Game Discussions The No Man's Sky Thread

I need quite a dedicated block of time to play NMS. Even a three day weekend does not seem to be enough. There's a lot of stuff to do.

My new save is going through all the starting mechanics. Created a refinery, etc. My other saves, I've lost track of. You have to follow the thread all the way through.
A lot to do? Noooo. Really(!) 😁 Seriously, the game has grown so much that it's very hard to remember all the things you can do. Have any pets yet? Or done some cooking and handed your dishes to "Gordon" in the Anomaly? Done any of the derelict freighter missions (they're really cool, I think)?
 
That's right. The method I used to make credits is to get (grind) all the blueprints and then make a hydroponic farm for all the plants needed, I also created some locations where I farmed the gases I needed and such. Took work, but then you'll get to a point when credits isn't an issue anymore.
Yeah, got most stuff unlocked and had a planet with a water base idea. It didn't turn out so hot. But you can simply start a new base I guess - I was going to explore the fabrication too.
 
Yeah, got most stuff unlocked and had a planet with a water base idea. It didn't turn out so hot. But you can simply start a new base I guess - I was going to explore the fabrication too.
My problem is that I've started so many bases and never really finished them. Too much to try out. The only consistent/static base I have is the freighter. I put the hydroponics in there, trading station, portal, storage, refiners, etc. All accessible from anywhere by just calling it.
 
My problem is that I've started so many bases and never really finished them. Too much to try out.

This is always the problem - I have ideas about building a 'mega base', or a base inside a mountain, and then get side tracked and never finish it.

I'm liking the new building materials added in Frontiers, because it lets me build 'themed' bases that are more limited in scope, but still large enough to add functionality. Like this log cabin I've built overseeing (pun intended) my settlement.
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This is always the problem - I have ideas about building a 'mega base', or a base inside a mountain, and then get side tracked and never finish it.

I'm liking the new building materials added in Frontiers, because it lets me build 'themed' bases that are more limited in scope, but still large enough to add functionality. Like this log cabin I've built overseeing (pun intended) my settlement.
View attachment 261271
I really like the new design and new building stuff. Only problem I'm having is that some pieces click together and some don't (and probably should).

What bugs me right now though is that the settlement I got yesterday (or was it the day before), it still doesn't do anything or give me anything. I picked another settlement on another save file, and there it works great, but on my big-main save, it just doesn't progress. I think it's because I interrupted the first base and got a new one and that somehow messed up the progression loop. But I have no way to restart it. Time to bug-log it... again. LOL!

Oh, another thing that's kind'a grinding my amygdala at the moment is the rewards for expeditions. I can never get them because I missed the timed event. It makes me feel sour to have binary data stored on my harddisk for a game that I paid for, things that I can't reach or use unless I somehow find a way to cheat. It's never a good idea to put things like that in a game. But on top of that, you get the reminder every single time you go to the quicksilver trader. There it is: expedition rewards. Grinds me to see. Probably going to report that as a bug too. :D
 
The game is too big! 😲

Really, the scope of things you can build alone is hard to comprehend.

And some games are struggling with the existential threat of ship interiors...
And there are still a lot of things they can add to the game.

Somehow I think they might need a bunch of story lines. Quests that you take on that have a bit more interaction and decision than the basic/introductory ones. Somehow. Because at times I get stuck with... what to do now? Feel a bit aimless sometimes.
 
This is always the problem - I have ideas about building a 'mega base', or a base inside a mountain, and then get side tracked and never finish it.

I'm liking the new building materials added in Frontiers, because it lets me build 'themed' bases that are more limited in scope, but still large enough to add functionality. Like this log cabin I've built overseeing (pun intended) my settlement.
View attachment 261271
It doesnt matter: Der Weg ist das Ziel as we say and that's thr journey that counts. Most my games consist of a seeming neverending circle of restarts with rare finishes in between.
 
