Marx's guide to Notable Stellar Phenomena

Since various aspects of NSPs tend to come up regularly, and seemingly a bit more often these days, I thought I'd write up some information on them. Answers to the most frequently asked questions, information on how to find them, and so on. Click the spoiler buttons to see the answers and explanations on various stuff.
Note that this is about NSPs and thus, space-borne life, not surface biological signals! There is useful information for those too though, especially how they spawn.

Let's begin with the two most frequent observations:
"Ever since I left the Inner Orion Spur, I travelled a long way and I haven't seen any NSPs, where is everything?"
and, often brought up in response:
"I'm in Dryman's Point or Sagittarius-Carina Arm or Tenebrae, and drowning in so many NSPs!"

The reasons for these are simple. NSPs are containers for space-based lifeforms, and all of them have their requirements for spawning listed in the Codex, except a "hidden" requirement:
with only a few exceptions, NSPs spawn only in relatively small areas, and not everywhere in the region. In a bit more detail:
Those few exceptions are the reason why the Inner Orion Spur has a decent amount of NSPs, and Dryman's Point, Sagittarius-Carina Arm and Tenebrae a lot: they have lifeforms which can spawn anywhere in the region. The reason that the Dryman's Point and Sagittarius-Carina Arm regions are full of NSPs while the Inner Orion Spur has a healthy amount of them is simple as well: the peduncle trees that are found out East have much more relaxed spawning requirements than the albulum gourd molluscs all around the bubble's region.

Compare those peduncle trees with the ones found in Hawking's Gap and Temple: in those regions, they only spawn close to specific nebulae - and thus, nobody complains that the two regions are full of them. All the other criteria are exactly the same, so the area can matter this much.

Here are the requirements for lifeforms, and thus, NSPs to appear in a given system:
1. you have to be in the right region: not everything is present everywhere. In fact, the only things that appear in every region are anemones and many Odyssey species - but that's surface life.
2. you have to be in the right area in the region: these areas are generally confined to specific nebulae, but not always. In the cases mentioned above, it's just handy that the "right area" actually covers the entire region.
3. the system has to have the right contents: these are listed in the Codex, although it does have wrong or missing information here.
If all these are met, then it appears the spawn rate is either 100%, or very near to it. To date, I haven't seen a system that met all the criteria and didn't have the NSP.

As a handy example, let's see the albulum gourd molluscs and the peduncle trees.
The requirements for Albulum Gourd Molluscs: the system has to have a class T dwarf star present, and at least one of the following bodies present: ELW / WW / GGWL / WG / CII GG. That last part is a fairly common requirement, which could also be translated as "a body with water-based life". It also requires that no Wolf-Rayet stars are present, which is an extremely common requirement as well.
Now, systems with class T main dwarf stars have these planets incredibly rarely, so your best chances of finding a correct system is to find one where the T dwarf star either orbits a larger star directly, or is in a shared orbit with more luminous stars.
In my opinion, this one works out perfectly when it comes to frequency: if you're looking specifically for NSPs, you have good chances of finding them, but not all over the place. If you're just travelling, you still have a decent chance of stumbling across at least one NSP-bearing system on your way.

The only problem is that only Albulum Gourd Molluscs spawn all over the region: all the other gourd molluscs, and all the other lifeforms, spawn only inside much smaller areas.

Let's see the Peduncle trees and pods then. They have the same body requirements (ELW / WW / GGWL / WG / CII GG), but their star requirements is not T, but F / G / K / M instead. Meaning the majority of main sequence star systems. So practically, as long as you stick to scoopable stars (which the majority of explorers already do), then you'll see NSPs every time a system has any sort of planet with any form of water-based life present. All over the entire region.
As such, it's no wonder that people complain there are too many peduncles there.
Meanwhile, as I mentioned above, Peduncle trees and their pods also appear in the Hawking's Gap and Temple regions, with exactly the same criteria... but not the same size of area: only in the vicinity of specific nebulae, not all over the entire region. I haven't heard anybody complain about them in those places either.

After the above, if you're looking for the specific requirements of each NSP (and bios), take a look at the spreadsheet in the Compendium of Codex requirements thread.

Now, about Lagrange clouds, storm clouds and nebulae.
Lagrange clouds are not independent of space-borne life; rather, they act as containers for it. If you're looking for clouds, you'll find them where the life is meant to show up. If you're looking for the colourful clouds, you'll only find them around nebulae. This also means systems around planetary nebulae, not just inside them. Proto-Lagrange Clouds can appear anywhere where NSPs appear, they aren't restricted. Although do note that there are a few lifeforms which only appear inside rings!

