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[No Man's Sky] Pilotable mechs? Living ships!?

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    DarkPrimusDarkPrimus Registered User regular
    Goose! wrote: »
    I hadn't played in a bit, then went to fire up my PS4 and it gave me this weird error where I have to install the next system update via thumb drive? But I don't have one right now so I'm gonna just wait till I get paid next to buy one and do that. But I was kind of done with the game a bit anyway I guess?

    Used to be there was a way to actually ask Sony to send you the update on a USB thumbdrive, but that was for my PS3 so who knows if they still do that.

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    MuddBuddMuddBudd Registered User regular
    Was having a lot of trouble finding improvements over my clunky shuttle that I felt were worth the money. Found a booming economy and spent some time searching and got this.

    dO5iejr.jpg?1

    Not a ton of slots of course, but my personal inventories are pretty big now so it's less of an issue. Plus I am still keeping an eye out for S-Class of the other ship types.

    There's no plan, there's no race to be run
    The harder the rain, honey, the sweeter the sun.
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    MuddBuddMuddBudd Registered User regular
    I posted this as text before, but a reminder:

    wKZpX46.jpg?1

    Cuboid rooms. Making workbenches manageable since whenever they got added to the game.

    There's no plan, there's no race to be run
    The harder the rain, honey, the sweeter the sun.
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    PaperLuigi44PaperLuigi44 My amazement is at maximum capacity. Registered User regular
    After mucking around with the exocraft some more, another thing on my wishlist is for better boost. Even with the upgrade the light craft's boost lasts about as long as it takes to press the button. It is fun to ramp off a hill, though.

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    Undead ScottsmanUndead Scottsman Registered User regular
    Experiemental patch time! This one appears to be mostly bug fixes, though there's only one on that that was really bugging me.
    NEXT Experimental Branch 24/08
    Hello everyone,

    We are continuing to address the highest priority issues reported by the community. As always, thank you for playing the game and taking the time to report any issues you encounter!

    Please note that due to the large number of changes in this patch, especially the fixes for save game recovery, there is always the possibility it may introduce new issues that haven't been caught in test. We'd like to recommend that all players back up their save files, by making a local copy of the st_[userid] folder found here: %appdata%\HelloGames\NMS\

    Note that we don't anticipate any issues here. However, performing your own backups could mean the difference between resuming play immediately, or waiting for the next patch.

    Feedback and reports of new bugs/issues being found on Experimental are welcome, so please post them here, or submit a ticket to Zendesk[hellogames.zendesk.com] with the phrase "Steam Experimental 24/08" in the ticket title.

    To play in Experimental, right-click on No Man's Sky from the Steam library page and select "Properties". Among the available tabs will be the "BETAS" tab. Select "Code: 3xperimental" in the dropdown menu under "Select the beta you would like to opt into".

    Latest changes on Experimental (24/08):
    Added user permissions for multiplayer, on a per-save slot basis. Settings for visibility, damage + base editing can be customised to apply to all players, friends only, or no-one.
    Improved the terrain edit saving system, reducing the chance of terrain regenerating. Further improvements to this system are in progress.
    Improved the visuals of player starship trails.
    Added archaeology missions to the available pool of missions from planetary NPCs.

    Fixed an issue that could prevent players with very large save games from saving.
    Fixed a number of issues that prevented save games from loading.
    Fixed an issue that incorrectly synced information in multiplayer.
    Fixed a number of issues that could cause mission markers to be attached to the wrong destination.
    Fixed a number of issues around the refiner and general inventory systems. Improved the pick and drop system of inventory management.

    Fixed an issue that caused visual glitches in clouds at higher resolutions.
    Fixed occasional crash in geometry streaming when exiting planet atmosphere.
    Fixed issue where cloud shadows would interfere with reflection rendering.
    Improved consistency between tessellated and non-tessellated terrains.
    Improved performance when leaving planets.
    Various memory savings, improving overall stability.
    Various performance optimisations.

