Game Discussions The No Man's Sky Thread

I've worked out how to hide wiring, and have made a few improvements, so pop over - the avocado toast is excellent!

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And maybe if you have the time we can pop to my bach on the lake. It's lovely this time of year.

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Just don't use the valet parking...
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GoG now '2.09.4.HOTFIX_Beyond_52147'. Succinctly put, I thought...
 
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Well, good news. I found an excellent abandoned ship, one looking very much like Serenity in Firefly. So I claimed it, patted myself on my back for my good fortune and toddled off planet to gather the necessary bits and bobs to patch the old girl up. Bad news, when I returned some vile brigand had stolen her away. I knew I should have shoved a wheel-clamp on!

Some good news. I logged into my freighter today, and the ship (with all its damaged parts) was there. Hopefully it will appear for you too. (I have about 5 different saves going on between two platforms, so it's possible I was playing the "wrong" one from my earlier post).

And (belatedly) hurrah - the ship I found and then 'lost' has re-appeared!!!

\o/
 
I have a weird issue with minor settlements (the one with a landing pad and a small building with market access)....the side opposite the front entrance (not the side one from the landing pad) doesn't draw in properly from the outside...inside it all looks fine.

I'm all over the shop with the game, no focus at all....finally got my freighter with this new start (after faffing around in just 3 systems), bought a better ship and a better multi tool. Slowly doing the base building quests and going after Artemis.

Although I DO wish I could xfer upgrades when I change multitools, or even xfer upgrades amongst my ships (as I still have the first one).
 
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I'm all over the shop with the game, no focus at all....finally got my freighter with this new start (after faffing around in just 3 systems), bought a better ship and a better multi tool. Slowly doing the base building quests and going after Artemis.
Got my first exotic ship yesterday under the new save file. Accidentally stumbled upon it.

Although I DO wish I could xfer upgrades when I change multitools, or even xfer upgrades amongst my ships (as I still have the first one).
And sell ships.

And I'd like to have a way of upgrading the ship storage as well, like we can with the backpack.
 
Well... 40 hours into a Permadeath VR game... got an A-rated long nosed hotrod-like starfighter, A rated plasma carbine with full slots. Filling up my Exosuit slots...

Then I make the mistake of firing plasma launchers at sentinals at point blank range.

I'd forgotten how lethal those are to players now (back at launch they did nothing)


So... I'm dead. (kicks ferrite powder)

No regrets. lesson learned and will play next on the PC WMR instead of PSVR (assuming the updates have made it run better sice launch)
 
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And sell ships.

And I'd like to have a way of upgrading the ship storage as well, like we can with the backpack.

(Churchill) Oh YEAS to that!


I'm struggling to get some more combat frigates for my fleet, everything is support or trade...I presume that because I'm in Gek space and will have to go to Vykeen for combat frigates and Korvax for exploration?
 
(Churchill) Oh YEAS to that!

I'm struggling to get some more combat frigates for my fleet, everything is support or trade...I presume that because I'm in Gek space and will have to go to Vykeen for combat frigates and Korvax for exploration?
Haven't figured out exactly how that works, but the economic state might be a factor as well, and if it's in war.
 
There is a save game editor that allows just this. Yes of course it's very cheaty, but then life has many demands on our time.
I've used it in the past. In my first save file that I created when the game came out. I used to play around with, gave myself bigger storage and such, and optimized the multitool. It was quite fun to do that too, and I'm tempted to use it again... :D Not to cheat but just to make more storage in ship and freighter. Just wish that game had it.
 
Played for maybe 3 hrs so far. Just going at my own pace but IF I had 1 complaint it would be the wiring. It is a bit too fiddly for its own good and just makes everything messy . I wish either the wiring was automatic or to be honest better yet just abstracted it and didn't show it. Add to that I read that the wiring actually adds to the max number of items we can put on our map and too many can effect performance.
 
Restarted my game with the latest update, and built my fourth mini-base on a super hostile sentinel world. Now I can lure them into the base and farm them to my heart's content. Of course, building the base in the first place was problematic, and I'm not fond of how much fun it'll be to expand it under fire, but ya gotta do some fun things now and again in the game.
 
Restarted my game with the latest update, and built my fourth mini-base on a super hostile sentinel world. Now I can lure them into the base and farm them to my heart's content. Of course, building the base in the first place was problematic, and I'm not fond of how much fun it'll be to expand it under fire, but ya gotta do some fun things now and again in the game.

You can build a wall around the perimeter. Sentinels can't jump.
 
You can build a wall around the perimeter. Sentinels can't jump.
They, uh, fly. Do they have a ceiling height they cannot surpass?

They also spawn directly in my base frequently, so it's not like they won't be able to spawn on the wrong side of the wall. Might keep the doggo sentinels at bay, but those buggers shoot through walls, so I just hop into my fighter and dispatch em. Being an ocean planet makes the walkers tend not to spawn most of the time.
 
You can build a wall around the perimeter. Sentinels can't jump.
But they probably can spawn inside. Haven't had the problem yet in this version, but in the previous I had sentinels in the buildings at times. Back then you couldn't pull your multitool either so no way to get rid of them.
 
I never had problems with them spawning in my base.
that being said, I don't build on aggressive sentinel planets and my bases aren't that big when comes to area so that's probably decreasing the chance quite a bit.

But as for "jumping" - yeah, sentinels keep the height over the terrain constant, so base wall will stop them (Or you can always put a roof over it. :LOL:)
 
I never had problems with them spawning in my base.
that being said, I don't build on aggressive sentinel planets and my bases aren't that big when comes to area so that's probably decreasing the chance quite a bit.

But as for "jumping" - yeah, sentinels keep the height over the terrain constant, so base wall will stop them (Or you can always put a roof over it. :LOL:)
It does give me ideas, though. Again, with the quads being my biggest pain, a large exterior enclosure with a roof would work quite nicely. Now if I can just figure out how to flatten land reliably, I can transform this little island into my evil genius base of operations. Boring Friday at the office, time for research.

I feel sorry for the sister planet in this system--it's a barren planet, and when I'm done stripping all the ferrite off it, it'll be deserving of that barren description.
 
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