No Man's Sky

No Man's Sky

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Ool Feb 22 @ 7:18pm
How Long Do Sentinels Remain Knocked Out For...?
... once you've accessed the Sentinel Pillar control and initiated the shutdown?

I was told for as long as I don't leave the planet, but that's not true. I stayed on the planet for a few hours, collecting Gravitino Balls, and eventually, after a long time, one moment to the next, they were back. And right now I left one of the planets for the space station, returned, and they were still deactivated.

So how long?
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Showing 1-7 of 7 comments
As long as you don't leave the star system or reload a save, they'll remain deactivated.
smurfy Feb 22 @ 7:23pm 
Did you reload a save?
IME, Sentinels stay disabled on that planet for as long as you stay in that system, and I've gone over 12 hours without leaving or save/reload. You can use teleporters to navigate around the system (e.g. from a planet base to the station and your Freighter and the Anomaly) but as soon as you warp or teleport out of that system the amnesty will end. As soon as you reload any autosave or restore point, the amnesty will end.
Last edited by smurfy; Feb 22 @ 7:23pm
Ool Feb 22 @ 7:50pm 
Originally posted by smurfy:
Did you reload a save?

It could be that I reloaded and didn't realize that that's what breaks the spell.

If the sentinels remain knocked out as long as you don't leave the system then are they knocked out system wide?
smurfy Feb 22 @ 7:52pm 
Originally posted by Ool:
Originally posted by smurfy:
Did you reload a save?

It could be that I reloaded and didn't realize that that's what breaks the spell.

If the sentinels remain knocked out as long as you don't leave the system then are they knocked out system wide?
No, just on the planet that had the pillar.
Ool Feb 22 @ 7:59pm 
Originally posted by smurfy:
Originally posted by Ool:
If the sentinels remain knocked out as long as you don't leave the system then are they knocked out system wide?
No, just on the planet that had the pillar.

Yeah, thanks.

There may be planets that don't have a pillar...

Because I once activated a pillar map while on the surface of a planet whose Sentinels I wouldn't have minded gone, but the location I was given was at a neighboring planet, where they weren't much of a problem anyway.
gorgofdoom Feb 22 @ 10:18pm 
It doesn't matter if there's a pillar or not. I've been disabling sentinels by simply defeating a walker, lately. Defeating the walker, clearing out the wave, will also disable the sentinels and subsequently reveals a pillar location. you can go collect the multitool from a pillar after defeating a wave anywhere on the planet, with no further resistance. In fact when approaching the pillar the Minotaur that is normally patrolling will explode immediately on approach granting an extra hard-frame.

TBS water only planets are pretty much sentinel free. The drones don't go underwater, in this context one only needs to fight the mechs; the drones won't show up to fight in the deep so we don't get any of the glass, which is where 95% of the nanites come from.... kinda makes fighting them on water planets a pointless endeavor, unless you really only want the walker brain, but i'd rather get 5k nanites in the process, so i'll always fight them on land.
Last edited by gorgofdoom; Feb 22 @ 10:21pm
Don't leave the system or close out the game. Those are the rules for shutting them down. Teleport to the station - no
Go to the anomaly -no
Briefly exit the atmosphere so you can boost to another location- apparently OK.

Bonus tip: Put a basic basic base at the pillar if you plan to return regularly to the planet. I decided to put my settlement on a pissed off/take no prisoners planet so I go to my pillar base first and turn them off and then teleport to my settlement to do business.
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Date Posted: Feb 22 @ 7:18pm
Posts: 7