    Fixed an issue that could prevent players from going through black holes.
    Fixed an issue where players were able to warp and get stuck on the other side of a portal.
    Fixed an issue where players were able to enter their freighter base when it was not loaded in memory.
    Fixed an issue where players could start their game in inappropriate systems when starting in multiplayer.
    Fixed an issue that could cause vast numbers of Sentinel Drones to spawn.
    Fixed an issue that prevented players with pre-NEXT saves from fully upgrading their Exosuit.
    Fixed an issue where freighter crew would change race on warp.
    Fixed an issue where player ships could spawn on the same landing pad in multiplayer.
    Fixed a number of cases where freighter battles were not correctly synced in multiplayer.
    Fixed an issue where players were not able to land on other player's freighters.
    Fixed a number of issues affecting the interaction with captains of freighters not owned by the player.
    Fixed an issue that caused expedition length, difficulty + rewards to scale incorrectly relative to the power of the player's fleet.
    Fixed an issue that caused players to exit their ships / exocraft while tagging a marker.
    Fixed an issue where ships landed on freighters to be labelled ON PLANET.
    Fixed an issue that caused player ships to have incorrect information when viewed through the Analysis Visor.
    Fixed an issue that could cause Sentinels to appear as undiscovered creatures when viewed through the Analysis Visor.
    Fixed the axes used to calculate planet coordinates shown on the Analysis Visor.
    Prevented players with freighters from warping other players in multiplayer to systems they would get stuck in.
    Fixed an issue where the freighter dock lights were not correctly lit/unlit when a save was loaded on a freighter.
    Various text fixes.

    Thank you,

    Hello Games

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    PaperLuigi44PaperLuigi44 My amazement is at maximum capacity. Registered User regular
    The freighter crew changing race was a big immersion breaker for me, so that's good.

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    bsjezzbsjezz Registered User regular
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    MuddBuddMuddBudd Registered User regular
    Basics of my 'main' base are mostly done.

    G5LPNq7.jpg?1

    Still need to expand out with more farming domes once I get more glass production going.

    PTE7hHc.jpg?1

    Probably going to build more up in this crater eventually, once I figure out exactly what I want there.

    j2kdCkX.jpg?1

    There's no plan, there's no race to be run
    The harder the rain, honey, the sweeter the sun.
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    MayabirdMayabird Pecking at the keyboardRegistered User regular
    How am I supposed to scan underwater creatures? For some reason I keep bobbing up and down in the water, and when I pop up without control I lose the scan. There are planets where I have nearly all the animals scanned except some common fish and I can't scan then to finish the planet's fauna. This is annoying me. Any help?

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    Undead ScottsmanUndead Scottsman Registered User regular
    Mayabird wrote: »
    How am I supposed to scan underwater creatures? For some reason I keep bobbing up and down in the water, and when I pop up without control I lose the scan. There are planets where I have nearly all the animals scanned except some common fish and I can't scan then to finish the planet's fauna. This is annoying me. Any help?

    Land on the sea floor?

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    MayabirdMayabird Pecking at the keyboardRegistered User regular
    Mayabird wrote: »
    How am I supposed to scan underwater creatures? For some reason I keep bobbing up and down in the water, and when I pop up without control I lose the scan. There are planets where I have nearly all the animals scanned except some common fish and I can't scan then to finish the planet's fauna. This is annoying me. Any help?

    Land on the sea floor?

    You mean like with the ship? Because unless it's that or there's some trick I can't figure out my space suit doesn't let me sink so I'm just bobbing up and down.

    The frustrating thing is that this didn't used to happen before. I scanned the fishies just fine. Then some bugfix happened and it's all bugged for me now.

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    Undead ScottsmanUndead Scottsman Registered User regular
    edited August 2018
    Mayabird wrote: »
    Mayabird wrote: »
    How am I supposed to scan underwater creatures? For some reason I keep bobbing up and down in the water, and when I pop up without control I lose the scan. There are planets where I have nearly all the animals scanned except some common fish and I can't scan then to finish the planet's fauna. This is annoying me. Any help?

    Land on the sea floor?

    You mean like with the ship? Because unless it's that or there's some trick I can't figure out my space suit doesn't let me sink so I'm just bobbing up and down.

