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Also, anything that is blueprint upgradable has a clear upgrade path from raw materials, be it gas, plant, or local elements. So if you decide to sell, you will be able to build those items later on.
Oh and learn as much languages as you can in the meantime, puzzles are much easier if you know what the clues are. Save first at the beacons near the facilities, so if you mess up the puzzle, you can reload and try again.
In the mean time, I do other things.
I have done the farming/manufacturing thing, and its a lot of work. Its worth doing it once. But to be honest the money I make from frigate missions allow me to buy everything I want with no more mining, like di-hydrogen jelly, tritium, antimatter housings.... they are cheap.
* note: The one exception is activated metals. Turn them into chromatic metal and stock pile it. No more mining:D
It is all based on priorities. What do you want to focus on, if anything. Of course the trade goods get sold (unless you find a funny one that's worth the inventory space), since that's all they are good for.
The cultural items can be sold too, even at a loss, since you can only go to so many other aliens before giving them their respective items stops giving you any more reputation... and it is so easy to max reputation on all three.
Condensed stuff, like carbon, oxygen, etc are really great as compact storage. It takes practically no energy in a portable refinery to break down, and you can get so much of them from Frigates that you might sell them anyway. But break down Cobalt and Chlorine crystals for more credits before selling.
For the rest of the items, typically stuff used for crafting other things, you might want to carve out some space in your base storage (or favorite hauler you keep parked) so you can make a buffer of certain kinds of materials. Pick how much you want to store for combining into higher end materials and sell the rest. Otherwise you can easily get a clogged inventory from hording too much.
These two links help me out a lot on referencing what needs what.
https://nomanssky.gamepedia.com/File:Product_Crafting_Tree.png (Got a tab dedicated to that)
https://nomanssky.gamepedia.com/Product (list of all products, sorted by type)
Ultimately, after getting all the blueprints (from manufacturing facilities) and amassing over a billion credits after finding all the S Class ships you wanted, you will likely just sell everything those frigates bring in. Assuming The Beyond update doesn't alter things when it hits.
One or two base storage slots worth of each useful material should be fine for general needs, but base building may easily exhaust that (which is what credits and a well supplied station can help with). Keep your Freighter as empty as possible, save for some important things like frigate fuel and repair materials, so you can use the freighter as a big buffer chest (aka. temporary storage for loot) since you can send anything you are carrying to it. Also frigates dump everything into it anyway when they return so keeping that clear is obviously important.
Having several max slot haulers is nice, but not needed. The downside of using ships as long term storage is that you can only have one of them active as your primary ship and have to jump into another ship to get access to its inventory. Everything else (assuming Exocrafts are in range) can be accessed via the Quick Transfer menu very easily while in a base, making inventory management a lot easier. Transferring stuff from the Freight to your Base Storage is doable while at your base, but sometimes it doesn't want to work.