No Man's Sky 无人深空

No Man's Sky 无人深空

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EXPEDITIONS (EN)
由 akha 制作
This guide isn’t meant to be a step-by-step walkthrough or a ready-made solution, but rather a way to help you approach expeditions in the best possible conditions — to understand their mechanics and get the most out of them.
In short, to turn you into a seasoned expeditionary! 💪

Here, I’ll mix a few concrete facts about how expeditions work with some practical advice based on my own experience.
Of course, I’m not here to tell you how to play — just to share some solid field feedback that might help you along the way.
   
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🪐 Introduction
Hello peoples
Welcome to this first volume of the Intergalactic Traveler’s Guide.

And here, we’re talking EXPEDITIONS!
Or how to earn 400,000 nanites while having fun (yes, that’s deliberately a catchy title).
So, grab your towel, and let’s go!

This guide is not meant to be a detailed step-by-step walkthrough or a ready-made solution, but rather to help you approach expeditions in good conditions, understand their mechanics, and make the best use of them.
In short, to make you a skilled expeditionary!!!

I will therefore mix here: some concrete facts about how expeditions work, and practical advice drawn from my own experience.
Of course, I am not here to tell you how to play, but to offer you a good dose of field feedback.

In short, if you’re looking to know how to optimize your expedition experience, avoid common traps, and maybe discover some lesser-known (or downright borderline 😅) mechanics, you’re in the right place.

In this guide, you’ll find:

A presentation of what expeditions actually are

The different ways to embark on the adventure and what they imply

What to expect from their progress

A series of tips to start off on the right foot

And how to make the most profit from an expedition — because yes, expeditions are an underrated gold mine for players

Because of its density, this guide is intended for the most motivated players, regardless of their level.
Don’t be surprised if some details are missing: the topic is vast, and it’s hard to cover everything without diving into ultra-precision.
📘 Presentation & Redux
What is an Expedition?

The Expedition mode is a game mode distinct from a regular playthrough.

These are temporary, thematic events released alongside major game updates, with an average of four expeditions per year.

They reward participating players with Expedition Rewards.
These rewards are shared across all your saves (past, present, and future) and must be claimed from the Quicksilver Synthesis Companion located in the Anomaly.

Updates are regularly accompanied by unique secondary missions that act as in-game tutorials, helping players find their way no matter when they join.

However, expeditions go a bit further than tutorial missions by highlighting the new mechanics and content introduced in the accompanying update.
They offer players a parallel gameplay experience, with a unique theme that showcases the recently added features.

They can also:
  • Integrate specific gameplay mechanics and items related to the expedition.
  • Revisit older content, bringing both novelty and a refresh of the basics.
  • Include secondary lore elements, more or less significant to the game’s universe.

⏳ Duration and Redux Period

At their initial release, each expedition is generally available for six weeks (sometimes less).

At the end of each year, we have the REDUX period.
Redux expeditions are re-releases of the expeditions from the past year, running one after another until the end of the event.
This allows players to:
  • Replay previous expeditions,
  • Collect any missed rewards.

They can also occasionally be accompanied by a random expedition from previous years.
However, the duration of each Redux expedition is shorter — usually around two weeks.

This Redux period generally starts in mid to late November, but it’s recommended to keep an eye out from the first week of November to avoid missing anything.
🚀 How to Join an Expedition
There are two ways to join an expedition.

1. The “Stand-Alone” Mode

This mode is accessible from the main menu of the game when creating a new save.
It allows you to start an expedition in a new save slot.

Once all phases are completed and the rewards have been collected, the expedition comes to an end: the save then becomes a regular game.
The player keeps all acquired progress such as recipes, abilities, and unique technologies related to the expedition — for example, the Quicksilver Elixir recipes or the Utopia practice stations.

This option is particularly interesting if you want to:
  • Obtain unique recipes or items from the expedition to trade later.
  • Transfer items through another player to your main save.
  • Observe the objectives to complete in order to anticipate your needs before starting the expedition on your main save.
  • Test specific mechanics of the expedition, always with a preparation mindset.

2. In Parallel Expedition Mode — From an Existing Save

In my opinion, this is the most interesting option, due to the many advantages and positive effects it can have on your save.

