No Man's Sky

No Man's Sky

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Rarity and Size of Various Food Items as Bait
There's the new fish bait recipes, but the various already existing food items also make pretty good baits. This topic is to compare which foods give which stats.

I haven't done the mission where you need to find 3 heavy fish yet, but I'll probably take a few stacks of flavoursome sauce with me on the fishing trip. Here's its stats:

Flavoursome Sauce
rarity - 28%
size - 58%

And, I found another with pretty good rarity stats:

Cheese & Flesh Stew
rarity - 74%
size - 27%
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Showing 1-15 of 21 comments
The Flavoursome Sauce got me the 3 heavy fish really fast, like in about 5 minutes. The last one was even a legendary one of the same name as the mission, The Lunker.

https://steamcommunity.com/sharedfiles/filedetails/?id=3326675112

https://steamcommunity.com/sharedfiles/filedetails/?id=3326676273
The Cheese and Flesh Stew got me the rest of the cold planet ones I needed really fast, too. It has better rarity stats than even the bionic bait.

https://steamcommunity.com/sharedfiles/filedetails/?id=3326678489

https://steamcommunity.com/sharedfiles/filedetails/?id=3326679281
AmberAnvil Sep 7, 2024 @ 2:11pm 
Unfortunately, food items that make excellent bait can't be stored on the Skiff. :steamsad:

LOL! And then my first Cheese & Flesh Stew caught a piece of Rusted Technology! :steamlaughcry:
Last edited by AmberAnvil; Sep 8, 2024 @ 3:42pm
I've found two of those rusted technologies so far. Almost threw it away as flotsam. It's quite exciting - a new class of upgrades that can be fished up. One of the ones I found was for the boltcaster and the other for the scanner. After the usual S/A/B/C, X, and ? classes, we now have a ! class.

The sauce and stew can't be stored on the skiff, but they can go into the nutrient processor if you make a large batch and want to stock up.
cattivision Sep 7, 2024 @ 4:16pm 
I do batch cooking (usually a couple of stacks of cheese and flesh stew and cakes based on larval cores) and keep them in my main freighter cargo, so I can hand in to Cronus when I get round to it; will try them as bait tomorrow.
Khan of Shadows Sep 7, 2024 @ 5:24pm 
Originally posted by Smoking Flowerpot:
The Flavoursome Sauce got me the 3 heavy fish really fast, like in about 5 minutes. The last one was even a legendary one of the same name as the mission, The Lunker.

https://steamcommunity.com/sharedfiles/filedetails/?id=3326675112

https://steamcommunity.com/sharedfiles/filedetails/?id=3326676273

May I ask, what planet ddi you go to. I have almost competed the expedition and cannot am still at 0/3

ANy help appreciated
Jean
Prescient Stones Sep 7, 2024 @ 5:30pm 
I think anything other than what is given in the Expo is bugged in Experimental as I had "Cake of the Lost" with great stats but only caught Boots, weeds, and C-Class fish.

Caught a S-Class fish with a backward cast Carbon Nanotube as bait.

Aquarius
https://steamcommunity.com/sharedfiles/filedetails/?id=3326506397

Even Crunchy Caramel; easy to make (Pearls make Gold Gold make Pyrite Pyrite makes Cactus Flesh Cactus Flesh make Cactus Juice >Sugar + Salt.. Crunchy Caramel has the Storm draw.
Last edited by Prescient Stones; Sep 7, 2024 @ 5:33pm
Thanks for the tips!
Originally posted by Khan of Shadows:
Originally posted by Smoking Flowerpot:
The Flavoursome Sauce got me the 3 heavy fish really fast, like in about 5 minutes. The last one was even a legendary one of the same name as the mission, The Lunker.

https://steamcommunity.com/sharedfiles/filedetails/?id=3326675112

https://steamcommunity.com/sharedfiles/filedetails/?id=3326676273

May I ask, what planet ddi you go to. I have almost competed the expedition and cannot am still at 0/3

ANy help appreciated
Jean
Since the 3 heavy fish didn't need any special weather, I went to a lush planet. The Flavoursome Sauce really drew out all the heavy fish. There were hardly any tiny ones that came out. They were almost all medium or colossal.

I think it was also at night that I used it. The sauce has night fish drawing traits as well, but its size trait is probably not connected to that.
Originally posted by Prescient Stones:
I think anything other than what is given in the Expo is bugged in Experimental as I had "Cake of the Lost" with great stats but only caught Boots, weeds, and C-Class fish.

Caught a S-Class fish with a backward cast Carbon Nanotube as bait.

Aquarius
https://steamcommunity.com/sharedfiles/filedetails/?id=3326506397

Even Crunchy Caramel; easy to make (Pearls make Gold Gold make Pyrite Pyrite makes Cactus Flesh Cactus Flesh make Cactus Juice >Sugar + Salt.. Crunchy Caramel has the Storm draw.
I think the bait perk numbers only improve whatever the default random are, rather than showing what your overall chances will be. And, without knowing what those starting defaults are, then there's no way to know how much they're improved overall.

