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Viva S-cLas Vegas-How do I share this location?

Viva S-cLas Vegas-How do I share this location?

So I thought I read that screenshots has the planet coordinates in them. I don’t have the portals unlocked on this playthru yet, but this trading post is amazing!

I was fishing it a little today, only buying shops if they were S+Class, then scrapping them for storage augmentation. Then the ship in the lower left rolls in, a cool looking little number. In the time it took me to transfer from my previous ship, scrap the older one and come back, there were 2 more S-class ships. I bought those, and before I could trade one in, another S landed. I waited maybe 20 seconds more, and there was another. In the space of 5 minutes, I bought all of the shops on the right, and while scrapping them and flying back and forth to the space station, I came across 3 more.

$35 million got me 16 storage sugmentation units and about 20 S-Class modules in about 45 minutes.

submitted by /u/MikeyW1969
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Experimental Branch Update - November 21, 2022

Experimental Branch 21/11

  • The Exobiology, Blighted, Leviathan and Polestart Expeditions have been recreated as Redux editions.

  • Redux expeditions are shorter versions of the primary version of the main expedition, with the same rewards, designed to offer players a chance to gain any rewards they missed from the year’s expeditions.

  • The Redux expeditions will run over the holiday period and will be available on all platforms, including Nintendo Switch.

  • As well as their previous rewards, Redux expeditions will also award bonus Quicksilver to all platforms.

  • Community expeditions now carry a set of minimum difficulty settings, similar to Permadeath mode.

  • Fixed an issue that caused the upper half of the mission details UI to occasionally spill out of its box. The entire mission description panel will now adjust its height and scroll as appropriate.

  • Fixed an issue that caused the Life Support guide entry to unlock even when the Life Support difficulty setting was disabled.

  • An “Other” filter has been added to the Quicksilver Synthesis Companion’s shop interface.

  • Fixed an issue that caused the glow to be missing when locking on to a marker with the Pulse Drive.

  • Fixed an issue that caused the glow around locked-on or tagged markers to occasionally be the wrong shape for that particular marker.

  • Fixed an issue that caused fleet debrief markers to be visible while visiting another player’s freighter.

  • Fixed an issue that caused an animation glitch on certain cockpit components while in pulse engine flight.

  • Fixed an issue that caused supercharged slots to fail to appear in newly-purchased ships until the game had been reloaded.

  • Fixed an issue that could cause ship landing gear to appear to be raised while the ship was landed.

  • Fixed an issue that could cause your previously owned ship to immediately vanish if exchanging it for another ship at a trade outpost.

  • Fixed an issue that could cause your previously owned ship to become uninteractable if exchanging it for a crashed ship.

  • Fixed an issue that caused your previously owned ship to be available to reclaim for free after exchanging it with an NPC for their ship.

  • Fixed an issue that caused the correct trade-in price to be missing when exchanging a Multi-Tool.

  • Fixed an issue that could occasionally cause incorrect text on the subtitle of the exchange button while purchasing ships.

  • Fixed a rare issue that could cause an extra mission marker to become stuck on the screen during the tutorial.

  • Fixed an issue that caused the scrollbar to always display on Guide pages, even when scrolling was not needed.

  • Fixed an issue that caused the “Summon Companion” icons to always appear greyed out.

  • Fixed an issue that could cause additional or incorrect expedition rendezvous markers to occasionally appear on the Galaxy Map.

  • Fixed a collision issue that could allow players to fall out of the Space Anomaly if they jetpacked in a specific location.

  • Fixed an issue that made it very difficult to use the Analysis Visor while riding a creature, as the visor would always detected the ridden creature rather than the current target.

  • Fixed an issue that could cause Multi-Tools to become immediately fully repaired after a reload.

  • Fixed an issue that could cause unfixable damage to become stuck in Multi-Tools.

  • Fixed a number of issues that could cause the Exosuit Upgrade Chart reminder to appear on screen either after all inventory slots had been unlocked or after already using or discarding the chart.

  • Fixed an issue that allowed inventory filters to be clickable underneath the currently active popup.

  • Fixed an issue that prevent ship maneuverability stats to be missing when comparing an available starship with your current ship.

