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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.
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?
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.
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.
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.