    Thats not supposed to happen. Maybe you have something mapped to multiple keys.

    Undead Scottsman on
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    Al_watAl_wat Registered User regular
    I know what you mean with the underwater scanning. What's happening is that when you are underwater you are actually slowly floating up. Typically when you are scanning something, you stop and stay still for the scan. But underwater that means you slowly float up, and when you hit the water-air interface it fucks up the scan for some reason.

    The solution is - try to move downwards a bit when you scan, or start the scan from low down enough so that you won't float to the top. You can move while doing the scan as long as you don't lose the creature from the viewfinder.

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    BobbleBobble Registered User regular
    I haven't played in a while, but check the keybinds and see if there's a 'descend' option when swimming. I vaguely recall finding that at some point and appreciating it, but I might be confusing with another game.

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    bsjezzbsjezz Registered User regular
    so the purchasable content being made available through community events seems to be largely visual references to memes

    genius

    sC4Q4nq.jpg
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    MayabirdMayabird Pecking at the keyboardRegistered User regular
    Also is there any way to stop climbing a ladder midway up its height? I have a ladder going through multiple floors of a tower, but I don't seem to be able to exit on any floor but the top and bottom.

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    TerrendosTerrendos Decorative Monocle Registered User regular
    edited August 2018
    I started a new game with NEXT and have played quite a bit the last few weeks. However, I have hit an impasse. I wanted to find all the glyphs so I could start warping around the galaxy, and I read that finishing the Artemis questline gave them all to you. So I plowed through that one pretty quick:
    Now I'm on what looks like a countdown until the galaxy implodes that ticks on every warp jump. There is no way I'm getting to the center of the galaxy in 16 jumps. I can't imagine they would have a permanent game over. Am I going to be kicked out of Euclid when this timer ends? I've just gotten a good setup with a few decent ships (including the highly popular but imo overhyped squidship) and ~150m units, and there's no way I can finish off my glyphs manually before I run out of jumps.

    EDIT: Oh, and DO you get all the glyphs from this quest or was I mistold? Assuming I can stay in Euclid, will I still get them?

    Terrendos on
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    DonnictonDonnicton Registered User regular
    Terrendos wrote: »
    I started a new game with NEXT and have played quite a bit the last few weeks. However, I have hit an impasse. I wanted to find all the glyphs so I could start warping around the galaxy, and I read that finishing the Artemis questline gave them all to you. So I plowed through that one pretty quick:
    Now I'm on what looks like a countdown until the galaxy implodes that ticks on every warp jump. There is no way I'm getting to the center of the galaxy in 16 jumps. I can't imagine they would have a permanent game over. Am I going to be kicked out of Euclid when this timer ends? I've just gotten a good setup with a few decent ships (including the highly popular but imo overhyped squidship) and ~150m units, and there's no way I can finish off my glyphs manually before I run out of jumps.

    uh
    the jumps are how you learn the glyphs.

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    TerrendosTerrendos Decorative Monocle Registered User regular
    Is that so? I already had 5 of them, so I guess I wasn't hitting the new ones yet.

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    AngelHedgieAngelHedgie Registered User regular
    edited August 2018
    Terrendos wrote: »
    Is that so? I already had 5 of them, so I guess I wasn't hitting the new ones yet.

    Yep.
    Each jump teaches you one, then you'll get pointed to a portal. Once you get that, you're at the point of no return - once you enter the portal, you will be going to a new galaxy.

    Going to a new galaxy only costs you access to your bases - everything else is retained. However, all your gear will be broken when you transition, so be aware.

    AngelHedgie on
    XBL: Nox Aeternum / PSN: NoxAeternum / NN:NoxAeternum / Steam: noxaeternum
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    DonnictonDonnicton Registered User regular
    Terrendos wrote: »
    Is that so? I already had 5 of them, so I guess I wasn't hitting the new ones yet.

    Yep.
    Each jump teaches you one, then you'll get pointed to a portal. Once you get that, you're at the point of no return - once you enter the portal, you will be going to a new galaxy.

    Going to a new galaxy only costs you access to your bases - everything else is retained. However, all your gear will be broken when you transition, so be aware.