In other words, you'll never find an empty NSP that contains nothing but the cloud.

Lagrange storm clouds are famous for how good they look, and sound - and for how rare they are. Only a dozen of them are known to date, and it's highly unlikely that more will be found - especially because they might be bugged. As they look right now, they can only spawn inside nebulae, which would mean planetary nebulae. Even then, it's not a guaranteed spawn, as some "regular" coloured clouds appear to have priority. Given these, the only places where there might be undiscovered storm clouds (as of 2024. December) would be planetary nebulae with green gas giants, in the Galactic Centre and Ryker's Hope regions, and um, well, good luck with those.

Maybe I should have mentioned this sooner, but NSPs can be dangerous in surprising ways and even kill you in a few ways:
As a general rule of the thumb, the contents of NSPs are indestructible, but your ship is not. Be careful when you get up close and personal with various lifeforms, as you can get some surprises:
  • Collision damage is probably the number one killer. Maybe you accidentally fly too fast into those metallic crystals, or maybe a little pod decides to jump in front of you right as you start boosting. People have been sent to the rebuy screen in both ways. Fly slowly!
  • Caustic clouds: not a very nice surprise to see your hull start to burn away when you are hundreds or thousands of jumps from the nearest station. To get rid of this, you either have to use decontamination limpets (which very few people carry), caustic sinks (even fewer), or you have to heat up your ship by quite a lot. At some point between 180-300% heat, the caustic damage will burn away, and you'll be safe... after having sustained quite a lot of module and hull damage. After all, by that level, the heat will be damaging your hull too.
  • Energy attacks: mostly from anomalies, technically from storms too. The HUD scrambling might seem scary, but these strikes don't do a lot of damage to neither shields nor hulls. As long as you're not flying a shieldless DBX or smaller ship, you should be able to get away with minimal damage, so I just listed this for the sake of completeness. Still, if you spend a lot of time trying to get those perfect screenshots, don't forget about these.
  • Overheating: some anomalies will use heat attacks, rapidly overheating your ship. Heat sinks are useful for exploration anyway, and don't weigh a lot: in this case, they can save you from some serious hull and module damage.

If you want to be as safe as can be while you're poking NSPs, I recommend carrying decontamination limpets at least - they do double as repair limpets too! - and if you want to be safer still, you might use ship-launched fighters to get close, and leave your ship at a safe distance.

A bit about the contents of NSPs. The most important is to note that all of them contain more than just metallic crystals and other static stuff:
They will contain one "dynamic" lifeform, and 0-2 static or "filler" lifeforms. The former are the ones that exhibit various sorts of behaviour, and have traits associated with them on the Codex, and are often specific to single or only a few regions. The latter are static objects that float around, not doing anything... except killing pilots who fly too fast into them.

If you've found an NSP but all you see are crystals, mineral spheres and other filler content, then chances are the dynamic life in there is tiny, like the small molluscs or anomalies. You can spot these by keeping an eye on your scanner: if you see a cluster of uncertain contacts there, fly towards them. Such lifeforms only resolve to specific contacts quite close by. Once they do, you can target them and scan them with your composition scanner... provided you didn't fly by them too fast.

Finally, about the possible rewards associated with NSPs:
They are tiny. The amount of credits you get for discovering stuff for the Codex is very small, even for entirely new finds. You can scrape some lifeforms with research limpets to obtain various samples as cargo. These fetch tiny amounts of credits as well, and are not known to have any BGS effects, despite repeated experiments with lots of samples. However, there has been one CG (community goal) so far that did involve gathering such samples, so there's that. Also, none of these give you any Exobiology rank progress, the Odyssey stuff is separate. If you still wish to gather these samples for whatever reason, read on for what you need to know.

Two kinds of life can be sampled: large molluscs and pods. The small molluscs and the "Anomalies" are too small for the research limpets to dock with. Large molluscs tend to be found around nebulae, and their Codex pictures have backgrounds of various colours. The small molluscs can be found elsewhere, too, and all have very similar blue backdrops. They also have rather similar tentacles.

Each variant of pods or molluscs will yield three kinds of samples, and not with an equal drop rate. (However, currently there's no known difference between the various samples.) Also, bringing multiple research limpet controllers is a good idea: although you can only have one limpet docked on one lifeform, you can still use multiple limpets on multiple lifeforms. This will speed up your gathering significantly.
Lastly, bear in mind that the samples are cargo and will attract NPC pirates to you! This is only a concern when you're returning to inhabited space, of course. Fleet carriers can safely store, buy and sell the samples.

