#4.0 Waypoint Update
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And it would really help living ships
Most underrated change of 4.0 is that increasing standing with a race increases there mission rewards. Needs testing
But I have a 6 standing with gek and got two missions with frigate modules
they still didnt fix the bug where the reward displayed isnt the one you receive
its been there since forever
Some exceptionally good fixes have been pushed to experimental.
New build pushed to experimental
Containing lots of fixes from first few days of Waypoint đŞđť, and also already starting to see a bunch of improvements based on early feedback đ
101
Really happy about this.
yesss i hope they help address some of the concerns and upsets
And the spawning sac drop rate increase is soooooo nice.
This patch makes the update good for me, also explorers are useful now
Exactly. I will have to go searching for an S class explorer now. đ
Now with the patch this update gives people reasons to do things, and the people who donât like it, why
Min maxers have more to do now that upgrades can be stronger so thereâs even more of a reason to get that maxed out stuff
Imo you can't "fix" something that wasn't an issue but ok
And the permanent difficulty option doesn't make the game harder
something not an issue for one person may be a substantial issue for another player. shrug
Yeah but i just don't see why you would see it as an issue
Anyways, not going to start an argument
yep, agree to disagree, if the lock works for people, good!
So can you basically cheat now with the difficulty sliders? like you can eliminate grinding by making everything free and then just toggle it back to normal when you're done?
You can play however you want, I don't think it's cheating if it's sitting there in the options 
Well yeah but in the past you had to decide if you were doing creative mode or normal mode. and if you were in normal mode but wanted to bypass some grinding you had to use a trainer or something.
Anyway It seems cool. I'm gonna try not to do all that. I just started fresh on Switch.
You can also lock yourself out from making any changes if the temptation is too strong
I might just mess with "goods availability" from time to time so I don't have to hunt for whatever I need to buy so much. but Ill still engage with the economy to buy the stuff.
These dont seem to be working
I have the same stats as before even after installing new mods just in case
and didnt really notice in feel
I imagine what they mean is that the max range of stat bonuses were increased, not that all values were increased
Well that's annoying
yall the new update got rid of most of my technology đ¨
@eternal hedge join the club lol
I think the main thing here is that we are getting somewhere, just gotta keep asking for 3+3 being added as a difficulty option
they added difficulty lock
I highly doubt the probability curves are different for different difficulty settings
I suppose u got a wrong impression from a small sample size
Additional chances for perfect-ish X class rolls were introduced in Outlaws, and they absolutely were mode-invariant
I may do an experiment and see. Open 100 mods on each save. And do multiple batches of 100 on different difficulty to see and record the data. if there's actually a difference it should show up.
Despite people screaming for it i dont think hg will increase cap. Seems like a definite change
But thats just my viewpoint
But who knows
I'd like to see them address the nerf frigates on missions took next (i.e. give the freighters some love, now that some tweaks to starship upgrades and exosuit have been made)
At least a bit stat bump would have been neat
or a total re work đ
a big rework is likely not coming any time soon, given the recent (Endurance) update that reworked base parts, fixed the longstanding fuel efficiency unit bug, etc. but some tweaks would be good, considering the impact of 4.0 on all those upgrades.
i know but more functions for it would be nice
Again kinda doubt thats soon
100 is actually a low number too bcoz we get a perfect roll approx. every 10 (?) modules
When is the expedition? Does anyone know?
no word so far
Thank you! :))
there might not even be an expedition with this update, we'll know when we know. they might decide to do another rerun instead of 5-8 later in the year
frankly i figured they were gonna just run expansions regularly in 6 batches of 2 month long events on a cycle, that way you can hard code it into the game and keep it going even without online capabilities
So has anyone been able to get a derelict freighter ticket from Helios since 4.0? It seems like they just removed that and now we're forced to buy them
whaaaaaa? noooo. maybe it's a bug that needs reporting?
@tacit flume have you heard about this?
A NMS streamer I talked to and a couple people in there haven't been able to get them either
I haven't but I'm not in a save where I've bought and used one yet. I'll check that later today. (my test will be on 4.03 fwiw)
followup: ran a derelict, went to anomaly, verified ods is on, no otion for freebie from groot-entity. bad news. (4.03)
ty so much for checking. super sad
i hope they didn't remove it for good, on purpose
I expect that was a bug, at any rate I would urge people to report it
hundo p! đ @small drift đ
Iâm off to bed but will do tomorrow. Thanks for checking aspergos
Fixed an issue that could cause Exosuit Upgrade Chart hints to continue displaying after the chart had been used or sold.
ah finally no more of this annoyance

oh what the fuck this supercharged tech scales super hard with some tech but not others
i dunno, supercharged slots feel cool but really out of place
Seems like big stat boosts don't get as much gain as little stat boosts
yes it feels cool, but if this is to help "fix" losing 3+3, i think a ton of people would prefer the consistancy than a random slot in tech having this supercharged attribute
but then
I believe its random on purpose to encourage strategic tech building with adjacency bonuses and what tech you need to supercharge
but i mean... most people already did that
most people who cared enough about ship stats to do adacency anyway
now its more interesting as you can build in a certain pattern to utilize those slots and get even more power
i get that, just hoping this isnt their "solution" to 3+3, and just its own thing they decided to add
i think alot of people just want to be able to use all their tech they had again, and not just exact numbers since they put a ton of time into getting it
and splitting it between your ships is not a solution to wanting to use it all
ok it seems like a flat bonus modifier, for eg one of my life support tech went from 62% to 78%, and another one went from 64% to 80%
hmm maybe not
3% solar panel became 28%, 27% solar panel became 58%
lol some stuff doesnt get supercharged
damage is the same
hmm what if the supercharged slots just bring a modules bonus up to the max for its type, damage bonuses for Pulse spitters dont go higher than 3% as far as im aware
but have a bare minimum bonus
It won't increase even the 1% damage modifier
seperate thing
tell me if THIS sounds right to you
they nerfed activated indium down to 165 right?
Activated Indium - 165 per unit
gold has now been nerfed below activated indium it is now 163
Gold - 163 per unit
SILVER is 186 UNITS
now silver is more expensive than gold
all because they nerfed activated indium for some reason
Gold is 353 units
huh odd
Platinum, gold, silver, then ai
i mean im not against a softcap tbh
Damage might be not same in absolute numbers, but same in rounded percentage
How about jetpack supercharge?