Everything happens through the Expedition Terminal located in the Anomaly, between the Nexus and the Quicksilver Synthesis Companion.
When launching, a parallel save to your main save is created.

You can then freely switch between modes:
  • From the expedition: via the pause menu (under your saves) or through the terminal, as long as the expedition is not finished, to return to your main save.
  • From the main save: through the terminal, to return to the expedition.

This is an important detail, as we will see later.

Advantages of this method:

Starting the expedition this way allows the player to carry up to:
8 stacks of technologies, and
24 stacks of items,
to make the start of the adventure easier (I will list later my personal choices and the reasons behind them).

This option is only available before starting the expedition, and the stack size corresponds to that of the freighter, which is usually double that of the regular inventory.
Except for materials like Carbon, where the limit is 9,999 per slot.

You will then need to access the Expedition Terminal again to retrieve your resources.

The terminal will also allow you to copy your multi-tool and ships from your main save.
The maximum cost is 2,800 nanites per copy, but it depends on the class of the copied object.

Important notes on transfer:
  • The equipped multi-tool and ship in your main save will be the ones available for copying.
  • The copy is possible at any time during the expedition, once access to the terminal has been unlocked.
    (a) – and this remains possible until the validation of the final phase, in the “main save → expedition” direction.
  • It is also possible to perform a reverse copy (from the expedition to the main save) under the same rules, and during the entire expedition.
🗺️ THE UNFOLDING
An expedition begins like a fresh start.

The player awakens on a planet common to the entire community, but their equipment, known recipes, and even their ship may vary depending on the theme of the expedition.

In the first few minutes, the goal is to get familiar with the environment and, most importantly, with the Expeditions tab in the pause menu, where a series of missions is organized into several phases.
Each completed mission offers useful rewards, sometimes essential to progress in the expedition.

These objectives can generally be completed in any order: if one objective is giving you trouble, you can move on to the next and come back later.

⚠️ Caution: Some objectives can only be completed in the system where you are when they are offered, which may require you to backtrack to complete them.
This freedom is accompanied by a coherent logic that naturally guides the progression of your adventure.

To complete a phase, you must finish all its objectives. The rewards obtained at the end of each phase are the highly sought-after expedition rewards, accessible to all your saves.

  • Note: Objective and phase rewards can be claimed in the Expeditions tab of the pause menu.
  • Note: If you encounter a mission validation bug, try turning off multiplayer via the network section of the pause menu. This usually resolves about 90% of such issues.

Once all phases are completed, the expedition is considered finished. The option to transfer items from the terminal to your main save becomes available after claiming your rewards.
The End Expedition button replaces the Return to Main Save button. Ending the expedition includes a summary of your adventure and a financial compensation in credits and nanites.

This compensation is calculated based on actions completed during the expedition: ships purchased, frigates recruited, planets discovered, horrors eliminated, and much more.

Discoveries (systems, planets, creatures) and bases built during the expedition will be automatically added to your main save.

However, cargo, frigate fleets, building blueprints, companions, learned words, and reputation will not be transferred.

How to Properly End Your Expedition

Resource Transfer via the Expedition Terminal
Using the terminal, and after claiming your rewards, you can use the transfer option to bring almost all items back to your main save.

Some restrictions apply to certain expedition-related items or resources, such as companion eggs. To transfer your items, simply use this feature and make multiple trips between your main save and the expedition.

💡 Tip: If you find a companion you really like during the expedition, note the planet’s coordinates where you adopted it or build a base there!
This way, you can return after the expedition and adopt another member of the same species for your main save.
🛠️ PREPARATION
So… what do we do now?

After covering the basics of an expedition, it’s time to level up: the accomplished expeditioner becomes a seasoned explorer.
This part of the guide presents tips and tricks to properly prepare for an expedition and make the most of it, combining efficiency, safety, and earning opportunities.

As mentioned earlier, it can be wise to create a stand-alone save to understand the challenges ahead and anticipate your needs — at least for certain types of players.
These needs can remain vague and differ from one expedition to another, which requires some organization.

My advice: Choosing a versatile approach allows you not to focus solely on resources meant to make the expedition easier, but to aim for three main goals when selecting the resources you bring:
  • Survival
  • Comfort
  • Autonomy

Consequently — and this goes without saying — on my main save, I anticipate and stockpile the resources I usually take on expeditions.
I can only recommend that you do the same.