And this is all that comes to my mind right now, but I'll update this later if other things come up.


Finally, some handy related resources:
Compendium of Codex requirements, listing all the NSP and bio requirements known
NSP category in the Galactic Exploration Catalog, not all of them have entries submitted (yet) though
Galactic regions and life types, to see what has been found so far in which regions
A list of Codex bugs, to see where it might lead you astray
EDAstro-rendered nebula map with regions, in case you're looking for the big and colourful stuff
EDAstro's maps of Codex discoveries, quite handy if you're looking for more than one system
 
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Thank you for this. I find it quite useful. One question: I thought that caustic damage was cleared at 180ºC. Am I wrong or caustic damage type differs between Thargoids and NSP?
 
Thank you for this. I find it quite useful. One question: I thought that caustic damage was cleared at 180ºC. Am I wrong or caustic damage type differs between Thargoids and NSP?
It happened at 250% in my Anaconda, but looking at it now, I see reports between 200-300%. It could likely be ship and/or build-dependent. I'll amend this, just to be sure. Thanks!
 
2. you have to be in the right area in the region: these are generally confined to specific nebulae, but not always. In the cases mentioned above, it's just handy that the "right area" covers the entire region.
3. the system has to have the right contents: these are listed in the Codex, although it does have wrong or missing information here.
If all these are met, then it appears the spawn rate is either 100%, or very near to it.

This is an awesome guide, but these two items beg the obvious questions: How do we know what the "right area in the region" is, and where can we find the correct, complete information on "right contents?"
 
How do we know what the "right area in the region" is, and where can we find the correct, complete information on "right contents?"
The answer to both: the Codex. Although when it comes to the contents, it's neither entirely correct nor entirely complete: you can see the list of Codex bugs mentioned above, and I'm fairly certain that that's not complete either.
As for the right area in the region, the answer to that being the Codex is because it'll tell you the system in which the first specimen was found. So you know one system that's inside the right area.
Once you go there, and start searching nearby systems, you might end up in a system that fits all the criteria, yet has no NSP. Even after relogging. In that case, you've left the right area. Said areas are mostly centered around nebulae anyway, but not always.

Of course, the million dollar question is: how to find an NSP area that's not tied to a nebula? Sometimes, they look suspiciously like they were hand-placed at locations of some note to players, but other times, it seems like they were just plopped down somewhere. Bear in mind that these areas don't even cover a sector. So, it's little wonder that without clues to go on (like Rumoured entries on the Codex, hint hint Frontier), we aren't finding new NSP areas. The last entirely new one was around last March (Aster trees in the Formorian Frontier), if memory serves. It's entirely possible that there are still more to be found, with some undiscovered species of molluscs, trees and whatnot - but without clues to go on, all we're left with is hoping that somebody will stumble upon them and scan them successfully for the Codex.
 
Thanks to some fresh personal experience, I've added a new danger to the list: overheating. I encountered fifteen Q05-type Anomalies, all clustered relatively close together, not appearing to be moving. I thought I'd make some nice screenshots flying through their swarm in my Clipper... then suddenly, the one right in front of me starts glowing much more brightly, and my heat's rising rapidly. I don't know how many of the others added theirs to this, but before I got away, I ended up with 375% heat, leading to 26% hull damage on my Clipper, and some serious module damage as well.
Of course this was the one time since quite a long while when I didn't mount a heat sink launcher.

So yeah, here's one more reason to carry one.
 
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I found my first NSPs today, two in the same system, which I didn't even know it was possible and came back to review this topic. Any idea what makes a different number of NSPs appear? Are they even random spawns in systems based on the rules you mentioned?
 

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Just want to add that not all NSPs contain lifeforms even if the region/location qualifies, neither is there even a guarantee that that there's a 2nd object type at all in an NSP (i.e. a 2nd type of Metallic Crystals).

It's very common but there are exceptions, so don't be surprised if the expected 2nd types and expected Bios (i.e. Molluscs) aren't found despite searching.
 
Just want to add that not all NSPs contain lifeforms even if the region/location qualifies, neither is there even a guarantee that that there's a 2nd object type at all in an NSP (i.e. a 2nd type of Metallic Crystals).

It's very common but there are exceptions, so don't be surprised if the expected 2nd types and expected Bios (i.e. Molluscs) aren't found despite searching.