If something starts out having a 1% chance of the event happening (say a special fish being caught), and if you get an improvement perk of 100%, then your chances now become 2%, which is still kind of low. 1% got a 100% improvement but you still ended up with only 2% chance of catching the fish. You don't start catching the fish 100% of the time.

If your starting default was higher, you'd notice the improvement's resulting change much more.

If let's say, your starting default is that something will happen 40% of the time, and if you then get an improvement of 100% to improve it, then you'll really notice it when something starts happening 80% of the time instead of the old 40%.

A jump from a starting default of 40% doubling to 80% stands out strongly. But a jump from a starting default of 1% doubling to 2% would barely be noticeable. Maybe it's something like that that's happening. We don't know what any of the starting defaults are.

Plus, when trying it out, there's all the usual random luck variation that means without doing thousands of sample runs, there'd be no way to even come close to figuring out what the starting defaults are, since those are only on average what you'll get. Randomness will change it on you quite often.
Malkav0 Sep 7, 2024 @ 8:01pm 
Originally posted by Smoking Flowerpot:
I've found two of those rusted technologies so far. Almost threw it away as flotsam. It's quite exciting - a new class of upgrades that can be fished up. One of the ones I found was for the boltcaster and the other for the scanner. After the usual S/A/B/C, X, and ? classes, we now have a ! class.

The sauce and stew can't be stored on the skiff, but they can go into the nutrient processor if you make a large batch and want to stock up.
It would be exciting but unfortunately is not as they:
1) count in the 3 modules limit
2) seem to be systematically vastly inferior to S-Class that already exists ; if instead they maybe adopted the X-Class stat curves, then there's little hope to find one useful, as it is already the case with X-Class

Originally posted by Smoking Flowerpot:
We don't know what any of the starting defaults are.

Actually, it's accessible in game files, for those of us who took interest in modding. And I can tell you it's not looking very good to target some specific fishes, because the in-game numbers displays data that is of little use when knowing how the inside values work. The bait interface displays 2 percentage numbers, while the game breaks down each size (small, medium, large, extra large) and each quality (common, rare, epic, legendary) into their own probabilities. Crafted baits don't increase size, but have stats for each rarity individually (plus a boost to condition when appliable). Other baits stats are generated procedurally and cannot be known for now, but will work with the same table, a value for each size and rarity. The displayed number in game gives little to no information in that regard.
Last edited by Malkav0; Sep 7, 2024 @ 8:08pm
Originally posted by Malkav0:
It would be exciting but unfortunately is not as they:
1) count in the 3 modules limit
2) seem to be systematically vastly inferior to S-Class that already exists ; if instead they maybe adopted the X-Class stat curves, then there's little hope to find one useful, as it is already the case with X-Class
If the rust has made them always have junkier stats, then they're probably just junk, but what if there's still a rare high stat one that pops up sometimes? I'm still going to open them just in case.
Originally posted by Malkav0:
It would be exciting but unfortunately is not as they:
1) count in the 3 modules limit
2) seem to be systematically vastly inferior to S-Class that already exists ; if instead they maybe adopted the X-Class stat curves, then there's little hope to find one useful, as it is already the case with X-Class
Oh wait, if you've seen the stats of this behind the scenes too, like with the fish's perks, then does that mean there's no secret high-stat tech to be fished up?
Malkav0 Sep 7, 2024 @ 8:22pm 
Originally posted by Smoking Flowerpot:
Originally posted by Malkav0:
It would be exciting but unfortunately is not as they:
1) count in the 3 modules limit
2) seem to be systematically vastly inferior to S-Class that already exists ; if instead they maybe adopted the X-Class stat curves, then there's little hope to find one useful, as it is already the case with X-Class
Oh wait, if you've seen the stats of this behind the scenes too, like with the fish's perks, then does that mean there's no secret high-stat tech to be fished up?

I was looking for that up until 5 minutes ago, yeah I found them just now. It's the worse of both world, the stats-ranges are generally mediocre, or even horrible, AND they behave like X-Class modules in that they can often get an inferior number of stats - like 2 stats instead of 4. I haven't checked all type of techs yet (they can become lots of things apparently), but for the sake of it I'll make myself a spreadsheet for the record.

Edit: ok all 12 types of modules are terrible, I don't know if they are supposed to have a secret use or just be flavour items, but they sure do seem to be the later
Last edited by Malkav0; Sep 7, 2024 @ 8:58pm
That's a disappointment. If they'd have been in addition to the other mods (like the sentinel ones for the boltcaster and the exosuit shields), then even the crappier ones would still be a good find. Or if they had a really rare good one with S-like stats, then it would still be a good thing to find too.

Oh well. I guess it's more realistic. We shouldn't be pulling anything like that out of the sea water that still works at all anyways. :)
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Date Posted: Sep 6, 2024 @ 10:00pm
Posts: 21