Kinda interesting, now we have to go for tech bonuses and pick ones that are
i just really want 3+3 and inventory tech back
I like big number, this big number but both is even bigger number
I donât want tech in general, but a cap size to 6 would be nice. But then theyâd have to halve shield tech, because 6 shield and six shield sentinel upgrades was broken
again this is where my opinion differs, 3 for tech is fine and i prefer having inventory with a 3 cap limit to, there is a trade off to it
you give up space, for power. thats a fair trade off to allow for twice the maximum amount of tech
and i consider it a fair trade off, especially prior to 4.0 where they had much less inventory space
True but if you have all available tech in your inventory it only leaves 6 slots, so youâd still have to sacrifice certain anomaly upgrades. But I donât think tech in general was very good, it was super confusing when I was a new player which is what their trying to avoid with this update.
i fail to see whats confusing
you put tech in inventory, tech works.
I didnât realize I had a tech inventory because the tab was very small in VR, and so I put stuff in general until I found it like 8 hours later. Itâs not very intuitive as new players will have to watch guides to find out how to effectively use both
i mean.... objectively thats not super confusing, and the new inventory ui would have solved that since you have both on one page as is.
I think thats more an issue with UI clarity than tech in inventory itself
the way you described your issue, i dont think you would have even realised that you had a way to install tech if it was in the tech slots by default. Since the issue wasn't that tech could be installed in the inventory, but you literally couldnt see the Tech Tab
and effectively using both is the same as effectively using one, since you just do the same thing for both sides.
The fundamentals haven't changed, just how far you can take them has been taken way back for no reason
Personally I wish the upgrades were uncapped, but a fixed (and probably smaller than current) number of max tech slots. If people want to go all-in in upgrading one stat then let them, but it will be at the expense of other things. I think allowing players to customize their build while enforcing tradeoffs makes the game better
ok, bug reported! well hopefully it's a bug
hey
Is it me or after the latest patch update, Permadeath now have two save slots like the rest of the game modes ?
weeeird
since 4.04? have you changed any of your settings that could've affected that?
Nope, never changed difficulty settings for all my saves
i'll have to check my perma save later to see if it changed for me. if true, it's probably best to report it to HG's Zendesk
!hg
You can submit bug reports, suggestions or feedback to Hello Games here: https://hellogames.zendesk.com/hc/en-us/requests/new
How does supercharged tech work and with a sixty slot inventory how many do you get
I dont know for exosuit but on MTs and Starships it goes 1>4 C>S
also it can make a bad X class a top tier
What? So s classes get 4 while c classes get 1?
thats what Ive heard
You get 4?! Thatâs insane, could you put three of the same tech (ex: 3 shields) in three separate slots and sacrifice adjacency for supercharge (I donât know which is better)
they arent always placed in the same area though not clustered usually that is up to RNG
I know, Iâm saying could you scatter your tech and not go for adjacency
true tbh its better to have 1 every 2nd space then every 2nd space down too
that way you can buff the main parts of 4 things at once
Could the rng bless you with a cluster of supercharges
So far it seems like having the core tech in the slot is almost always better than having an upgrade and there might be a soft cap
Does putting the core tech give a percentage boost to all upgrades? Does it affect adjacency
only since core tech doesnt have a number attached thus hard capping cept via cluster buffs
watching this all play out is like watching a good bill get introduced in Congress, only for people to complain and it finally passes as something no one is very happy with
Wouldnât super charging core tech only be more effective then charging tech if your upgrades are high stats?
Right? Supercharging might end up being my favorite feature all of 4.0
I'm not entirely sure how it's working, I think it is doing what you're saying as for example putting a pulse splitter mod gives me a little bit of a damage boost but having the main tech be there gives a huge difference but yes I think it might be because I have 3 S class mods with it
Seems to work with practically any tech that has an effect that could be scaled
Does it affect sentinel upgrades with the same stat? Ex: Jetpack tanks
Wait, this means thereâs actually a reason for people to go for S class freighters besides itâs few perks, as they have more supercharged slots then normal freighters
yeah sentinel upgrades also work
I mean like if I boost the core Jetpack, will sentinel upgrades affecting jet packs also be buffed
also man I hope they add a way to upgrade freighter class too, I really dont want to spend hours to get one
Same, Iâm one of those whoâd rather grind for nanites then look for things starting in S class
yeah if your sentinel upgrade has a jetpack boosting stat it adds to the core and boosts
Dang, so boosting core tech is the way to go
If your willing to get perfect upgrades I guess
good thing about it as it gives much love to exocrafts and multitools
exocrafts ZOOM hard
I forgot about exos. Hardly use because the boost button doesnât work in VR. But I can just imagine minatours jumping into the upper atmosphere
went from 31u to 40u on the nomad and I really feel it
but it seems like an exponential upgrade as the colossus nearly doubled in speed
Speedy colossus gonna look goofy as hell
Might need to finally get all the exo crafts
Sohaiil do you not want to spend the time rerolling X classes
đłđłđł
Colossus has always been useful in VR, it moves up and down less making it easier to steer, and it also is higher off the ground which is huge for VR as you can see further and tell whatâs happening
it also sticks to the ground better if you dont want to be floaty
They should add a small decoratable room with base parts in the colossus that friends can go in. Maybe pet storage in there and you have to transport them to buyers
or just like the Dropship insides from shooter games
Maybe supercharging core tech was unintended because itâs kinda broken (especially with photon)
wonder when supercharged comes to stable
kinda annoying something like that is based on rng
you could just be stuck with a really shitty roll of slots, and i feel thats something that should again, have been player choice
this is why I advocate for 3+3 over something like this, players like to be able to choose their power. It shouldnt be forcibly restrained and it definately shouldnt be rng outside of slight variations in s class modules and the purposefully rng x class modules
i fail to see why they think taking away player choice is a good thing in an update about player choice
i mena true, but rng keeps this game alive with players having to keep finding new ships with "the best tech configs"
For ships and multi tools itâs good, but exosuit
power levels should definitely be forcibly restrained if there is to be any balance and challenge in the game. maybe they should make a mode just for people who want to break the game completely with endless tech upgrades. because asking HG to balance game content from new players all the way to people running "i am a god" upgrades is an extremely difficult task
they arent trying to take away player choice, they are trying to add balance to a game it would have been hard to reform combat in and so min/maxers arent way ahead of those who dont try to min/max but do some slight min/maxing
in fact me and quite many others think it would have been nigh impossible if they had not done the 4.0 tech stuff if they were to add more combat related content
i dont see how balance is a possible reason when they've just made it so you can control the difficulty in the first place
I dont feel balance is at all a good reason to introduce these changes when you've given the choice of "balance" to the players with the difficulty menu, so make 3+3 a menu option, it should be our choice if everything else is.
ok so you wana go code that yourself then?
thats not an argument, and if you really want to get into it, it was a mechanic already in the game that was removed, so its been coded
and its not all the changes due to balance, its to balance the new players against the vets not the NPCs
the reason I suspect they did it was for more combat related updates
have you ever seen a game with which an experimental build doesn't contain prep work build for more major updates?