    You're given a very clear choice on whether you want to or not. You are not required to do so to complete the quest.

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    DecomposeyDecomposey Registered User regular
    Donnicton wrote: »
    Terrendos wrote: »
    Is that so? I already had 5 of them, so I guess I wasn't hitting the new ones yet.

    Yep.
    Each jump teaches you one, then you'll get pointed to a portal. Once you get that, you're at the point of no return - once you enter the portal, you will be going to a new galaxy.

    Going to a new galaxy only costs you access to your bases - everything else is retained. However, all your gear will be broken when you transition, so be aware.

    You're given a very clear choice on whether you want to or not. You are not required to do so to complete the quest.

    Yeah, and even then if you choose not to go, you can change your mind later.
    If you choose to continue exploring the galaxy instead of birthing a new star, afterwards every time you go to an Atlas station (to get free words yay!) it will ask you again.

    Before following any advice, opinions, or thoughts I may have expressed in the above post, be warned: I found Keven Costners "Waterworld" to be a very entertaining film.
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    bsjezzbsjezz Registered User regular
    community events have been officially outlined - i think they're ready to go!
    Specialist Polo and Priest Entity Nada, blinking around the edge of reality in their anomalous spacecraft, are broadcasting a request for assistance. Polo’s advanced boundary monitoring equipment has located a previously undetected iteration of the universe and they urgently need explorers to examine and explore this glitch in reality.

    Beginning on Thursday 30th August, they will reach out to all explorers who have completed the first Space Anomaly mission. They need all the volunteers they can gather to help explore and document the reborn galaxies.

    The first chapter of Polo’s research project examines a specific corner of the galaxy, where strange objects have begun spawning underground. Dedicated explorers who excavate and return them to the Space Anomaly will be rewarded with Quicksilver. Polo has constructed a new robotic companion to process this valuable substance into exclusive exotic collectables.
    a previously undetected iteration of the universe

    if this is heading where i think it's heading, i am so excited

    sC4Q4nq.jpg
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    Undead ScottsmanUndead Scottsman Registered User regular
    Figures this happens while I'm at PAX.

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    AngelHedgieAngelHedgie Registered User regular
    bsjezz wrote: »
    community events have been officially outlined - i think they're ready to go!
    Specialist Polo and Priest Entity Nada, blinking around the edge of reality in their anomalous spacecraft, are broadcasting a request for assistance. Polo’s advanced boundary monitoring equipment has located a previously undetected iteration of the universe and they urgently need explorers to examine and explore this glitch in reality.

    Beginning on Thursday 30th August, they will reach out to all explorers who have completed the first Space Anomaly mission. They need all the volunteers they can gather to help explore and document the reborn galaxies.

    The first chapter of Polo’s research project examines a specific corner of the galaxy, where strange objects have begun spawning underground. Dedicated explorers who excavate and return them to the Space Anomaly will be rewarded with Quicksilver. Polo has constructed a new robotic companion to process this valuable substance into exclusive exotic collectables.
    a previously undetected iteration of the universe

    if this is heading where i think it's heading, i am so excited

    One nice thing about this is that it reveals the location of portals without requiring hunting down a monolith.

    XBL: Nox Aeternum / PSN: NoxAeternum / NN:NoxAeternum / Steam: noxaeternum
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    #pipe#pipe Cocky Stride, Musky odours Pope of Chili TownRegistered User regular
    My wife and I bought this for eachother as an anniversary gift couple weeks ago and have been enjoying it.

    He favourite thing to do in games is grind and she's having a blast.

    I'm enjoying the main storyline stuff and goosing all of my gear. I found an exotic fighter starship and an s class hauler (which only has 31 slots :bigfrown: ) but looking forward to getting to the endgame.

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    MuddBuddMuddBudd Registered User regular
    #pipe wrote: »
    My wife and I bought this for eachother as an anniversary gift couple weeks ago and have been enjoying it.

    He favourite thing to do in games is grind and she's having a blast.