1️⃣ TECHNOLOGIES: Comfort and Survival
The idea is to regain the gameplay conveniences we’re used to on the main save. No one likes a character who’s out of breath after 50 meters of running, or a jetpack with the lifespan of a Coke glass in a Mentos factory… or as fragile as a potato chip.

Since we can copy our multitool and ship, our biggest weak point will be the exosuit.
I usually bring packs of exosuit upgrades of S or X class, depending on my stock, with the following priority order:
  • Jetpack
  • Shield
  • Environmental Protection
  • Life Support Module

Being protected and able to move easily is fundamental. Starting from scratch, these modules are essential. Sticking to just these also keeps some technology slots free.

I also select some technologies I don’t use to sell for nanites!
This usually allows me to quickly fund copies of my favorite ships and multitools.

I can also bring “accessory” technologies, more endgame-oriented, like:
MK2 Refiner , Nutrient Synthesizer, Exocraft Calling Platform

Remember, all installed upgrades are transferable, so they are not lost (I recently got 10% ×4 Environmental Protection 😄).
They can also be deconstructed to recover a wider variety of resources, such as wiring or chromatic metal.

2️⃣ CARGO: Comfort / Survival / Autonomy

  • Nothing very complicated here: life support gel, ion batteries, hyperdrive cells, etc.—basically, everything you need to recharge all your systems.

  • Repair Kits: Can replace any resource on your damaged tech. They can also be gifted to the Merchant Guild. Available for purchase at pirate stations.

  • Suspicious Packs of each category: Why? Because I love unboxing! These packs provide a wide selection of illegal upgrades, nanites, and various resources. Available at pirate stations.

  • Salvaged Glass: Like the suspicious packs, it contains exosuit technologies. Glass can also be gifted to the Mercenary Guild, looted from (corrupted) Sentinels.

  • Glowing Mineral: Guild gift, but also a significant source of gold, silver, and platinum. Once unpacked and refined—and as if that weren’t enough—the three can also be combined and refined into nanites (or just platinum). Found on the surface of certain planets as “Floating Crystal” when using the analysis visor.

  • High-Value Items: Such as ship valve AIs—to sell if needed.

These items can be unpacked depending on your needs and provide excellent financial, material, and technological autonomy, leaving plenty of room to bring other things.

Useful Info: These items are, in my opinion, the best alternatives outside of Fugitive Foam to earn nanites and perform your copies.
I base my choices on three criteria: ease of acquisition, gain per stack, and refining speed (ascending order).

Item
Unit Yield
Acquisition Method
Larval Cores
50/unit, stack of 20
Purchase at pirate station; Whispering Egg – watch out for biological horrors.
Hadal Cores
50/unit, stack of 20
Purchase at pirate station
Radiant Shard
50/unit, stack of 20
Farm from large purple crystals on Dissonant Planets
Inverted Mirror
95/unit, stack of 20
Found on Dissonant Planets, loot from Dissonance Resonators; disable Sentinels using a pillar and your ship to reroute their circuits.

Special mention for aspiring farmers: chlorine and a selection of plants.
Chlorine can be refined into salt, which, when combined with plants in a refinery, allows you to produce climate resources like phosphorus, ammonia, or paraffinum, saving you from running around hunting for them.

In short, the options are numerous: it’s up to you to decide which activities to pursue during your expedition and act accordingly.

3️⃣ THE CORVETTE, aka The Swiss Army Knife of Space

Corvettes are player‑buildable ships that have the special feature of offering a full range of “tools” onboard. A true mobile base, you have everything at your disposal, providing much‑needed comfort.

