NMS Remnant

Scanning for Waste Heaps has the same issue that scanning for any building type used to have in the early days.

It will always pinpoint the nearest one, even if you’ve already been to it. This makes travelling to multiple waste heaps around a waste facility quite tricky.

In the expedition, they worked around this by having the RV zones point to them.

What I have ended up doing is travelling some distance away, picking up what scrap I find in the wild on my travels, until I’m sure I’m closer to a newer one for a scan, than I am to the older one that’s now far away.

It has me wishing for something, a feature that has been there since launch but has not really been touched on since.

Waypoints. You have always been able to rename them and they used to be one of the core things to discover and upload, back when that was all there really was to do in the game.

Currenty the game only shows you the last 6 visisted/saved waypoints and beside naming them, theres not much purpose to them.

We can add trackers to planets and moons, or mark things with trackers in our visor.

Allowing us to mark a previously visited waypoint in the discovery tab, similar to how we can mark a planet, would be very welcomed, especially now that we’re doing delivery runs across a planets surface. You could set up routes by utilising this feature somewhat too.

That or have the waste heap scanner mark a waste heap other than the one you are currently at or near :stuck_out_tongue: They’ll probably do this first before they do anything with waypoints. Was an odd thing to make note of in the expedition considering it’s a fairly basic and overlooked feature.

@sheralmyst

I’ve been doing a good chunk today in my legacy save. I only just got the Big Rig title there, which is for manually delivering “a large amount of industrial waste”, which is a collective total of all types. The next one up from that is “a vast amount”. I get the feeling this one will be the incinerator.

The Big Rig title unlocked the wide cockpit.

Have yet to unlock any titles for delivering specific types of waste. A stat tracker of waste delivered would be nice, similar to the fishing section in the wonders catalogue.

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Tried to see if an exploded sentinel walker could be loaded onto a truck and brought for recycling .

Sadly, their parts are not part of the physics party and cant be manipulated with the Gravitino Coil.

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I would really like to see that changed. In fact, carting off all sentinels as scrap after a battle would be excellent.

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I was meant to put the barrels in the truck and see if they could be incinerated back at the waste facility but I kept shooting them out of habit :joy:

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Next experiment… how do things behave on a low gravity planet?

I have a scrap base on one I was using to get easy corvette bits as it had a high density for their spawn locations.

Will report back any findings. A scientific experiment that encourages intentional crashing and vehicular travellerslaughter :saluting_face:

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Hmmm…I just found industrial waste on a planet with no salvageable scrap so there is nowhere to dispose of the stuff

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Lure a sentinel over and then shoot the barrel. They still have some purpose in this instance.

Kinda reminds me of Worms when they added the explosive barrels to pair up with the originals mines.

Having a fight around them is quite explosive.

I spent my first time on a stormy planet with rough terrain and aggressive sentinels.

It’s a completely different experience, and more of a mad dash to safety. I really enjoyed it. Sentinels can shoot your cargo so suddenly they become an entirely different kind of threat. You may have gotten used to surviving their onslaught, but your cargo most likely won’t.

I had fun luring sentinels away from trash heaps and then loading up the truck when the coast was clear, loading as quick and as much as I can, if they came back or I got their attention again I just left with whatever I could get.

Because the plough on the front also attracts sentinel attention, on aggressive sentinal planets sometimes your forced to take drastic risks in your journey just to escape them, you don’t have time to stop and pick any lost cargo because their shots will lose you even more. It’s just go go go and in moments of calm do your best to scavange more or assess the damage and think about the route ahead.

I highly recommend you all pay a visit to an extreme weather planet with agressive sentinels, uneven terrain and Salvageable Scrap :slight_smile:

On these very stormy planets I also found myself waiting for daybreak as night could be far too treacherous and full of many pitfalls. Being able to check the time from the Colossus now is a very nice QOL. If it’s hours away I may just take the risk before sentinels approach my resting place, or if it’s close I’ll take shelter and wait out the night.