    I'm enjoying the main storyline stuff and goosing all of my gear. I found an exotic fighter starship and an s class hauler (which only has 31 slots :bigfrown: ) but looking forward to getting to the endgame.

    I didn't know that was possible. I thought S-class ships were always supposed to have maxxed out slots.

    There's no plan, there's no race to be run
    The harder the rain, honey, the sweeter the sun.
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    DonnictonDonnicton Registered User regular
    Build scaffolding to desired height

    ?????

    Profit

    community-orbitalbase.jpg

    (definitely not mine)

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    Al_watAl_wat Registered User regular
    There are a few different hauler archetypes (same goes for all the other kinda of ships). They dont all max at 48 slots

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    MuddBuddMuddBudd Registered User regular
    Donnicton wrote: »
    Build scaffolding to desired height

    ?????

    Profit

    community-orbitalbase.jpg

    (definitely not mine)

    whaaaaaaaaaaaaaaaaaaaaaat

    There's no plan, there's no race to be run
    The harder the rain, honey, the sweeter the sun.
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    TerrendosTerrendos Decorative Monocle Registered User regular
    MuddBudd wrote: »
    #pipe wrote: »
    My wife and I bought this for eachother as an anniversary gift couple weeks ago and have been enjoying it.

    He favourite thing to do in games is grind and she's having a blast.

    I'm enjoying the main storyline stuff and goosing all of my gear. I found an exotic fighter starship and an s class hauler (which only has 31 slots :bigfrown: ) but looking forward to getting to the endgame.

    I didn't know that was possible. I thought S-class ships were always supposed to have maxxed out slots.

    All ships have an assigned Tier. Shuttles have 2 Tiers, Exotics are only 1 Tier, and all others have 3. This determines the range of available slots a ship can have. So a Tier 1 Fighter will have (approximately) 15-20 slots, while a Tier 3 will have (about) 30-38.

    The Class of the ship then determines where in that range the ship will fall. An S-Class will always have the most slots a ship of that Tier can have (so an S-Class Tier 3 Fighter will always have 38 slots). From what I've seen there is no overlap in Tiers, so if you see a Hauler with 27 slots, that is definitely a Tier 1 Hauler. Certain affectations on the ships will help indicate the Tier visually. For example, all Tier 3 Fighters must have the little pointy side thingamajiggers flanking the main fuselage, so it's very easy to identify them at a glance. Likewise, any non-symmetric Hauler cannot be a Tier 3.

    I know this because I've been researching ship designs trying to find some endgame drivers. Got one of the flying wing exotics tonight, probably going to try for an S max-slot Hauler this weekend.

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    #pipe#pipe Cocky Stride, Musky odours Pope of Chili TownRegistered User regular
    I tried out the public event thingy.

    Polo sent me to a portal and when I step out there's dozens of communication modules left by other players saying silly things.

    And then it took me like 2 hours to dig up the minimum amount of things he wanted. And if I want the special helmet he's selling I have to find a bunch more. I don't know how into it I am...

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    AngelHedgieAngelHedgie Registered User regular
    #pipe wrote: »
    I tried out the public event thingy.

    Polo sent me to a portal and when I step out there's dozens of communication modules left by other players saying silly things.

    And then it took me like 2 hours to dig up the minimum amount of things he wanted. And if I want the special helmet he's selling I have to find a bunch more. I don't know how into it I am...

    Worse, the event sends you to a planet in Euclid, no matter what galaxy you're actually in. I went through, then saved and left...and when I came back, found that my connection to Eissentam was severed.

    Luckily, I still have some operational bases in Euclid, so I'm not completely at the bottom. But I need to rebuild.

    Also, plant recipes have changed. The original formula was 100 biome mineral + 25 chromatic metal - now it's 50 plant material + 25 biome mineral. Now, there are ways to produce the plant material besides gathering wild samples, but these recipes are going to be harder to use.

    XBL: Nox Aeternum / PSN: NoxAeternum / NN:NoxAeternum / Steam: noxaeternum
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    DarkPrimusDarkPrimus Registered User regular
    Now how do I find more of those things after completing the initial task? The mission log says they're findable everywhere now...