Yes they are a bit unpredictable, I once found some Pedunlce Tree Pods in a system with no Peduncle Trees at all, and Peduncle Trees and Metallic Crystals all crowded together, but that's part of the point of exploring, finding unusual stuff.
 
I found my first NSPs today, two in the same system, which I didn't even know it was possible
That is not very unusual. I'm now in the Tenebrae region and I meet systems with 2 or 3 NSPs regularly. As for the maximum number of NSPs per system, I've personally seen nine. But it was in the Colonia, which is on the Mollusk Watch's list for NPS cloning bug :)
 
I found my first NSPs today, two in the same system, which I didn't even know it was possible and came back to review this topic. Any idea what makes a different number of NSPs appear?
I haven't really looked into that. More than one NSP is fairly common, usually it's two or three, and I don't know if there's a hard limit. Then there was (is?) the bug that @Shnyrik mentioned, when existing ones would get cloned and vanish.
I'd suspect that the different number of NSPs could be tied to the filler content... except I found a set just yesterday that would contradict that. One NSP with nothing but anomalies, another with anomalies, metallic crystals and solid mineral spheres. (With no nebula anywhere nearby, so so much for that, Codex.) Both NSPs in the same gas giant's rings.

Just want to add that not all NSPs contain lifeforms even if the region/location qualifies, neither is there even a guarantee that that there's a 2nd object type at all in an NSP (i.e. a 2nd type of Metallic Crystals).
Yes they are a bit unpredictable, I once found some Pedunlce Tree Pods in a system with no Peduncle Trees at all, and Peduncle Trees and Metallic Crystals all crowded together, but that's part of the point of exploring, finding unusual stuff.
Note that Peduncle Trees are lifeforms already, and not filler content. Same goes for Aster Trees, Void Hearts, Gyre Trees, and so on. Pods can exist independently of their trees too - so much so that there are (seed) pods for which no mature variants have been found to date.

Technically, according to the Codex, even the metallic crystals are made of life. So a more accurate way to put it that every NSP will contain non-filler content too, with filler content being: metallic / silicate / ice crystals, solid / lattice mineral spheres, calcite plates.
 
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with filler content being: metallic / silicate / ice crystals, solid / lattice mineral spheres, calcite plates
Sorry, but what are the criteria to consider exactly which of those "large" or "static" lifeforms are "fillers"?

I mean, we have like three types of "static" lifeforms: 1) crystals, 2) mineral thingies, 3) trees.

On one end of the spectre are metallic crystals which seem to spawn in every single NSP and are "filler content" without any doubts.

On the other end are trees, which are region specific and are binded to certain types of pods.

As for all the rest, they don't seem to be connected with certain dynamic lifeforms, but silicate and ice crystals and even mineral spheres seem to spawn only in a small amount of regions. I mean, unlike the metallic ones, silicate and ice crystals spawn only in like 9 regions. All the mineral thingies spawn only in 17 regions and calcite plates spawn only in two. Which looks kind of too rare for "filler".
 
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Sorry, but what are the criteria to consider exactly which of those "large" or "static" lifeforms are "fillers"?

I mean, we have like three types of "static" lifeforms: 1) crystals, 2) mineral thingies, 3) trees.

On one end of the spectre are metallic crystals which seem to spawn in every single NSP and are "filler content" without any doubts.

On the other end are trees, which are region specific and seem to be binded to certain types of pods.

As for all the rest, it doesn't seem to be connected with certain small or dynamic lifeforms, but it seem to spawn only in a small amount of regions.
I mean, unlike the metallic ones, silicate and ice crystals spawn only in like 9 regions. All the mineral thingies spawn only in 17 regions and calcite plates spawn only in two.
A good question. First off, "filler" is just my classification, but my reasoning for those is as follows:
1. Filler don't appear on their own (no contents of the NSP other than them)
2. Trees have rather specific requirements, while fillers don't.

Let's take a look at some examples.
Gyre Trees: system has to have a Y dwarf star, has to not have a Wolf-Rayet star, and needs to have an ELW / WW / GGWL / WGWL / CII GG / WG.
Silicate Crystals: system needs to have a Rocky or Rocky Ice world.

Metallic crystals require a HMC / MR planet, ice crystals require any planet within a 0 - 272 K temperature range, mineral spheres and calcite plates have no apparent requirements. (The spheres are listed in the Codex as requiring a nebula, but have been found far from any nebulae.)

Also, a Codex-specific (so, somewhat meta) third point: unlike the rest (except surface life, of course), filler content doesn't list whether it's found in Lagrange Points / Rings / Belts.
 
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