Don’t hesitate to build a corvette dedicated to expeditions. Plus, you can decorate it and put stickers from completed expeditions on it—and that’s just plain cool! 😎

Personally, my expedition corvette carries, in multiple copies for some items:

  • Nutrition Unit: Ingredient storage and cooking
  • Refinery: 3-slot model
  • Chest: Extra storage within easy reach, always welcome!
  • Mission Radar: Offers mission opportunities wherever you are
  • Environmental Protection Unit: Can always come in handy, and it looks nice inside the corvette
  • Health Station: Useful, especially if you’re a rookie
  • Multi-tool Rack: Looks cool and lets you collect all the pistolasers you come across
  • Vertical Planter: Provides carbon and a touch of greenery onboard
  • Barrel Creator: Produces antimatter if you have an Atlas Pass V1
  • Box Creator: Wide selection of items, more or less useful—you can’t complain
  • Utopia Stations: Allow access to all unlockable technologies found in the Anomaly… no more back-and-forth trips!

This small selection gives me extraordinary versatility and ensures smooth progression without obstacles.
🧭 THE EXPEDITION
You’re ready like never before: the expedition finally begins!

In the shoes of a freshly arrived yet already experienced traveler, you have a well-defined mission list, you know your basic needs, and you understand the main mechanics. It’s time to take action and make the most of this adventure.

I won’t go into the very start of the game here, but rather suggest the best way to approach an expedition.

After that, it’s up to you to set your own priorities.

⚠️ Important Note: ⚠️
  • Expedition mode has its own difficulty settings, which cannot be modified.
  • However, it can be very important to disable PVP, as a few ill-intentioned players might take pleasure in ruining your experience.
  • To do this, go to Pause → Options → Network, and disable the PVP option.
  • Some expeditions have their own constraints (e.g., abandoned mode). As a result, the tips shared here may be partially more difficult to apply, or even invalid, depending on the expedition.

Useful Tips (in my opinion)
Practical advice: Keep in mind that if you make a mistake, such as losing an essential expedition item (for example, an Atlantis Engine), you can reload your save.
However, be quick: the game saves frequently and does not keep previous saves.

1. Inventory Management

You’re going to run out of space — it’s inevitable.
Be efficient: focus on primary needs while keeping up with your early objectives.
Don’t hesitate to farm a few credits along the way: it’s not uncommon to have some useful items to acquire right from the very beginning, and it can always come in handy.

Most importantly, buy extra inventory slots at every station you visit.
Later, you can also get an additional slot through the Anomaly, giving you at least two opportunities per system to expand your inventory.
Also, keep an eye out for escape capsules — they’re always good to pick up.

2. Objective Rewards


Not all rewards are immediately useful, and it can be smart to preserve some — for example, slot upgrades (for ships or exosuit).

My advice:
Keep these upgrades for your main save if you want and still need them, because slots eventually become very expensive.
Instead, Prefer a financial-type upgrade instead, much less costly at the start of an expedition than on your main save.”

3. First Key Milestone: Accessing the Anomaly


Your first major goal during the expedition will be to gain access to the Anomaly.
This usually happens at the end of Phase 1, but in reality, access depends on two specific criteria:
  • You must have made your first hyperdrive jump.
  • You must have landed at least once in the system reached (usually on a space station).

Exit your ship, take off again, and the game will validate the conditions to summon the Anomaly.
If it doesn’t work, simply reload your save — the game can be a little finicky at this stage.

Once access is unlocked, you’ll have access to your resources, transferred items, and the ability to copy your favorite ships or multi-tools, which should improve your chances.

4. Interactions with NPCs


The mission agent and the guild representative: these two NPCs are our friends — we don’t eat them 🦈!

The mission agent:
He gives you access to a number of missions that can be worth accepting, not only for the standing but also for the rewards he offers.
I advise you to prioritize missions such as:
  • Feeding wildlife
  • Killing creatures
  • Killing sentinels
  • Taking photos of worlds
  • (and optionally) fishing

These missions are particularly interesting because they do not require going to specific locations. They therefore help avoid the “UPS/FedEx syndrome” and can be completed “naturally” throughout the expedition, with no time limit.

The guild representative:

As the name suggests, he represents a faction. It is with him that you can make donations and retrieve some useful resources depending on your reputation level, such as:
  • Basic supplies (ammo, launch fuel, etc.)
  • Class A and S upgrades at good prices
  • High-value agricultural products
  • Resources at strong discounts
  • Frigate modules and slot upgrades

In summary, it is a significant bonus that only takes a minute during your station visit.

You can also choose to interact with the many NPCs to enrich your vocabulary in their respective languages (gain nanites at the end of the expedition).

