No Man's Sky

No Man's Sky

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ICountFrom0 Sep 13, 2024 @ 7:07am
Rusted Technology
Given that it is "permanently damaged" and it counts towards upgrades so it overloads systems, I'm seeing no use for these?
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Showing 1-13 of 13 comments
Lindy Bomber Sep 13, 2024 @ 7:11am 
Pretty much.

You can sell it for a few nanites or disassemble for a trivial amount of materials.
Happy Monkey Sep 13, 2024 @ 7:44am 
During the expedition (or on a new save), there's a chance you don't already have 3 of whatever it is. It's better than nothing, worse than most other things.
Guyver8 Sep 13, 2024 @ 8:02am 
another source of wiring looms:steamhappy:
PepeMilagro Sep 13, 2024 @ 8:09am 
Fishing was heavily "inspired" by Stardew Valley .... :steamfacepalm:
Chirico Cuvie Sep 13, 2024 @ 10:16am 
Lol I fished one up yesterday, installed it and then removed it.
Last edited by Chirico Cuvie; Sep 13, 2024 @ 10:16am
ICountFrom0 Sep 13, 2024 @ 12:59pm 
If I could have smuggled one out as cargo, I'd have kept it as a trophy in a storage crate, but I really needed some of what I brought out so....
smurfy Sep 13, 2024 @ 3:59pm 
Originally posted by Happy Monkey:
During the expedition (or on a new save), there's a chance you don't already have 3 of whatever it is. It's better than nothing, worse than most other things.
This

Originally posted by Guyver8:
another source of wiring looms:steamhappy:
Or this.
Happy Monkey Sep 14, 2024 @ 7:34am 
Or both, in that order.
Sou Sem Foco Dec 10, 2024 @ 5:58pm 
Actualy, these modules can be quite useful for your character's life, as they count as separate shield units. In other words, in terms of protection/shield and life of the exosuit, you can have 3 class (S) or (X) modules, 3 class (?), and 3 class (!), the rusty modules -> (!) count as separate units from the common and forbidden ones, so as a consequence you can increase your maximum health and your shield

My explorer is basically immortal at this point, I have a lot of health, a consequence of effectively having 9 shield modules in my exosuit's backpack

Stay safe Travellers, :nmsatlas:
Last edited by Sou Sem Foco; Dec 10, 2024 @ 6:00pm
ICountFrom0 Dec 10, 2024 @ 9:48pm 
So, it's a TINY difference, but might be worth getting a full set of ! .. facinating.

Course, health caps long before you get to ?, much less !...
taniwhat Dec 11, 2024 @ 12:06am 
Not totally useless is about the best description. They can be life savers.
Jaggid Edje Dec 11, 2024 @ 12:26am 
Originally posted by ICountFrom0:
Course, health caps long before you get to ?, much less !...
That's why I prioritize the Forbidden exosuit modules toward bonuses that are not health increases. Those modules have a half dozen different possible bonus types that they can add, so I just scrap any that increase health and keep the ones that have other (good) bonuses.

As you said, health caps out well before you install all the possible modules that can increase it, so imo it just makes sense to not use Forbidden exosuit modules that even have the health stat bonus.
ICountFrom0 Dec 11, 2024 @ 1:59pm 
Originally posted by Jaggid Edje:
Originally posted by ICountFrom0:
Course, health caps long before you get to ?, much less !...
That's why I prioritize the Forbidden exosuit modules toward bonuses that are not health increases. Those modules have a half dozen different possible bonus types that they can add, so I just scrap any that increase health and keep the ones that have other (good) bonuses.

As you said, health caps out well before you install all the possible modules that can increase it, so imo it just makes sense to not use Forbidden exosuit modules that even have the health stat bonus.

I cap before that, due to having all three of the orbs.... but yes.
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Date Posted: Sep 13, 2024 @ 7:07am
Posts: 13