I havent
several, again thats not a valid argument.
your giving the reason of i should code it when im not the game developer, and speculating that they might make other features down the line for "balance", when im talking about the here and now.
but again Im saying "now" is prep work
the "you should do it then" argument should have stopped being used after grade school
i get that its prep work, but why not make 3+3 an option since everything else is
hey, I'm loving the FSR 2 implementation, but it seems like photo mode uses the internal resolution before upscaling to take images, is there any setting I can change?
most things that Ive seen is 2+4 not 3+3? or do you mean the full trees that was before 4.0
atleast what Ive seen on Exosuit and MT
3+3 is the mechanic where tech can be installed in the inventory for an extra 3 max tech modules
that is what im refering to
so you really just want more tech modules for more min/maxing
well everything else is an option, including inventory stacks, so why not?
balance is player choice at this point, you can have invulnerability and infinite everything if you want, so let us just have 3+3 back
I mean at this point I somewhat agree but then again like I wanna see whats coming without complainig
yes I know the convo is about here and now
but this is still an evolving game
so there is likely more stuff relating to these reasons to come
So whatâs up with the super charge? I ask because I donât have it đĽ˛
New mechanic (in experimental branch) that makes some tech slots supercharged slots - boosting the stats of tech placed in there.
I do think the new system is much better but it for sure should be player choice in difficulty options
I want to try getting multiple supercharged jet pack upgrades and then getting max boost power and then punch jump and rocket jump at the same time. Youâd go so fast
Ah, I guess that's their solution to the loss of 3+3 techs?
Yes, for some reason it is
As of now, I dont understand the change, why it was made and especially that there was no warning of this
Yeah the bad part isn't even the change per say (even if for those who farmed for days to get the perfect X class, it sucks) but the lack of warning
also the fact that I need to reorganise all my inventories 
i like the pew pew of pew pew
Wait so supercharged slots are randomly there? You can't "create" one?
It makes this feature 9000% less good..
It honestly adds some much needed depth to tech layouts. Even with 3+3, tech layouts in the late game become pretty homogeneous as everyone settles on the agreed upon best layout. With tech only going in the tech Inventory, this problem would only get worse as everyone would again gravitate towards whatever the most optimal layout is for 6 rows of 10 slots and max tech upgrades.
By adding this bit of randomness with the supercharged slots, it forces players to figure out whatâs the optimal layout for them rather than just copying from Reddit, Twitter, Discord, etc. Players will need to puzzle out how to arrange their tech to make the best use of both the supercharged slots and adjacency bonuses. It also forces the players to prioritize what tech they want to supercharge since they wonât have enough to supercharge everything.
Itâs almost like an RPG system where players can build into certain specializations based on how they allocate their stats. Like jetpacking a lot, supercharge your jet pack upgrades. Like exploring extreme hazard planets, supercharge your hazard protection. Want bonkers damage on your favorite weapon, supercharge that weapon and itâs upgrades.
I for one welcome the additional depth added by this new system. It makes deciding how you arrange your tech matter more.
I agree with most of this, but I'm still sad about the fact that there's only a very little amount of supercharged slot
Because at least 10 would be great, it allows for more freedom in late and mid game, and it takes us back to the 3+3 a little more
i disagree, If anything it just makes the issue worse, people are just gonna hunt for the best ship slots, and it gives save editors a literal legitimate power advantage that really no other player could match. (yes save editors could skip most of the process of obtaining the modules but outside of literal modding, they were bound by the same restrictions of other players)
now they can optimize their builds by giving themselves the most optimal supercharged slots
people want to claim save editor this save editor that, but modding is a whole other thing and much harder to safely do.
this is a literal direct advantage that other players could never obtain without 1 in a hundred thousand odds by the much easier process of save editing
but wouldnt they then also have to add the ability to add more superslots
otherwise the only difference now would between the two would be how long it takes both parties to get "optimal setups"
there is a defined max
and im just talking about positions of the slots
I mean, I don't know how save editors are coded, but I feel like giving the ability to just supercharge all your slots wouldn't be too hard to do..
Which then makes Okuyashoe right, in that now save editor users will have a clear advantage over "vanilla" players
advantage of what? no one is competing with anyone in the game, and player vs. player combat isn't exactly what this game is good at
I mean, if you wanna bring up the Save Editor argument, then remember that they've always had the advantage of letting players literally do whatever.
What I was talking about was within the bounds of the game mechanics and regarding those players who choose not to use external tools like save editors.
If we take the new Supercharged Slots mechanic on it's own, ignoring save editors (which, again, have always allowed circumventing intended game mechanics/balance), then I believe my point still stands.
Why would you care how strong are other ppl's builds tho? Its not pvp game or anything, their builds have 0 effect on u
The "issue" addressed here is technology nerfs and boring tech management, and supercharged slots deal with both of them pretty well.
Other people being stronger due to abuse of glitches/exploits/3rd party software is not an issue for the reasons i stated above
Actually it is a pvp game to an extent
Second if we shouldn't care then why remove 3+3 it's how I want to build my ship, and it only affects me. Balance shouldn't be a problem if it's only me to worry about
pvp only works if it's consensual and done with players you trust, and organizing such things takes work. it's not at the core of nms.
3+3 was removed, but now you have difficulty sliders and (soon) supercharged slots.
most aren't some are
not many but likely atleast a handful
also PVP is a secondary objective of a secondary part of the game
like Multiplayer is a secondary part of the overall point of the game which is solo space explorer, and then PVP is a secondary part of multiplayer
Yes but why not both especially when 3+3 was already a major aspect many players liked?
Make it a difficulty option like inventory stack size. Best of both worlds.
