellent beginner’s guide for traveling, learning about the alien races, building, and etc. Take a look over the catalogue of items too. Also, I’d strongly suggest mining a massive amount of carbon, oxygen, and sodium. These three items will be some of your most used and critical items in the game

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Community

Can I create a custom squadron from ships I would be scrapping otherwise?

So here’s what I was thinking. You can hire an NPC to your squadron from any space station for example, right? Now what happens if BEFORE hiring them I buy their ship by swapping it with one of my ships that I would be scrapping otherwise? Will I get THAT ship to join my squadron?

Obviously it depends on the pilot too how well they will do in a fight, but this way I could have a squadron made up of Living Ships or fully equipped Sentinel Interceptors, right? Or, in theory I can claim the Starborn Runner as many times as I want if I’ve finished the expedition, can I just keep selling a Starborn Runner by swapping with them AND hire said pilot equipped with the Starborn Runner now? Can I have a full squadron of them?

I’ll test this out soon with a sentinel that I’d scrap otherwise and get back to you, but if this works I think it is huge, so much potential to create an amazing fight squadron this way!

submitted by /u/Sn00PiG
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