On board the Anomaly

Several interesting opportunities as well:

- The Teleporter:
It is common for some players to create bases throughout their adventure.
Some of these represent opportunities to find resources or access areas that allow the completion of certain objectives.
Pay attention to the name they bear or to the illustration image.

Personally, I advise you to use this option only if you encounter difficulties, so as not to spoil the experience.

In case you got lost in the galaxy chasing a butterfly, the teleporter also allows you to reach the stations of the different rendezvous related to the phases of the expedition. A note then appears under the station’s name, indicating which rendezvous it concerns.

The “beggar” role-play:
“Hey dude, don’t you have some carbon?” 😄
Players are often generous: sit in front of the Nexus and be patient!

Previous expeditions:
They also constitute an interesting alternative. As we’ve already seen, expedition rewards are linked to all your saves, and the expedition save is no exception.
It is therefore possible to recover the blueprints, companions, multi-tools, and ships from previous expeditions if you wish, in order to equip yourself or benefit from them.
(Psst: some of them are even very interesting, notably the one related to the Omega expedition 😏)

Note that interacting with certain NPCs on board can also bring you nanites and trading options or mission opportunities (abandoned cargo).

You can then, at your leisure, continue your journey.
🤑 HYPER-PROFITABILITY aka the 400K Nanites
So, where are those 400,000 nanites?

How to take advantage of the mechanics linked to expeditions.

We’re now getting to the heart of hyper-profitability.
Depending on the type of gameplay experience you want, I recommend using these tips sparingly and with moderation (or alone — after all, you might be a solo player 😄).

Back to the stand-alone:

⚠️ Warning: It is essential not to complete the final phase until you actually want to convert your save into standard mode. ⚠️

One of the main advantages of stand-alone mode: once the expedition is finished, the save becomes a main save, creating a one-time bridge comparable to the expedition terminal.
Thanks to this intermediary, it becomes possible to:

  • Transfer resources from your main character to this stand-alone during the expedition.
  • Retrieve expedition loot for your main character, still via the intermediary, once the save conversion is complete (at the end of the expedition or the dedicated period, which means completing the expedition with your stand-alone character is not mandatory, provided you have patience).
Additionally, this stand-alone character will retain certain product or technology blueprints linked to expeditions, making it virtually possible for a player to possess almost all expedition-related items on a single save.

In Parallel Expedition Mode

⚠️ Warning: Do not click “Finish Expedition” in the terminal as long as you feel there are still things to do in Expedition Mode. ⚠️

“Legitimate” duplication (technology and equipment)

⚠️ Heads-up right away:
We’re not talking about a glitch or a bug here, just an advantageous game mechanic… and yes, a little cheat, let’s be honest 😄. Keep this in mind before diving into the tips below.

Reminder ⚠️: Copying your ships and multi-tools from your main save to the expedition must be done before completing the final stage.

The Expedition Terminal allows you, in exchange for nanites, to duplicate your technologies via the multi-tool and your ship—and now also corvettes. This is a weakness in the game that Hello Games has struggled to fix, so it’s up to you how you want to use it.

You can even copy your favorite ship multiple times: if having 18 identical “Guppy” amuses you, go for it! Your only limit is the amount of nanites you have available.

Technology Duplication

  • Make sure you have copied your ship/multi-tool from your main save.
  • On the expedition side, dismantle your technology so it’s stored, then transfer it using the terminal.

The technology will appear twice: once installed on the ship or multi-tool, and once as an item. This technique can be repeated once you’ve mastered the copy mechanic.

Reminder: The terminal can only hold 8 technologies at a time, so expect to make a few trips. Only multi-tool and ship technologies are affected.

Important: Ships and multi-tools that already exist in your main save are restricted and cannot be copied.
Workaround: Place the ship in the cargo archive or the multi-tool on the rack.
Result: Your 18 “Guppy” can coexist without any problem! Enjoy 😄

You can also dismantle or sell them to make a new copy if having 18 Guppy isn’t your thing.

Duplication of Corvettes and Modules

Duplicating Corvette parts—or even an entire Corvette—works the same way as for ships and multi-tools: via ship copying. But be careful, there are some subtleties:

Particularities:
You will need to dismantle or modify the Corvette between two copies and rename it for safety, as archiving is not possible for Corvettes.