No reason not to.
feel free to suggest it to hg
Already have
heheh Permadeath stack size 100 for raw minerals
one for high val items
Bcoz having a general page and lots of upgrades (therefore enormous tech pages) is now clearly against HG vision of how inventory should work
Ppl were upset about stats nerfs - they buffed certain stats (ignored defense and warp range, so its also clear they dont want them as high as before for everyone) and indroduced a tool for players to further buff stats of their choice
I see that as a nice compromise
About tech overload cap sliders,
So far the difficulty sliders follow the idea "keep player strength constant, tune surrounding factors difficulty"
U don't need more defence or weapon upgrades if u can tune ur enemies strength.
As for QoL stats - well, we got our ship agility back, and lets be honest, we dont need 3000+ warp range, 1000 is enough to take u from one t3 system to another (and we still have freighters with almost 5000 range), and we also didn't need so much life support gauge (i dont remember when i charged it last time lol).
The only question is jetpack, but after 3 patches its clear we have to compromise on that one, HG doesn't want us to remain in the air for 18s for some reason. And soon we'll be able to supercharge it.
As someone who spent a lot of time getting good X class rolls, seems to me they are reaching a nice compromise point.
Eg my jetpack has a little less flight time now, but the recharge seems faster.
Looking forward to the supercharged slots.
I can fly across the main lobby of the anomaly and up by Polo easily, so that seems like a good baseline lol
i think overall you can never make everyone happy
Oh for sure
đ
I think most people who want super OP gear are forgetting that HG has to balance the game for everyone. Yes there's difficulty options, but most people will play the game standard on Normal. So either endgame players will never be challenged by current or future content, or the large percentage of people playing the game casually will suffer with overtuned enemies. Or we can move to enemies that scale with player gear, which I imagine most people don't want.
Personally, although I would change some things, right now is a good compromise. I don't like the supercharged slots because they again disrupt the game balance and they feel like a quick attempt to placate players who were leaving negative game reviews. Maybe if they significantly nerfed the enhancements of supercharging they might be ok
Free purchases isnât that different then without it tbh
ok? if thats how people want to play let them, again not wanting to give that choice yet making every other game breaking thing a choice is plain ridiculous.
Game balance wise, if your argument is that people will most of the time play on normal, then making it an option makes perfect sense. since most wont touch it except the people who want it knowing it will destroy "game balance", just like the people to turn on invincibility, infinite everything, and not needing several pieces of tech like color star drives and teleport reciever/matter beam
yeah it really is a weird hill that HG wants to die on, I dont think most people would care about toggling the number of allowed tech aside from legacy players that preferred it
although some stuff will literally break the game like having 6 S class exocraft engine modules, I guess that might be why
actually yeah now that I typed that out, it might be the reason they arent allowing it back
and not allowing this for only exocrafts and tools sounds weird
to be fair its up to the player already if they want to "break the game"
Yeah⌠it wouldnât work that great. They should add a Experimental tab to difficultly maybe next big update with settings like tech limits and funny settings like mutators (tiny characters, speed, jump power, no starter Multi-tool, no starter ship/expedition 3 exotics) just settings for messing around
I still think the best compromise would be to let upgrades be unlimited, but massively reduce number of tech slots. So if you want 9 warp upgrades then great go for it, but you're going to have to drop shields or weapons to do that. Allow the freedom, but force hard choices in how the player builds their ship/exosuit/exocraft
I'm saying literally, like the game could cause unexpected behaviour such as clipping through walls and such
or negative damage
Supercharged slots are effectively the same thing as that. They grant amazing bonuses to stats, but the limited number mean the player has to decide what stats they want to prioritize.
I was testing it on experimental the other night and my exosuit had the super slots not connected to one another. I wanted a broad set of bonuses, so I put two sentinel upgrades in two super slots and the third super slot had an X class hazard upgrade that buffed each of my 4 hazard protections. If I wanted to buff my jet pack instead, I could do that, but it would be at the expense of those better stats on my hazard protection.
My other main game is Destiny 2 and it has a âbuild craftingâ system where we apply different mods to our armor pieces to augment our character stats, like damage reduction, agility, ability regen, etc. I see this new supercharged slots concept as a step in that direction for NMS, where we can build craft our travelers to specialize in different things depending on what stats we choose to buff with the supercharged slots.
It's not the same as supercharged because you can get amazing bonuses from them, but you still have 60 tech slots so you can have a full array of other tech upgrades. What I'm saying is big bonuses should come with a big cost. like I would probably make max tech slots 30. it would push people have more unique builds that can focus on their playstyle.
Did the inventory management in 4.X get nerfed? it looks like they tried streamlining it by giving us less options. I thought you had more storage capacity the old way vs the new one. In addition to limiting what installed tech you could use. Also what happened to the ability to access exocraft inventory remotely? Was that removed in 4.X? Is the text/inventory ment to be harder to read? Or was that a unintentional design error, and will be changed in the coming 4.0.X update?
There is much more storage now, but you will have to unlock it.
You can have less tech but tech got buffed and more changes are on the way.
You can still access exocraft inventory afaik.
Same as ship inventory? with that module installed? Or its just standard on active exocraft now? Yeah i didn't feel it was more spacious, maybe its on the switch i haven't explored past the 4.0.3 and above updates on the other platforms, or on pc yet. So im not sure if im walking into a crap sandwich. Alot of the stuff on the switch build seems lagtastic/unstable though, when its running fine its awesome. Is this experience the same on pc tho? Did they release experimental on steam only or is gog included on the experimental releases?
Storage is massive across the board now.
Current releases are pinned in #nms-questions
On switch build how do we do missions for quick silver/cosmetics? I didn't see the options just a preorder zone in the anomaly. On the PC build (im only slowly turtling through it right now) i see we still have missions and rewards. Is this stripped out on the switch build? Or am i missing where its at on switch? Same spot as on pc builds right?
I dont have switch but I recall seeing other people reporting the same thing, all I can say is hang tight
Thanks!
ahh okay so thats why it feels like the storage is massively limited, i thought they severely screwed the pooch so to say. I see there is a slider on pc build on switch i don't see it. Good to know its not me
Storage is absurd now lol
Even the buildable storage units got a major buff
Exocraft too
If they had reduced the backpack cargo slots, perhaps people would actually use exocrafts for hauling again. but as it stands they are just mobile storage units
Considering we also have remote access to our freighter inventory with the right tech installed, itâs gonna take more than that to make exocrafts actually useful. As it stands, I only use the mech, both for its built in hazard protection that doesnât need recharge, and the cool factor. As for the other exocraft, they sort of fall into a niche. If a destination is far enough, itâs easier to just hop in the ship. If itâs close enough, we can just jet pack our way there. Thereâs a very small window where an exocraft may be useful getting from point A to B. Aside from that, the only other reason to use them is just because you want to joy ride around a planet. Hereâs what I would suggest:
- let us do target sweep from within our exocraft, or at least in the exo-mech.
