well, surprise here: after that process it is marked as stolen.dropping them without abandoning in front of the station and picking them up after mission hand in
well, surprise here: after that process it is marked as stolen.dropping them without abandoning in front of the station and picking them up after mission hand in
There are quite a number of crashed ship sites (both permanent and semi-persistent) that do contain this kind of commodities (legal) and that even don't have restricted areas. I haven't finished yet my work on the related spreadsheet but can share some locations if somebody really need those commodities.Yay found a supply of legal Trade Data. Kinda
In Sol on Mercury there are two Crashed Anaconds (Crashed Ship POIs) , they didnt show up for me until I selected them on the planet surface.
One has a very large Trespass Zone, it has 1x cargo racks - Milintel, TradeDat, BlkBox, MilPlans all Legal and Battle weapons and Personal weapons.
Only problem is it has Skimmers that are clean so you gain a bounty for trespass and for taking out the skimmers. But the ship scan + the military intel more than covers the fines.
Edit : the POIs are bugged it seems, even with a Surface scan, Visiting the POIs and leaving and returning to the system after a game restart, the POIs dont show in Nav panel.
There are quite a number of crashed ship sites (both permanent and semi-persistent) that do contain this kind of commodities (legal) and that even don't have restricted areas. I haven't finished yet my work on the related spreadsheet but can share some locations if somebody really need those commodities.
Also, there are some... hmm.. a bit cheating - imo - and immersion-breaking approaches to deal with restricted access zones. Honestly I must admit that sometimes I use them, as while doing mapping and prospecting of that kind of sites - one time deal with 6 "clean" skimmers can be fun, but doing this 5-10 times in a row - just to gather some statistical data - start to be really numbing. In this case it's a good point to remember that restricted zone hidden "still allowed" timers do "reset" on session relog. There are also other less evident and more complex solutions.
Borasetani Pathogenetics
Eden Apples of Ariel
Gilya Signature weapons
Wolf Fesh
HIP118311 Swarm
Yaso Kondi Leaf
Motrona Experiance Jelly (Legal , I already have stolen).
some of them are.What is with these systems? These rares are locked?
colonia crash site.How did you obtain unstable data core? I am interested
Motrona Experiance Jelly (Legal , I already have stolen).
How did you obtain unstable data core? I am interested
Permanent sites - all the regular ones + "unique" (like bug killer and cobra)Can you clarify on semi persistent ?
I have only known of persistent (always there) and not persistent (gone after a relog/instance change).
Colonia 5 e a, "Hyford's Cache", guarded by 1 Goliath+2 sentry skimmers, 12 hours if not on FC before "transformation" if I remember wellHow did you obtain unstable data core? I am interested
Permanent sites - all the regular ones + "unique" (like bug killer and cobra)
Persistent - those driven by hidden timetables linked to 12-weeks in-game "big cycle" - like Tip Off related crash sires, that do appear for 2 weeks once in 12 weeks (always at the same coordinates and with the same content)
and yes, there are all those "random" - instance dependent - POI's, but they are out of the scope
Colonia 5 e a, "Hyford's Cache", guarded by 1 Goliath+2 sentry skimmers, 12 hours if not on FC before "transformation" if I remember well
Or you know... you share yours: Thats just a joke, Keep your valuable info m8.
So all tip of sites are a 2 week out of 12 week cycle ?
Wow did not know that, thank you very much for the clarification !
What other sites are Persistent, other than tip offs ?
Let me guess... Renet? If I get it right about the list you are speaking about.Also that does explain why one of my Spreadsheet Crash sites is no longer there.
As it is already noted by commander GroG79, the spreadsheet you are looking for is in my signature =)Now I need to add a sheet for tip offs and the dates they are in existence.
Or you know... you share yours: Thats just a joke, Keep your valuable info m8.
Don't worry SO much about being off-topic here I guess it's something of a Salvager's Lounge then.Very good question, in fact. I know that regular "jumping" megaships follow the same rules (2 weeks on each destination, 6 destinations in theirs flight plans). More, recently it has been established that the "clock source" for both mechanics (Tip Off locations activation and megaships jumps) is exactly the same - i.e. if it is disabled for some reason (as it was the case when FC's has been introduced) then the clocking freezes for both mechanics simultaneously. Also I'm quite suspicious that the barnacles lifecycle have the same origins in their timings.
So we have at least one "timing" mechanics present in-game since 2016 that we are aware of. And one can note that similar mechanics do effectively multiply by factor of 6 (2 from 12) the size of already huge universe of ED in terms of "to hide things".
So my answer will be - I honestly don't know what else in ED can be not permanent, but... persistent
Let me guess... Renet? If I get it right about the list you are speaking about.
As it is already noted by commander GroG79, the spreadsheet you are looking for is in my signature =)
All the projects I'm involved in are exclusively open/public - ED universe is really huge to divide our efforts and lock them in private groups. As example, establishing the basic rules and timings for Tip Off locations is the result of combined efforts of many commanders - checking more than hundred of sites - not always with fully known coordinates - both in the Bubble and Colonia on a weekly basis for 3 months.. that was tedious process. The final report will be published soon.
Now I'm on the finish line of prospecting all so far known regular crashed ship layouts (at least I hope so, as any that I have't seen already somewhere else have stopped to appear). So I hope to organise and prepare the obtained data and will also publish it - as in some spreadsheets, and on EDDB in the frame of "Attractions" project (so it will be public by default). If anyone want to contribute...
Ok, sorry, this start to be off-topic.
Has anyone ever tried looking into the BGS effects of salvage?
E.g you'd presume trade date to boost economy, and mill Intel etc to boost security, but because these are hard to come by, i doubt anyone has ever looked into it...
Has anyone ever tried looking into the BGS effects of salvage?
E.g you'd presume trade date to boost economy, and mill Intel etc to boost security, but because these are hard to come by, i doubt anyone has ever looked into it...
Nah, was still interesting to readAhh I should drink more coffee before I answer in the mornings
No I havent tested the effects of handing in Salvage to the search and rescue on the BGS states.
As you can see I have only tested the effects of the states on the USSs.
Sorry if that was useless info![]()
Has anyone ever tried looking into the BGS effects of salvage?
E.g you'd presume trade date to boost economy, and mill Intel etc to boost security, but because these are hard to come by, i doubt anyone has ever looked into it...
You can always make them "view only" for those having the link.Recently I have been taking notes on the states etc for USS, but its just me so too few to be of much use.
I dont know how to protect the sheet from trolls, otherwise I would share it.
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You can always make them "view only" for those having the link.