Note: On the main save, at least one free slot (e.g., 11/12) seems required to copy a Corvette. This rule may also apply to other ship types.

If you want to replace one of your Corvettes, modify it minimally (cockpit, reactor, habitation, etc.), swap it for a standard ship at a station, then dismantle the latter.

However, if there is a difference, two Corvettes originating from the same copy can coexist. It is therefore possible to acquire a Class S Corvette with all inventory slots full, if a duplicate with the same stats and overloaded slots doesn’t bother you, for 2800 nanites. Profitable, right? 😏

A Corvette can hold up to 100 modules, so imagine the huge time savings for farming—even at a cost of 2800 nanites. Choose your favorite modules and mount them on a “trash” Corvette you can easily copy in a loop.

Useful if, like me, your proto-dog is barking at you and your Gek friends won’t talk to you anymore because of your Corvette addiction 😆, and you want to create 42 different Corvettes without using creative mode.

This option also works in reverse: you can send modules to the expedition side via a trash Corvette to complete your latest space builds during your expedition.

Note: The copy cost is 2800 nanites, even for a Class C Corvette.

Maximum Gains!! – The 400,000 Nanites are here

As we saw earlier, a number of actions carried out during the expedition can provide financial compensation in credits and nanites. Here, we will focus on nanites, whose opportunities are less frequent and whose gains are generally more modest.

It can be wise—or even necessary—to favor these actions, depending on your resources and the result you want to achieve. This can represent a substantial return on investment: some expeditions have brought me close to 400,000 nanites without too much effort.

Here is a non-exhaustive list of the different actions and the unit gain they provide. Some of these require a significant investment of time or credits, so take that into consideration:
Actions
Gain per Action
Notes
🌍 Planets visited
8 nanites
Time and fuel
🔍 Discoveries made
12 - 15 nanites
Time and scanner
🏠 Base elements learned
80 - 120 nanites
Data salvaged
🏺 Relics acquired
230 nanites
Time, scanner, and maps
👹 Horrors obliterated
25 nanites
Ready ? Fight !
🛠️ Upgrades purchased
150 Nanites
Low profitability
🚀 Frigates recruited
2000 nanites
1 cargo: lots of credits and purchase opportunities
🐾 Companions adopted
210 nanites
Some nanites for buying slots and a good stock of food
🗣️ Words learned
45 nanites
Exploration and dialogues with station NPCs
🛸Ships purchased
900 nanites
Purchase or wreck recovery
These values are based on my personal observations from several expeditions and may, for some, vary from one expedition to another.
To get a precise idea of which actions to perform, you can complete the expedition once on another save
💰 Hyper-Profitability PART 2
👑 The Almighty Overkill Ultimate Overpowered Upgrade! 👑

During redux runs, some players may prefer to skip it entirely.
But for the more hardcore among you… know that even in a redux, there is a small unexpected advantage:
the Ultimate Upgrade!

In short, this is an “illegal” upgrade, installed at the very start of the adventure, displaying the highest possible stats!
A few examples to whet your appetite:
  • 🧥 Environmental Protection: +10% to radiation, toxicity, cold, and heat
    (Expedition: 3 – Cartographer)
  • 🚀 Jetpack Fuel Tank: +239% capacity, +19% initial boost, -60% recharge time, +38% recharge rate (Expedition: 2 – Beachhead)

Enough to maximize your main character.
You decide if it’s worth the grind

The Expedition Admiral and Expedi-ception


When we talk about expeditions, we start from scratch…
It’s also the perfect opportunity to revisit the basics, and we’ll take a quick look at the cargo and how to acquire it.
Not all heroes wear capes… but in this game, you can still have one!

Among the random events you may encounter are cargo rescues.
This involves a commercial fleet being attacked by several small pirate ships.
These events usually trigger when you enter a new system and are more likely in high-conflict systems.

Let your photons do the talking and take out the attackers!
You’ll then be contacted by the cargo captain, who will offer you a ride on his ship.
Go ahead and meet him.
By interacting with him, he offers to join your service in gratitude.
Accept, and "voilà"—you are promoted to Expedition Admiral and the proud owner of a brand-new cargo ship!