- unify exocraft and exo-mech technologies (aside from mech specific tech like the jets)
- let us access our exocraft inventories in some sort of tabbed interface accessible from the exocraft materializer terminal on the freighter. Easier to check our exocraft inventory without needing to deploy planetside
- either from the exocraft terminal or the scanning room interface, let us choose a planet to âdeploy mechâ to. That would transition us to piloting the mech in âtitan fallâ at a random location on the chosen planet. Trade off being we donât need to fly directly to the planet, but we canât choose where we land. (Or give us POIs to choose from in the discovery screen)
- better base top speeds on exocraft (boosted slots might somewhat address this)
- on the Roamer and the Colossus, let a second player ride along as a passenger.
Lmao. Even Foxxcon wants 3+3 to come back.
oh this is neat
I want that as a wallpaper
Added an option on the inventory page to temporarily expand large inventories and view them without the need to scroll.
YES THANK YOU
^ Still don't know why it's not just on a separate tab but hey I'll take it
Yeah separate tabs were fine imo, but I'll also take it
Well I have a ship with ~2400 maneuverability now, and an MT with > 24k damage potential.
That's without even trying lol
5116 for freighter range, so that's still a little less than before
The new Inventory expansion buttons are just tabs with extra steps.
Wish it was persistent, then it wouldn't be extra steps
Like always show my cargo for other inventories too when I expand that, when I know I won't be dealing with tech for quite a while
Because tabs within tabs is not following UI design principles for usability and such. Current method is somewhat better but not perfect.
There's so much extra space on the right where they could add more slots instead of scrolling
instead of all this space being wasted for a model of your ship or bag
the model could be displayed up there and inventory show up horizontally
Nice
At least we could eliminate scroll for cargo this way
Looks much nicer imo
hey Boo, hows SC slots
SC slots make exocraft actually semi-useful
yeah I'd be ok with this, although I still find the icons to be too small to read at a glance now. at least on console
Im having a lot of fun.
Supercharged pulse spitter is great lol
The SC slots have given me a whole new reason to hunt ships now. Finding one with a layout I want has opened up opportunities for interesting builds.
You can also supercharge the bobbleheads which I find pretty funny.
They need to give some sort of description on tech that doesnât have numbers, to describe how supercharging affects it.
Yeah. And a description on the polo and Artemis figurines getting adjacency bonus with the custom starship trails.
Put it on zendesk
heheh our inventory of tech becomes all SC but 4 slots
I'm torn on the spitter supercharge, it is indeed powerful but fires so rapidly it's hard to aim
Kinda want a semi auto shotgun
Mine has a stream of projectiles, seems very easy to aim.
The scatter blaster has a bit of recoil though
not saying impossible, just harder to keep on target without scope for me at 25k damage vs 10k
I'll probably get used to it, still melts sentinels at an obscenely rapid rate
Hey guys, quick question. What does HG mean by an 'increased level cap' in their update description?
I've played on and off since release, mostly coinciding with updates and expeditions in recent times, and I don't recall there being explicit 'levels' to things beyond the letter scale for ships/equipment/upgrades/etc. Did they add like an 'S+' or something?
Which patch notes are you referring to? Trying to find a mention of "increased level cap" in the 4.05 patch notes but don't see it 
There've been a few patches so I'm not sure which note you're asking about. Here's HG's Release Log for reference where you can see all the updates: https://www.nomanssky.com/release-log/
Release log Waypoint 4.05 PC PS4 PS5 Xbox One Xbox Series X/S Patch 4.05 contains stability and gameplay fixes. Read more Waypoint 4.04 PC PS4 PS5 Xbox One Xbox Series X/S Nintendo Switch Patch 4.04 contains stability and gameplay fixes. Read more Waypoint 4.03 PC PS4 PS5 Xbox One Xbox Series X/S Patch 4.03 contains... View Article
Ah, in the steam update notification, there is a line underneath the update video that reads "Inventories have been overhauled, with ships, weapons and players having their level cap greatly increased. Survival, crafting, combat and controls can now all be customised to cater for travellersâ unique play styles."
I'm not allowed to post images in this thread, otherwise I would send a screenshot.
You're welcome to post in #nms-media before you're level 5 (familiar role) 
That does make things sound a bit confusing as in what they'd refer to as "level cap." My take on it based on the updates I'm aware of, we now have increased inventory space, and tech now has increased stats as well. We now even have supercharged slots as well (as of 4.05).
I'll clarify that I am merely confused/curious about what they could be referring to-- I'm not upset about anything. I recall there being substantial amounts of drama regarding changes to progression on the subreddit, and I don't intend to stir the pot.
Noted. Thank you!
where are the FUL FULL patch notes
where all the patch notes are like separated by section and just marked with dots like the following
Inventory
-Redesign of UI
-Stack sized increase for Perma
-number changed for changing location of single stack
nvm
found em
Supercharged slots sound fun. I was already looking forward to sitting down and going through my main save to change up how I have built things, but more ways to customize things is always welcomed.
Totes! Thankfully HG was quick with the patches that are addressing major concerns from 4.0. Some of the stats I've seen from folks, with damage in multitools as an example, are impressive 
yea 48->120 iirc is certainly MUCH better since a separation of tech/cargo
48 general section not countint 27 of tech, and 48 cargo area (that holds 2x more then general per single slot
Back to Skyrim
Awesome! I was thinking of waiting for the next expedition for another binge, but I might just play around a bit now to see what is up.
Im loving the new update.
The increased cap refers to more storage, upgrade ability and some stuff in the progression with stations/npcs from what I gathered.
Many people were put off by some of the changes but HG has been very receptive to feedback.
Re the cap/progression, for example
I'd rather have the extreme buff of storage in player suit cargo slots. The exocraft buffed like the base storage inventory is nice, but helps as a sort of rolling mobile inventory, as for the tech... wish they'd take it a slightly different direction, say you have 12 modules same tech, but want 3 groups separated by space and not touching each other. Then you can so long as it's not 5x touching just 4x and then spaced away from that one group and a additional 4x
That helps depending on screen size played on!