  • Fixed an issue that caused the inventory to always default to opening on the Multi-Tool when starting a new session, even if there was no damaged technology in the current Multi-Tool inventory.

  • Broken technology is now highlighted more strongly in red to improve visibility within an inventory.

  • Fixed an issue that caused the Mission Board to occasionally give the wrong reward instead of the one promised by the UI.

  • Fixed an issue that caused some information to be cut off in specific enlarged mission notifications.

  • Fixed an issue that caused the Neutron Cannon to fail to register any damage potential to the Multi-Tool UI.

  • Fixed an issue that could cause some ship jittering at low speeds when using “locked” mouse controls to pilot the ship.

  • Fixed an issue that caused too little salt to be available in particular underwater biomes.

  • Fixed an issue that caused too few ferrite dust rocks to be placed on swampy worlds.

  • Fixed a visual glitch in the third person character animation when running on slopes.

  • Fixed an issue that could cause teleport destinations to fail to add automatically when visiting a base.

  • Fixed an issue that could add an invalid freighter teleport destination to be added to the list.

  • Fixed an issue that could cause the ship to automatically take off after reloading a save made within a landed ship.

  • Fixed an issue that caused a UI mismatch for nanite costs when purchasing blueprints from a planet-based technology merchant.

  • Fixed an issue that caused some cost details to be missing from NPC dialogue options on the Nintendo Switch.

  • Added additional filtering and ordering options to the list of Expedition rewards found at the Quicksilver Synthesis Companion.

  • Multi-Tools collected from Sentinel Hives are now free, though will have damaged slots that need repairing.

  • Fixed an issue that prevented the cinematic black bars from being skipped in certain circumstances.

  • Fixed a visual UI glitch when skipping the black bars.

  • Fixed an issue that could prevent the “No” option from functioning in the new game warning when starting a community expedition as your only save.

  • Fixed an issue that prevented autosaving with 1 health pip even when the player is in no immediate danger of dying.

  • Fixed an issue that allowed players to join invite-only groups in particular circumstances.

  • Fixed a number of networking issues.

  • Fixed an issue that caused some data types to be scrambled for mod authors.

  • Fixed a rare hang when warping to a new galaxy.

  • Fixed a rare but consistent crash that could occur when loading a save.

submitted by /u/_No_Mans_Skywalker_
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Community

Pirate Freighter friends, let's talk about what we're inheriting here...

So, aside from lighting that’s way too Klingon (clearly these pirates are Star Trek fans), I’m wondering if anyone’s taken a space walk to check things out. I did. And I found 3 armed anti-freighter torpedoes under the main bridge and hangar. You know, where our entire base is. It’s sitting on top of a massive cache of mass destruction. Booby trap for the interloper who dares to force them into submission? Or a smart move, and if the latter, where’s the detonator? Who has the launch codes? Are they still on board? Let’s figure this out. And while we’re at it, figure out how to get the gun turrets on this mighty vessel to actually do something in a fire fight…

Note: no regrets. I had come to loathe the star destroyer-lite freighter that used to be the coolest thing in space. It felt good to make a huge change like this, and docking is considerably easier and more enjoyable now. But those torpedoes… damn. Sense of unease intensifies.

submitted by /u/Jupiter67
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Useful Tip for escaping Sentinel ships

If you’re in space and want to escape sentinal interceptors without fighting them, and you’re past the anomaly part of the story, you can summon the anomaly and jump inside, and it will remove your wanted rating.

Space stations work too, but depending on how far away they are, it can be a pain with a disabled pulse drive.

I figured this one out a few weeks ago, and I use it all the time if I’m not in the mood for a prolonged sentinal space fight.

submitted by /u/kane8997
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How did you make your first billion units?

I started playing this game last Christmas and it took awhile for me to get the hang of it. Eventually I found myself drawn to Gravitinos and started farming them exploring between harvests (mostly looking for silver). I learned base building this way and made my first billion units. I know making money isn’t the point of the game but it felt like an accomplishment for me and I was curious how everyone else made their first billion?

submitted by /u/Korenaut
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