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Guide on how to get high stat X class mods.

Hello, I’m just putting it out there that I’m not sure if this method has been discussed or not.

So a bit of background about how how I think mods stat are determined. When any mod is generated it gets it’s stat percentage (0 -> 100% where 100 is max stats in every category) from a random number generator. This generator essential has a set seed meaning the order of percentages are going to be the exact same across saves and reloads.

Knowing this we can essentially record in advance when we are going to “receive” a 95% roll and use that roll on any X Class mod we want.

What you need:

1. A number of X-class suspicious hazard protection modules (the ones that grant 2-10% for all hazard types). I like 10 because it fills a row of your suit tech slots 2. A large number of C class upgrade modules. 3. Any X-class modules you want to install. 

Steps:

  1. Be sure to be in a place that doesn’t have other players or turn off multiplayer and make a save.
  2. Install all suspicious hazard protection modules in a set order within the suit (left to right, top to bottom or however you like).
  3. Inspect each module and take note of any module that “rolled” with 9’s or 10’s in each type and write down or remember which position or order that particular module was installed and continue until you’ve checked all the modules you installed.
  4. Reload your save to the point where you don’t have the modules installed anymore.
  5. Install C class modules in the same order as you did in step 2 until you reach the module directly before the “god roll” hazard module.
  6. Install desired X class module across any of you suit / ship /multi tool and it should be a god roll module for that particular technology module.
  7. fill out remaining number of places of “bad” stat rolled hazard modules from step 2 and then delete all C class modules to create space.
  8. Create a save and repeat until you’re done.

Example:

I install 10 hazard modules in my suit and from left to right I find a modules that rolled (9 x1 and 10x 3) in the 6th slot and another (9 x2 and 10x 2) in the 9th slot. I then reload a save and fill in 5 C class modules and then install a x class hyperdrive with (311 ly / 100% efficency). I then fill in 2 more C class modules and install another X class hyperdrive with (300 ly / 100%) and then install 1 more C class to fill in my 10th module. I then delete all the C class modules and create and save and then repeat.

This is a long and tedious process but it beats the rng of X class modules and I should note that it will work with S class but they isn’t really a point to it except the shield / health modules as X class modules rarely get above their S class counterparts.

submitted by /u/MulberryDeer
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Hidden things never mentioned in the Tutorial for New Player Guide.

Added “Guide” in title for those that search new player guides.

  • Six biggest for me were:

    • Punch jumping – Sprint then melee then jetpack and you will got mostly forward with your jetpack.
    • You can buy a backpack slot on every station, but also on the anomaly in every system. So when you get to a new system go to that system’s station and buy a exosuit slot, then call in the anomaly in that system, go to the back where the people sell upgrades and blueprints and buy another exosuit slot on the anomaly.
    • When you start the game in survival or Permadeath the ship is directly in front of you. (in case you just keep dying in the beginning which happened to me a lot) so you can just sprint to the ship and jump in and not die from the planet’s hazards.
    • You can buy a recipe from the anomaly for starship that will “recharge” your lift booster with fuel while you are running around on the planet’s surface. In this way you don’t need to make starship fuel anymore and can “call in” your space ship to your location without worry that it ran out of fuel. For me I just scan, run to new thing, dig it up, etc. When I’m full call in ship, sort inventory etc.
    • Ion Battery / Life support Gel. Instead of making these, sell the cobalt you would have used to make Ion Batteries at a station and you can afford to buy these. These are a game changer in the sense that you no longer have to worry about finding sodium etc, when you explore you can just pop a battery. Combined with lift-jets thing above I can run around on the surface until I run out of inventory without worry.
  • Medium refiner recipes that make more of a thing if you add oxygen :

  • You can put silica dust in a refiner and get “glass” you do not need frost wart to get it.

  • You can make most plants in a medium refiner even if you did not find a planet that has that plant, e.g. Dioxite x2 + Oxygen x1 = 1 frost crystal. Just by the dioxite from a space station.

  • The “space fight danger level” is often very wrong. E.g. pirate danger level “severe” or whatever. If you have 1 star ship shield battery or sodium or sodium nitrate you can win most 1v1 or 4v1 fights with just 1 shield recharge.

submitted by /u/ruat_caelum
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A humble request from a long time player that absolutely loves this game!

I LOVE starships in this game, but I was always super picky about which ones to buy since we can only have 6.

So I always made sure to have only 5 just in case I saw a spectacular ship that I didn’t want to pass up…

And now that day has finally come, in the form of the gorgeous Golden Vector.

So now what? I’m finally at 6 ships and I swear I can’t give any of those up, there’s a few more I’d like to have but I prioritized my must MUST have.

So long story short, Sean can you please pretty please allow us to have more ships? I know this example has been brought up before but the fact remains the freighter can carry 9 ships, so it would be absolutely fantastic if we were able to collect 3 MORE of those glorious flying bad bois!

I know there’s a ton of ship collectors in the community so I hope you can support this petition 🙂

And thank you for this amazing game and amazing community!

submitted by /u/Manceroy
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