Edit:

I got the furnace body, you get 15 nanites for any type of trash thrown in so 10 less than you get for the bins at the waste facility.

Sounds like unlocking this will be the answer for those planets if you feel like cleaning up there. Save a preset where it has this modification and call it in on planets without waste facilities.

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Ooo … Right up a Citizen Scientist’s alley!

The update makes me keep thinking of “Trashcan Man” in The Stand .

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It seems 50 is the required number tied to unlocking each title connected to a specified specialised waste.

If im remembering correctly i think it was 75 scrap in total for the blast furnace body.

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Off to a good start..

… doing better…

… I am become delivery man!

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I should have asked my question about how to unlock Colossus parts in this thread, and not in the expedition thread. (I’m in my main save.) Trying to retrace my steps.

First I had to install the Gravitino tool to trigger the quest. Then practice throwing at the waste recycling site until I got the flatbed, was very fast. I must have installed a new scanner in the Colossus, too, right?
After scrapping 100 of any trash, it unlocked the wide cockpit for me. The asymmetric one was already unlocked!?
Do unlocks happen in the same order for everyone or random?

Also, did you check whether the auto-dumping-instead-of manual-sorting method counts for the mission and unlocks? I had the impression it did not progress the counts. I was tired and thought the auto-dump would only give me less nanites…? Need to watch that more closely. :magnifying_glass_tilted_right:

I’m basically repeating the expedition a second time, kinda odd.

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The titles unlock condition seems to state it is for manually removing waste, so I don’t think it counts towards it if you use the auto deliver.

The customizations will unlock depending on which waste you dispose of the most.

There is one for ploughing resources with the excavator on the front installed.
There are three unlocks tied to the specialised waste, 50 of each.
One tied to the scrap metal, 75 total.
There are two tied to global waste removal, but I am not sure on the numbers for those.

You can check the title and their unlock requirements at the appearance modifier and going in to banner. Each title has a customization unlock connected to it.

Since they’re unlocked via titles, which are tracked across all saves, you only need to unlock them once and they should be available then in all present and future saves.

edit:

Dragonsire just posted a list of the unlocks and their requirement totals.

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Wait, are you talking about the expedition or the post-Remnant release mission?

Let’s say I don’t care about titles, and I saw that the heirloom items were successfully unlocked. I am looking for the Colossus unlocks, spiderlegs and such, am I on the right track?

Is the mission literally the same as the expedition…?

It’s 1 a.m. here… I’ll think about these deep, exciting questions tomorrow. :grin:

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The expedition unlocks the camouflage finish, the asymmetrical cabin, and the mechanical legs and can be purchased at the QS shop.

On the Anomaly, you can purchase the cyclops scope and the excavation blade from Perses

So far, post expedition, I have earned the flatbed module, the widescreen cabin and the furnace module.

The front and rear treads are given to us from the start.

There are still 4 more running gears and I have no idea what opens them. After gaining the furnace, the mission disappeared from the logs and there is nothing keeping track of my progress.

And I believe the trash number counts even if you use auto sort. I had my doubts at first but the widescreen cabin unlocked after I used the auto sort so it must count.

Correction: after a restart, the count and the objective returned in the mission log

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From my own experience, it DID NOT count & I had to make up the difference through scrounging.

Lessons I’ve learned:
In a regular save I have found finding a open terrain landscape, (no grass, shrubs or hidden gravatinos) provides a better driving surface.
Sometimes, things you drive over, (like shrubs) cause the bed contents to scatter everywhere.

I also have found using coloured beacons to mark Waste Heaps & Recycle Facilities more useful than the generic icons, (particularly on a snowy planet). I’ve also been shuttling using a starship & then summoning my exo for return runs only, a good time saver.
Going around a lumpy bit ends up being quicker than repeatedly scooping up lost cargo.

Carefully cargo stacking is not really any better than simply wriggle cramming stuff into place, because the load shifts super easily if the bed isn’t full.