Is there a way to teleport our companions to planets and with us ? On the switch version, is local teleportation supposed to be broke and not work with teleportation cables?
you go to a planet, check the quick menu and summon your companion there
SRTs should work but I have heard of players with issues on the Switch, I would just report it as a bug to hg
!hg
You can submit bug reports, suggestions or feedback to Hello Games here: https://hellogames.zendesk.com/hc/en-us/requests/new
Thanks. Yeah on pc I had no issue using it and was thinking it was something switch specific.
Is the minotaur ai supposed to at random go on purging rampages and kill local wildlife (if their not hostile) is there a enable/disable for rampage mode outside of uninstalling the ai portion on the minotaur?
you can disable the ai pilot in the quick menu
I believe it's under the gear (utilities) section
Wow, you minotaur is doing that?
I cannot even get mine to help fight Sentinels.
Let's trade.
Lol
Lmao i love it I'll share a mini screenclip
Cool
Hmm posted it in help since it's disabled here
So, I'm speaking with one of my frigate commanders and I see an icon for feed vessel... Looks like it wants an S class Hermetic Seal??
What is that and where do I get?
It's hilarious though. Running around mining and I see local green wild life being ravaged by the ai. Now the ones that have red paw I get because it's protecting me. But it's comical because it's going to town on non hostile wildlife too
I think it's a bug. I only see weird graphics/emblems on recharging modules and stuff. It looks to be gone on the switch 4.0.4 build though only for the minotaur ai and other exocraft I seen it in
So now I'm definitely going to summon it and see what I get.
Iirc it didn't even help with the Monstrosities.
Really?
It basically wrecked monstrosities for me while I ran around collecting their eggs/horrid stuff
Granted it did sustain some module damage since it ran infront of me while I was under poison spitfire but I mean it took a ton of damage before it suffered module damage
Exocraft with supercharged slots are so much fun to use now.
Haha yep, the minotaur is pretty absurd
I completely forgot about the exocraft
fun maybe but still lack a reason to exist at this point
They need to overhaul both the exocraft along with the base building side quest. The base NPCâs you recruit are largely made redundant by the upgrades you get from the anomaly. By the time I recruited the Exocraft specialist, I had already unlocked all the exocraft from the anomaly. And once youâve completed all the quests, the base NPCâs and their terminals are basically just decorative.
yeah i'm surprised they didn't revise the base quests and the general early hours of the main story for the Switch release, they are pretty tedious and crusty at this point
Fun is a reason
fun is why we play games đ
Exocrafts could do with more love but even in their current state they're quite useful for certain playstyles especially survival now that they have actual cargo I can use and not taken up by upgrades
They're better for collecting tons of mining resources than doing it on foot
If you're playing on expensive difficulty they're cheaper to use than starships
Those are all really good points. 
Too bad for me, I cranked all the difficulty sliders I could as high as they go on my 300+ hour save that had gotten boring because I was basically god. Still canât change my stack sizes though, which still leaves the exocraft firmly in the âjust for funâ category for me.
Try on a new game, it's actually very interesting
I unlocked the roamer quick and started using it on my base planet, real damn helpful even with minimal upgrades
Fun is a reason, but fun doesn't account for (I think) 5 different exocraft vehicles. And they certainly weren't about just fun when they were introduced. But HG hasn't kept them relevant to the gameplay as the game around them changed
hmm I find 'em all ok but the colossus which is basically just more inventory
the roamer is your classic all terrain vehicle and fun to drive for that alone. the nomad glides well and does great over water. the pilgrim zips around on land dodging all obstacles. and the minotaur is the minotaur
shrug
well I will end discussion on this here as it's veering off of 4.0 topic, but needless to say I agree to disagree with that. the exocrafts can be fun, but should primarily serve a gameplay purpose and each one should have their own use.
So glad to see on the 4.0.4 switch build alot of fixes. Still needs polish but it's getting better. The disappearing inventory on ship salvage (ex I have 2 ships one with inventory full another I'm salvaging the one being salvaged has nothing in its inventory the one stored doesnt) after 4.0.3 update to 4.0.4 on switch my ships missing inventory miraculously reappeared when I reloaded my survival save. Lots of goofy missing glitched out graphics on recharging exocraft vehicles or their tech disappeared too. So that's a improvement.
Crashing... has gotten worse though, and if you are too fast to get in and out of any exocraft or even your ship, you can cause the game to crash (luckily saving is fast enough that in my vase I've suffered no data loss)
Also on switch build 4.0.4 a new fun thing has appeared. The exocraft minotaur great purge. For whatever reason with ai enabled, it goes on rampages and annihilates hostile, non hostile local wild life, in addition to its help during sentinal attacks. Great fun to see in action but it absolutely needs a enable aggression on hostile only toggle besides packing up the ai tech to stop it from its extinction level event course of action on any planet w/local wildlife period.
Trying to tame local wildlife why minotaur exterminates the fed animal can.. be a annoyance
as far as im aware you still cant trade players repackaged technology modules like they said you could
You can disable it easily
Correct. I tested this last night and itâs still broken.
Hopefully theyâll fix it soon.
i already reported it but not many people are aware its even a thing
I hope HG havent gone on vacation already
Being left with non-tradeable packaged tech, bugged exploration journal mission, broken base difficulty icons and no hotkeys for tech/cargo page expansion would be a bummer
But a week without experimental uppdates is not a good sign
Will be in next year's update đ
Why yes, yes I and others can. I think I mentioned that solution too.
I thought that was deliberate so folks can't just trade good tech they found out to buff folks. Wasnt aware this a bug
I'd rail on them but I can't see doing so mainly because they corrected alot of wrongs and false advertising making it not false advertising. It's the biggest reason I bought the nms on gog, steam, and on switch
You mentioned "besides packing up the ai tech to stop it", that's not what Im talking about.
You can use the quick menu.
That feature was added in a patch, seems lots of people overlooked it.
its a listed feature in the update
@uncut herald - get subscribed.
Of course, of course...my multi-versal counterpart.
I am afraid not, otherwise my infra-knife would be seriously deadly
Unfortunate
this just adds another reason to hunt for specific multitools or ships, so that you can find the optimal sc slot layout for your needs
So I picked up a very special Multitool today. >:D
I'm glad the community was able to find this beauty. Cause I've been wanting to play around with one of these that has 4 slots adjacent to each other.
Iâd love to have one of those đŠ
Have fun!
