banner



How To Get A Second Living Ship

The subject of this article is from the Endurance update.
The information from this article is up-to-engagement as of 6 October, 2022.

A Living Ship

A Living Send is an organic starship.

Summary [ ]

A Living Ship is an organic starship; much like a cross betwixt a traditional starship and a fauna. The actor may develop Living Ships via the Starbirth quest, or buy one with nanites afterward the quest has been completed.

Living Ships are simply used by the player, non by NPCs. They ever come in S class and a 22+21 storage configuration. However, it is possible to trade a Living Ship with an NPC's Starship, and then recruit that NPC to your squadron.

They take the ability to warp to other star systems of any colour without requiring upgrades.

They are very easy to maintain equally "recharging" their organs requires uncomplicated materials such equally Gilded, Oxygen, Chromatic Metal, etc. instead of tedious materials such as Starship Launch Fuel or Warp Cells.

Obtaining [ ]

To obtain the first Living Ship, a actor will need to purchase a Void Egg from the Space Anomaly for 3,200 Quicksilver, then complete the Starbirth quest.

If the player wants to acquire a second ane after the completion of the quest, they will need to buy and activate another void egg past pulsing with their starship. The run across seems to trigger faster when pulsing with a living send compared to a normal starship. The "hatch" option removes the void egg from the player's inventory. Wing to the marked crash site and pay x,000NANITES.png to obtain a new Living Ship. Reload an autosave if it does not show up correctly as a Living Ship, but rather as a normal crashed send, or if y'all are not satisfied with its appearance.

To get a specific ship, activate the void egg in some other organization, then warp to the organisation with the desired ship. Fly to the coordinates on the planet with the crash site of the send you lot want, then reset the quest in your log. The crashed ship should swap with a Living Ship. If not, reload an autosave.

For a list of documented Living Ships, see Starship Catalogue - Living Send

Technologies [ ]

These biological ships have their ain fix of unique organic pseudo-technologies, all procedurally generated for a customised, evolved loadout.

  • Neural Assembly - near-equivalent of Launch Thrusters. The difference is that S class upgrades give you both guaranteed -xx% launch price plus automated recharging per upgrade, while A class ones give you a guaranteed -20% launch cost. At that place are no boost values granted like in the more contempo Launch Thruster Upgrades.
  • Pulsing Centre - equivalent of Pulse Engine
  • Spewing Vents - equivalent of Photon Cannon
  • Scream Suppressor - equivalent of Shields
  • Singularity Cortex - equivalent of Hyperdrive
  • Grafted Optics - equivalent of Phase Beam

Upgrades [ ]

Procedural upgrades, excluding inventory, tin exist achieved by using Psychonic Eggs.

Name Result
Spawning Sac Allows increasing of Living Ship inventory
Wormhole Brain Equivalent of both Economic system Scanner and Conflict Scanner combined every bit a single item
Chloropast Membrane Allows automatic recharging of the Neural Assembly
Neural Shielding Blocks hostile cargo probes

Upgrade Modules for this blazon of ship may be obtained via a special Void Egg space encounter or by hatching Psychonic Eggs, and are incompatible with normal upgrades.

The upgrades can be developed to college classes with Nanites.

Module

Proper name

Stats

Drawn

Module

Improves

C-Grade B-Grade A-Class Due south-Grade
Min Max Min Max Min Max Min Max
Neural Assembly E'er Launch Cost 5 x ten 15 15 20 twenty
Automatic Recharging No Aye
Pulsing Heart 1-two Fuel Efficiency 5 10 10 fifteen 15 xx xx
Maneuverability 0 five 0 x 5 12 5 12
Heave 0 five 5 10 five xv x 15
Ever Teleport Receiver Activated (Subconscious)
Singularity Cortex Ever Hyperdrive Range fifty 100 100 150 150 200 200 250
Possible Warp Prison cell Efficiency 100 100
Ever Hyperdrive Scramble Activated (Hidden)
Scream Suppressor E'er Shield Forcefulness 0.05 0.one 0.05 0.1 0.1 0.2 0.2 (30)
Browse Activated (Subconscious)
Grafted Optics 1 one-ii Heat Dispersion 10 35 35 55 55 75 75 95
Damage 30 40 40 50 50 60 60 (24) 70 (27)
Spewing Vents i 1-2 Fire Rate 0 i 1 2 2 2.1 (3)
Estrus Dispersion 0 1 1 ii ii three 1900 2700 (3)
Damage viii 16 12 20 16 24 20 (6) 28 (8)

Notes:

one. Damage Stats visually indicated on upgrade in-game do not appear to reverberate actual in game results.

two. Upgrade modules should be added adjacent to the cadre arrangement where possible, to a maximum of three upgrades in each type of inventory slot (eg. cargo and technology slots). This is best achieved by arrangements in a 2x2 box, or as a slightly lower cumulative gain equally a line of 3 vertically or horizontally adjacent to the core organisation.

Stats [ ]

  • Base Launch Cost:
    • Creative: 0%
    • Relaxed: 10%
    • Normal: 25%
    • Survival: thirty%
  • Maneuverability: Average (~200)
  • Inventory:
Size Storage Sacs
(General)
Organ Chamber
(Tech)
Medium 22 21
  • Type bonus (+%):
Class Harm Shield Hyperdrive
min max min max min max
S Class 35 50 10 25 l 65

Part Names [ ]

Living Ship Role Names

Heads [ ]

  • Anvil
  • Hammerhead
  • Shark
  • Tusked
  • Compact

Armor [ ]

  • Long Arm
  • Short Arm
  • Bigfoot
  • Fruitbowl Feet
  • Pedestal Feet

Thrusters [ ]

  • Triple Thruster
  • Single Thruster

References [ ]

Living Send part names - Reddit post

Release history [ ]

  • Living Ship - Introduced into the game.
  • Endurance - Added the ability to upgrade living ships.

Source: https://nomanssky.fandom.com/wiki/Living_Ship_(Starship)#:~:text=to%20obtain%20a%20new%20Living,system%20with%20the%20desired%20ship.

0 Response to "How To Get A Second Living Ship"

Post a Comment

Iklan Atas Artikel

Iklan Tengah Artikel 1

Iklan Tengah Artikel 2

Iklan Bawah Artikel