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I agreed it's a bad system and do not use it. Cooking was a bad idea and should be removed.
I personally have abandoned cookery as a means to gain nainites. Instead I buy them with units by purchasing and then melting A and S class Fighters at space stations, then selling the modules to a vendor. Don't even have to sell 'em to the ship module vendor - the exosuit module vendor will pay the same for 'em. Fighters because they yield 3-5 modules compared to 1-3 for the other types.
It provides something critical... nanites for food....
Removing it will tank the game for many.
But it provides something necessary in a way that burns time
Edit: I couldn't be half this annoyed over a rotten game.
The biggest annoyances are bad features of truly great games...which NMS is.
Suggestion. an x5, x10, x100 button
Time isn't all it costs but also wear and tear on mouse/controller and that clicker finger. i've sent a couple of suggestions for bulk exchange to the NMS zendesk, but I'm not much hopeful anything will ever be done.
Fun for few times, then just left it behind
That said, the main draw of cooking for nanites is that is that it doesn't cost anything once you have your setup. Once you have decent money, scrapping ships in a T3 korvax or Vy'keen system is more efficient (and gets you storage augmentations for upgrading ship inventory without it costing an arm and a leg), and once you have a late-game money setup running derelict freighters is decently time-efficient and far more fun.
star bulb -> pilgrimberry -> pilgrim's tonic
Not max tier (0.7 out of 1.0), but only one ingredient.
Tainted metal is a great source of nanites... You can get upwards of 10K per derelict if you focus everything on nanites. Tainted Metal, hadal cores, larval cores, slime, and upgrades... All these convert to nanites.
Plus, this way I'm doing my part to make Kronos starve - hate that guy. =)
I thought he must have some other point to him I hadn't found yet.
It's like going to the guy next to him and selling valuables for nowhere near a fraction of their worth in nanites.
Find a planet with curious deposits (these balls that tumble down the hill when you touch them). These yield over 650 runaway mould per piece. I remember a planet in one of the weekly mission systems I found 20 of these in a cluster, but you can find a cluster as low as 4. The 20-piece cluster netted me 13000 Runaway Mould.
The best part is when you find a cluster of these, you can harvest it, move away 500-1000 units and return - they'll be there again. You can pretty much fill your inventory with Runaway Mould by building a base near such cluster with landing pad and one of the exocraft for faster ball-busting, without the need to save and reload, like some cloning methods do.