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    bsjezzbsjezz Registered User regular
    edited August 2018
    i really loved oezen gamma and this first polo mission. it's genuinely beautiful, and somehow different to any of the planets i've seen recently. in terms of water density and terrain structure, at least

    i keep getting more and more sure of my idea that they'll use community events to open up new possibilities in things like the terrain generation, colour schemes and even new assets. to be honest, it's a genius way for them to get routine feedback on their world generation algorithms... pitch them to the community, wait for the screenshots and reddit posts. it's impossible to say in retrospect, but i get the strong feeling this system didn't exist on the map long before 1.58.

    going to explore the system some more tomorrow, if i get time. by the looks of it, those rolling hills on the desert planet are also quite unique...

    bsjezz on
    sC4Q4nq.jpg
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    AngelHedgieAngelHedgie Registered User regular
    DarkPrimus wrote: »
    Now how do I find more of those things after completing the initial task? The mission log says they're findable everywhere now...

    Make sure you have the mission as your active mission.

    XBL: Nox Aeternum / PSN: NoxAeternum / NN:NoxAeternum / Steam: noxaeternum
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    #pipe#pipe Cocky Stride, Musky odours Pope of Chili TownRegistered User regular
    #pipe wrote: »
    I tried out the public event thingy.

    Polo sent me to a portal and when I step out there's dozens of communication modules left by other players saying silly things.

    And then it took me like 2 hours to dig up the minimum amount of things he wanted. And if I want the special helmet he's selling I have to find a bunch more. I don't know how into it I am...

    Worse, the event sends you to a planet in Euclid, no matter what galaxy you're actually in. I went through, then saved and left...and when I came back, found that my connection to Eissentam was severed.

    This is concerning, as I was planning on breaking through to the other side soon.

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    #pipe#pipe Cocky Stride, Musky odours Pope of Chili TownRegistered User regular
    I just landed on a planet in an Emeril system

    Who's orbital description called it a "Haunted planet"

    Where the light inverted all of the colours

    Who's weather was described as "corrupted blood"

    What is with this game?

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    Undead ScottsmanUndead Scottsman Registered User regular
    Been messing with the event.

    Basically polo sends you through a portal to a system that, as far as I can tell, you can't warp or teleport out of. (YOu have to use the gateway to go back to the regular galaxy) and you're literally just looking for buried technology, except they give you a quest item instead of salvagable tech, until you get 25 at which point they just drop tech again.

    When I turned in the first quest, it said I got 625 Quicksilver, but I apparently actually got 2000? You can go back down to the planet (I'm assuming other planets have these too, but I didn't find any on the one planet I checked, so I left) to scoop up and deliver more. I think you get 25 quicksilver per Hex Core or whatever they're called.

    The first major issue is, even though Polo will accept up to 50 at a time, the game is bugged so that once you gather 25, they stop dropping and you have to go turn in, which sucks.

    The second issue is, after wandering around for ages, I got tired and just built an exocraft platform on the planet... only to learn that waypoints on buried technology go away when you get in a vehicle. :razz: (Translation stones stay just fine though.) I still used this method because it was way, way faster. After collecting another 25 cores, I broke down the platform and turned them in and went to a new place... only to discover that I didn't get the resources back from breaking down the platform, which is super shitty.

    Given the items in the store, I did the math and you need about 8100 quicksilver to buy everything available right now. So that's 6100 after the first quest, at 25 per core, would be 244 cores, or roughly 10 trips. Of just wandering around looking for buried technology.

    This community event kinda sucks. Also it ends in like 20 or so hours, so if you want something, you might want to hurry up.

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    AngelHedgieAngelHedgie Registered User regular
    #pipe wrote: »
    I just landed on a planet in an Emeril system

    Who's orbital description called it a "Haunted planet"

    Where the light inverted all of the colours

    Who's weather was described as "corrupted blood"

    What is with this game?

    My wife found a planet with giant rock formations that look like engagement rings.

    I convinced her to name it "Jared's".

    XBL: Nox Aeternum / PSN: NoxAeternum / NN:NoxAeternum / Steam: noxaeternum
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