RARE S-Class Alien Rifle Multitool with 4 Touching Supercharged Slots! | Pink Lipstick Crystal | No Man's Sky
#multitools #nomanssky #multitoolhunting #sclass #austintacious #multitool #nomansskymultitools
This is in EUCLID GALAXY.
Turn OFF multiplayer BEFORE using a portal to enter the system.
Glyphs are galaxy specific. So in order to arr...
No need to reload either. It's in Euclid and is on the planet. There's a base labeled S class Multitool that's near it.
Here's a video of it in action ( normal mode )
Haha. Nearly 700k on one animal scan when you put the scan mods in the slots.
And the range is nuts!
Looking at that video, all I can think is that I don't know how HG will ever be able to release challenging content. I feel bad for whoever there has to do game balancing, having to deal with supercharged slots
is it really that godly
FR, super charged slots shouldnât affect damage
It looks pretty OP to me, absolutely. But more importantly the slots increase the power level spectrum dramatically, making it potentially very difficult to release content that is challenging for end gamers but doesn't also roll over newbies and midgamers. NMS (so far) doesn't have the luxury of gating content for endgame play (i.e. raids and such) -- most all content is available for all players who have progressed past the beginning hours of the game.
I didn't see a fix for that listed in the experimental patch notes, so I imagine it's still broken
The Switch patches are taking very long to approve
Bet they ainât fix that tho đ
Yikes
You can't enter the anomaly? 
No I can it just freezes when I try to enter and I have to wait for a minute or two and then it lets me continue through there
Which platform?
Wow
Even with MP disabled?
Yes. Honestly my multiplayer also doesnât work and I say that because there was a lot of times (this is before my game pass ran out btw) where Iâd load in and nobody would show up. My multiplayer generally stays on.
And switch doesnât support multiplayer at all so
So crazy. And that's Series X? I'm also assuming you got today's update 4.06, right?
Which I think sucks because it makes it to where you canât do quicksilver missions at all
I have series s and yes I updated it this morning
Yeah it sucks. But there is a way for you to get some Quicksilver, outside of Nexus missions. I'll have to find the exact info I'd shared from Bkay before, one sec.
Ouch. So the videos are after the patch?
I'm also assuming you reported it to HG right?
I remember trying to help someone get to the anomaly for a ride I was giving them, they were on Xbox too, and reported a similar issue. Disabling MP helped them. I'll try testing it on Series X altho I don't recall experiencing this issue recently, since 4.0 
@timid garden here's the info re: QS
bkay201#1943 confirmed sources of Quicksilver for Switch should still be:
the space anomaly quest should reward some, pre 4.0 it was about (or a little more than) 1.5k qs, and then there's the condensed stellar ice space encounter
started a new save, and already received x300 from the SA quest line, so i'd think that's still working for SW users too
@open ravine you've confirmed these sources post 4.0? As in they should still work for Switch players, right?
i've obtained qs from the space anomaly quest post 4.0, yeah đ
CSI is also still available and dropping the same amount as before, x100
How do I get the stellar ice to show up? I havenât came across any yet is why I ask
Quoting @open ravine here:
it's basically pulse, trigger space encounter, shoot stellar ice, land/exit ship, reload (repeat as many times as you can or want)
try looking it up on r/nmscoordinateexchange, i'm sure there's plenty of systems with easy access (i.e. short pulse time requirement) to condensed stellar ice
!SearchNmsce Stellar Ice
r/NMSCoordinateExchange: A place for travelers in No Man's Sky to share and discuss their in-game finds with coordinates and have an awesome shared âŚ
happens to me occasionally on series x since 4.0. some days I enter anomaly fine, others it's go find something else to do for 10 minutes while you wait. as for multiplayer not working, this mostly happens when I quick resume the game, quitting and restarting usually fixes it for me
I think the weapon bonus by supercharging the main module is a bug. Because unlike everything else, weapon upgrades arenât multiplied and are instead added bonuses (from xaines video) but it multiplies the basic tech module instead of adding which seems like a bug
It multiplies everything by 1.25. Additive or multiplicative defines how this modificator is inserted into the chain of calculations
Main module has, say, 70 dmg. Upgrades have, say, 3 dmg each.
So we have 70*1.25 +3+3+3 without adjacency
at the very least it seems like a bad decision from a gameplay pov, because I don't think there's a reason to ever use a supercharged slot on anything other than the base tech
The bad decision imo is to make them random and so few of them
I feel like I'm gonna use a save editor when they're out so I can get the suit I like, or ship I like, and that's not.. the best way to play
I think having them differ based on seed adds another factor when hunting ships or multi-tools. most people won't care about having the absolutely perfect layout, that's more of a minmaxer thing
I'm just loving the difficulty options
You can make a survival/creative sort of gamemode
yep; you want tons of damage and no resource grind? you can do that. you want the opposite? you can do that too!
Agreed, totally unexpected and a great feature.
I wonder if people will be able to tweak the settings to some degree on expeditions (so those who want them to be super combat-tough can have that and those who want them to be a more chill experience can have that)
Where did expeditions go
I feel like this update would be the perfect one for a new expedition because of all the balance and qol but ig they're waiting for some proper content first
they might be stickign to 4 per year, with late nov through new year's as a quietre time for the devs (i.e. rerun). we'll see
They apparently devoted quite a bit of time/effort to ironing out bugs and perceived balance issues, which is great imo.
Yeah, if the expedition followed the launch of 4.0, it would have been a bit of a disaster imo
But if it's done after a few patches, new minor features like the supercharged slots, it's cool, it helps us discover it properly
Hereâs hoping that weâll get an expedition in a month or two and itâs on the level of emergence and leviathan
Still haven't fixed being able to trade repackaged tech modules as far as I'm aware
Are there capes on switch yet? đ
no
I didn't see that I'll look for it in the 4.0.7 update. Maybe it's hidden in the menu?
I didn't see that. Then again on the switch version mp isn't available. So no trading to begin with. I assume it's on the pc and mp enabled versions though.
Edit: no way it's in the switch menu I didn't see that before
I haven't been able to recreate that issue.
