Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
You can use the X menu to summon your old ship if it has launch fuel.
You only HAVE to repair the Pulse engine and the Launch Thrusters. That will get the ship off the ground, able to go to the local station. (And there is a way around even that, but it involves some extra travel steps.)
Many people just do that, then scrap for the 'value as discovered'.
However.
a) If you are going to fly the ship to the local station to scrap, there is a small chance that you might be ambushed by Pirates on the way. To give yourself a better chance at either fighting them, or taking the hits while you RUN to the Station (or to the called Anomaly), you MIGHT want to consider repairing the guns and shield.
If you are scrapping, then there is NO reason to repair any other TECHNOLOGY slot.
b) You can greatly increase the value returned from scrapping by repairing Cargo slots. Scrap value at the ship modification terminals is largely (VERY largely) determined by the number of functional Cargo slots. Further, the overall scrap value increase of the ship from repairing Cargo slots is generally significantly greater than the value of the materials that you use to repair. So you may want to repair as many Cargo slots as you can conveniently.
I would skip the slots that require Activated Copper unless you are flush with the stuff. And you might want to think twice, or do some experimenting to compare before/after values, before you invest a lot of Platinum.
Be sure to strip any working upgrade modules (or ones you have repaired) out before scrapping. Re-sell those separately for nanites.
Me? I always repair the ships systems, because, well, it just isn't a 'live' ship otherwise. (OK, stupidly sentimental about a game. Sue me.)
And I carry several thousand of the various repair materials in my maxxed out backpack all the time, on general principles. So I usually repair ALL of the Cargo slots.
400K =U= worth of materials can make a 3M+ =U= difference in the scrap value of the ship.
However, if you exchanged ships, rather than claiming the broken ship, then at this point your original is likely gone. Consider it a lesson learned and move on. To be honest, there is no end of ships in this game, once you get going. Heck, you could track down a system that has duplicates of your original if you really want to.
Best wishes.
The other ships you own can be called down on a planet with the X menu, or if you are on the freighter or the anomaly, you can shift your ship out to another with the same function.
When you find a crashed ship, you don't have to fix it, claim it, jump back into your regular ship, fly to the Anomaly (or your Freighter), shift to the crashed ship there, teleport to the space station, and there scrap the crashed ship.
Flying to the space station in a broken ship can be dangerous, for example pirates can attack.
Repairing increases the ship's value somewhat, so if you have materials on hand, it may be worth doing some repairs before scrapping.
Sometimes there is an undamaged upgrade, for example an S shield, these can be taken out and moved to another ship, selling such an upgrade only gives a fraction of the value, better to use in your ship, if you can.