EXPEDITIONS WITHIN EXPEDITIONS aka “EXPEDI-CEPTION”!

Here we’re looking at another type of expedition: frigate expeditions.
As you may already know, these allow you to obtain several useful items, including:
  • Cargo bulkheads
  • Salvaged frigate modules
And, if an Organic Frigate is present during the expedition:
  • Psychonic Egg
  • Spawning Sac

These are the items we’ll mainly be interested in.

Since frigate expeditions can be quite long, it’s wise to make the most of the time spent on them to try and acquire these items.
Especially if you take the opportunity to convert your credits into nanites through intensive frigate recruitment.
Might as well put them to good use, right? 😏

That said, you might encounter some frigate fuel shortages.
Besides guild rewards and NPC missions, if you don’t gather the resources yourself to produce them, you can buy materials directly at stations—particularly pirate stations, which often sell these resources.

The cost is more than offset by the gains from the expedi-ceptions.
Let things happen… and enjoy the rewards! 💵

⚠️ Warning
You won’t keep your cargo ship or frigates at the end of the expedition.
Don’t invest more than necessary.

Quicksilver

Quicksilver is a currency tied to the Quicksilver Synthesizer Bot, allowing you to acquire a wide range of construction blueprints offered by the bot.

Limits and Opportunities
Earnings are limited on a daily basis: 400 Quicksilver per day, and up to 1800 for weekend missions. These missions can be accessed from the Anomaly Nexus or outside via your Corvette’s mission scanner.
Good news: this limit applies only to the save you’re using, not to the player. The more saves you have, the more mission opportunities—and therefore gains—you can get.
An expedition counts as a fully independent save linked to your main one, and the currency accumulated will be transferred at the end of the expedition without any risk of loss.
Daily missions can be slightly stacked, allowing you to save them for later completion.
Doing missions on both your main save and your expedition save lets you double your gains.

Purchase Particularities

Blueprints unlocked with Quicksilver are permanent for your player account, so they are independent of the save (but must be claimed for each save).
Physical items (like fireworks or the Void Egg) are tied to the save on which they were purchased.

Since the number of items available via Quicksilver is substantial, completing the entire catalog may take weeks or even months of farming, which makes this tip particularly useful.

The Great Dismantling

Dismantle everything! Multi-tools, ships… you’ll recover resources, upgrade modules, and inventory slots for your ships and multi-tools. Keep your lowest-tier ship and multi-tool, as they’re perfect for this kind of operation without regret.

Technologies can be dismantled and sold to a specialized merchant for nanites, but expect less than 20 nanites per used module.

It’s more efficient to destroy them: you’ll recover resources and can adopt a companion or two to offset the emotional cost of losing those nanites 😄.

Anything you don’t want to keep can be safely abandoned: it will automatically be sold at the end

🛠️Changelog
Changelog : (09/Nov/25)
- This is a translation of the guide I originally wrote in my native language. Some errors may remain, especially due to the translation tools I had at my disposal, which may have slightly altered the meaning of certain sentences. I am open to any suggestions aimed at improving clarity.
🌌 FINAL WORD 🌌
There you have it… just a few more transfers, and you’ll finally be back in your cozy home 🏠
… or your humble dirt hut, for those less gifted in building 😄❤️

And that concludes this edition of the Intergalactic Explorer’s Guide.
I sincerely hope you find it useful—and above all, readable.

I will do my best to update it whenever I feel certain additions are relevant—or based on your feedback in the comments 💬

I won’t lie, covering such a vast topic took me quite a few hours…
(and a few liters of Ricolait (a coffee substitute) , I’m trying to cut down on regular coffee 😅).

There may still be a few omissions or inaccuracies—please feel free to contribute in the comments

I apologize for its extreme density, but that’s partly the point:
to immerse you in the game’s mechanics so you can get the most out of it.

No Geks were harmed in the making of this guide…
…well, maybe one or two, but shhh 🤫

A huge thanks to everyone who, through their questions and feedback, helped guide me in choosing the knowledge to share and made this guide what it is today.

So whether you’re:
🌍 scanning an unknown planet,
🍖 feeding the local wildlife,
🚀 or copying your 18th Guppy…
have fun and explore without limits!

Final word: Akhappybara!