I'm hoping they release mp at some point on switch given they've made it this far on something claimed to not at all be technically capable of running nms. So of course it falls back on.. where there's a will there's a way
It's been there since prior to 4.0
It's under the utilities cog
On switch version? i haven't been playing pc version lately in favor of the switch build
But yes i see it there now, honestly didn'tcheck pc build just switch Also glad to see super slots are in 4.0.7 thats awesome in multitool and the equipment grid
Wait a minute. On nms do our fleet ships level up based on # of missions we send them on? I didn't see that in any of the update notes. If it was mentioned can someone point it out too me? Or do we currently have to buy higher ranked ships for our fleet and discard/dismiss the lower ranked ships?
Yes, they cap out at 55 expeditions, so for normal mechanical frigates that's one of the main stats people consider.
Otoh for organic frigates they all start at 0 expeditions, so buying at S is advised
Ohhhhh so if they already are past 55 successful expeditions they won't level up further?
My god i screwed myself buying all these frigates with level c status and having over 100-170 successful expeditions. Dang now i gotta dismiss and replace.
yes, you will want to replace them over time and improve your fleet
My god so much has changed. So wait we can still only have 1 capital freighter right? Can we upgrade our capital ship class? I got the body of freighter i want and the right crew i want but i thought we could upgrade the classes now
they cap at 55 expeditions, not encounters, just to be clear.
You cannot upgrade freighter class
dang thanks for answering my questions all
@white trout sure np, also this might be helpful
I always looked at expeditions i had it so wrong thought more successful expeditions was preferred not unpreferred
Generally 4 or less is good for C class
Well great purge there goes 190mil lol can we salvage the credits we sank into the class C ships from buying them?
Not afaik
well nuts im just gonna have to replace them slowly then. have like 12 class c's and 3 class a and 1 class b. Time to start buying new and filtering out old when i hit what was it 30 freighter limit?
driving me nuts as they keep coming back from expeditions totally wrecked or in critical, despite being sent on low tier missions and matched appropriately.
still only 1 freighter, that's right (system or capital, whichever)
you can transfer all your tech over if you get a new one though. just not cargo bulkheads
anyone realy want ship customisation in the next update?
that is a great question for #nms-the-future
@green kiln Ty for the awesome summary of 4.0 updates in #no-mans-sky: <#no-mans-sky message>
Do you mind if you post that here, where I can pin it. In #no-mans-sky, we'd probably lose track of it more easily.
I'll ask @jade lion and @open ravine to take a look at it when they're on in case it needs any edits or additions.
Yes. This is a good place to put things down. It will also be easier to point others to the thread instead of trying to guide them to either look at the pins in channel, or pasting the message link. Thank you @pallid ridge 
4.0 Update in a Nutshell 
-
Inventory Overhaul
General and Cargo inventories were merged into one. Excluding Exocrafts, all Tech and Cargo inventories can now be upgraded up to 60 and 120 slots, respectively. Where applicable, class limits both max tech and cargo upgrade limits, with different cargo limits applied per ship type. Storage containers now have 50 slots. -
Slot Overhaul
Technology inventories now have a chance to contain supercharged slots that offer substantial boosts to the stats of technology or modules installed in those slots. You can recognize a supercharged slot by its bluish lit color with bright border. -
Technology Packaging
We can now "package" installed tech and upgrade modules, preserving their stats, effectively allowing players to migrate entire builds to other gear (existing or newly acquired). Packaging can also be used to prevent tech and/or upgrade modules from being damaged. -
Module Limitations
An old, exploited bug that previously allowed 6 upgrades (3 in tech, 3 in general) has been fixed, in turn restricting us to 3 upgrades of the same type + however many available blueprints. With the new supercharged slots and some upgrade module types having their stat ranges rebalanced, the assumed "nerf" can be compensated to a degree. Starship specialization bonuses have also been raised. -
Inventory Overview
Through toggle buttons on the left, the inventory UI provides item and tech filter overlays to reduce the time spent managing inventory. Expand buttons can toggle between minimized and expanded displays, to show full Technology or Cargo inventory grids. -
General GUI Overhaul
The game GUI has been changed to look more streamlined and tabulated, making it easier to navigate. -
Difficulty Settings
Update 4.0 also introduced robust Difficulty Settings, giving us the ability to thoroughly customize our gameplay experience. Except for Permadeath and Expedition, all other game modes (Creative, Relaxed, Normal, Survival, and Custom) can play with each other in multiplayer.

Contributor: @green kiln, Singular Gleam#4977, bkay201#1943
Last Updated: Feb 9 2023
Note: Please reply to this if you identify any errors or information missing that should be updated. Thank you.
Thank YOU 
Tweaking a bit
A tad bit late into the update for this summary innit?
Idk
Oh nevermind was an answer
I didnt spot the @ reply
Yeah. Some folks are still shocked when they get back in the game after a long while, by all the changes without a clear in-game run-down of why their inventory looks so "broken". We want to reduce the post-4.0 trauma with a helpful recap 
Wasnt a complaint just moment of confusion
@nocturne kite (i still gotta do a couple of edits but you get the gist)
is mitey correcting u?`lol
? Oh no. He was curious what updates we've had since he took a break from NMS 
ah ok
@green kiln, fyi, Gleam, Bkay and I made a few edits to this pin. please check it out and let me know if you see anything missing or have any concerns about the changes. 
Okay.
Looks great to me. 
They say as they revive the thread
You unarchived it by typing in it 
There's actually an important pin in this thread that we may redirect members to. So this type of thread could get unarchived now and then.
Members are welcome to unsubscribe from threads anytime if they don't want them to show for them.
Sooooo.. all those tech I kept after the big inventory mess update, should I just get rid of them or are they useful somewhere? 
If they aren't for the suit you could keep the, for another ship/tool. Suit ones aren't going to be any use
What does a maxed out suit tech looks like now? Can I have an inventory screen? o:
Just to know if I'm missing something or if I'm good with that:
oooh they added an expand button so we don't have to scroll all the time, nice
!Faq-SuitLayout
to view, enable Link Preview 
In case that helps 
Yeah, that's a nice feature
Uh correct me if im wrong but dont admins have perms to completely lock a thread? @jade lion @pallid ridge
Yep, we haven't intentionally
Lol, why is everyone concerned with this thread all of a sudden
Yes, but we don't feel the need to for some of these as I mentioned above 
There's actually an important pin in this thread that we may redirect members to. So this type of thread could get unarchived now and then.
Members are welcome to unsubscribe from threads anytime if they don't want them to show for them.
@slim nymph In case this Pinned Message helps: <#1027995012622983378 message>
Here you go @tawny elk In case it helps <#1027995012622983378 message>

Ideal Layout for Exosuit Synergy