Avoid mixing ‘special’ & regular scrap if you can, as it bounces & moves differently making it harder to keep the volitile stuff safe over the bumps. I noticed a full load of ‘special’ trash is actually pretty well behaved unless you throw some big metal chunk in there.

I’ve found that a ‘first’ run, focussed on ‘Special’ waste, followed by a couple more to get the regular scap, allows you to carefully learn the terrain & note the extra piles here & there.

On the last run to a waste heap, picking up the little piles along the way & really heaping them up makes for a good last haul because you now know the terrain a bit better & can risk an oversized load… Just have to travel extra slow but its quite satisfying when you speedy-punt a huge pile of scrap into the recycler.

These are probably things everyone has worked out but I thought I’d post them for any yet to enjoy the update.

Incidentally, I stand corrected from my first judgey impressions of space trucking, clean-up crew. It’s actually been quite fun, so thanks H.G.

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Just tested with the portable furnace.

waste material only counts as scrap metal when burned in the portable furnace.

So, waste material must be sorted into the specific bins.

and I just unlocked off-road wheels throwing scrap into the portable furnace

Ok. Made it to a waste management area with industrial waste.

When industrial waste is thrown into the portable furnace, it counts as scrap metal but not towards the specific type of material it is.

When industrial waste is thrown into its specific bin at the processing plant, it counts towards its specific type of material but not towards the scrap metal.

And the big question answered, if you use the auto sort, the industrial waste does not count towards anything at all and neither does the scrap metal.

Here is my count and I still have 3 sets of wheels to unlock.

I also just found a base in the wild and it is right beside an Archive which is on a hill overlooking a Waste Management Facility which sits right under a crashed Freighter.

I will be building a base here.

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Talking about normal play. The Colossus customizations unlock with the titles, so the requirements given for the titles, are the same requirements for each customization unlock.

The spider legs, Asymmetrical Cabin and Balaron exosuit clothes were expedition rewards.

The other tires, bodys and cockpits are rewarded by completing the requirements listed under the entries for the titles, which is why I bring them up.

Technically you can also earn ALL these titles during the expedition, and since title-unlocks are account wide, you won’t need to unlock them again in a different save or a new save, so you will always have the Colossus Customizations once you’ve unlocked them once.

There also happens to be an expedition specific title related to doing something during the expedition but it doesn’t unlock any customizations. This is the only title related to waste management that can’t be earned outside of the expedition.

This post will show you requirements for each title and which Colossus Customization it unlocks

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Thanks all for filling in the big picture! I can barrow my main question now: where’s my spider legs at? :frowning:

  • When I opened the QS store for the first time after returning from the expedition, all expedition 21 items already said “previously obtained” (I don’t recall the English verb)
  • I cannot install spiderlegs in my Colossus, only classic and two types of tank tracks
  • I could install Camouflage(?) paint and asymmetrical cabin early on
  • I suddenly got Wrecked/Rusty? paint during waste disposal missions, I don’t recall what triggered it
  • I got flatbed and wide cabin at the waste deposal site mission, as you said, okay.
  • Should there be a community research progress bar in the QS store…? I didn’t see one in ages

Oh yeah, good call. Be aware of the big hazmat-gauntlet-harvestable plants… you easily drive through them and they swipe everything off the flatbed, grrr.

I see, thanks! I might have ignored some info thinking it was not applicable.

Where are these running gears?

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The first 3 items in the Colossus modifier are where all the unlockables appear. The mechanical legs are in running gear

Sorry for the pic. I am on Steam Deck right now.

One of my big complaints is that I cannot pack up the modifier and take it with me. I have built at least a dozen now.

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One of the best things about this update is the cyclops scope, I’ve installed it on all my exocraft. I know most people see the exocraft as useless but I always liked them. And I always use them when I am fossil hunting or corvette parts hunting, but these are special use cases. One of the things that prevented me from adapting them fully was the fact that you couldn’t scan flora and fauna while in the exocraft; you had to hop out, scan, then hop back in. Now you can just stay in the exocraft. Possibly the best quality of life update in a while.

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