Oh oh. Started the game again, to see if I got any activities from the settlement... still they're just happy without anything done. I went there to check it out... and the settlement is GONE! Literally gone. No buildings at all. Only stuff left are the things that I build for my nearby base. :oops:
 
Electrical question: I want the solar panels to power the gas, or mineral extractor, and charge a battery. I don't want the battery charge to flow back to the mining equipment when the sun goes down. The stored energy is to be used only for a teleporter that is attached to a pressure plate. Would an inverter placed between the solar panel and battery accomplish this?
*Edit * On 2nd thought, I believe I need an auto switch instead.
Edit #2 Auto switch works.
 
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Electrical question: I want the solar panels to power the gas, or mineral extractor, and charge a battery. I don't want the battery charge to flow back to the mining equipment when the sun goes down. The stored energy is to be used only for a teleporter that is attached to a pressure plate. Would an inverter placed between the solar panel and battery accomplish this?
I don't think it's that advanced, but you can try. If you want a game with more advanced electrical/gas/liquid physics, I'd recommend Stationeer. NMS is quite simple regarding these things.
 
It doesnt matter: Der Weg ist das Ziel as we say and that's thr journey that counts. Most my games consist of a seeming neverending circle of restarts with rare finishes in between.

Very true, and I treat NMS in that way particularly - usually starting a new game with every patch.

This time I haven't done, because I'm not really done with this 41 hour save just yet, so especially with now 15 potential save slots, I might keep this one round a bit longer and try and achieve some actual game 'goals'. Right now, that's building an 'S' class settlement (it's 'A' at the moment), with the cabin base overlooking it, and we'll see how that goes.
 
The only consistent/static base I have is the freighter. I put the hydroponics in there, trading station, portal, storage, refiners, etc. All accessible from anywhere by just calling it.

Easy mode :p

But I can appreciate it, especially in contrast to Space Engineers, which while fun and challenging, requires me to set aside a good chunk of time to play it because of the amount of work required to accomplish anything or go anywhere. Don't get me wrong, I love it! However there is something to be said for casual, relaxing gameplay like what NMS provides. Space Engineers is not a game I fire up for fun if I'm been problem-solving, troubleshooting, and brain-storming all day long.
 
Just a quick question or 2 from me please.

1. What is the benefit of building a settlement?

2. Does the main story introduce you to it in a tutorial sort of way?
 
@Jezzah
Just a quick question or 2 from me please.

1. What is the benefit of building a settlement?
real world = Some thing new to do.on a game from 2016.. another me verses what have they done this time developer challange
In game = rewards "currently" limited to random items or items sold for credits...

2. Does the main story introduce you to it in a tutorial sort of way?
Yep you get hand hold through to the first one... The rest was guessed at via patch notes... and your own whats new in game now. "O look there is a brand new planet chart for sale" what does it do...
You are not forced on the path...
 
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3.64 is out...

  • Fixed an issue that could cause settlement buildings to spawn within the terrain and become blocked (note: this fix may slightly move some existing settlement buildings).
  • Added a Galaxy Map marker to the player’s settlement.
  • Fixed an issue that could cause settlement NPCs to become stuck and stop navigating.
  • Fixed an issue that could cause all settlements to be incorrectly labelled as belonging to another player.
  • Fixed an issue that caused settlement charts to be used up when they failed to find a settlement.
  • Fixed an issue that could cause settlement building timers and states to repeat endlessly.
  • Fixed an issue that prevented settlements from being added to the teleport destinations list when starting a settlement in a different galaxy.
  • Fixed a number of visual polish issues with settlement walls.
  • Fixed a number of collision issues in settlement decoration.
  • Fixed an issue that caused settlement construction times to be overly long (and costs to be repeated) for landing pads and towers.
  • Fixed an issue that caused some small settlement buildings to have an additional construction stage that did nothing.
  • Fixed an issue that caused settlement debt payoff rates to be calculated incorrectly.
  • Fixed an issue that caused incorrect audio to play when selecting an option in a settlement decision.
  • Fixed an issue that caused water to leak inside underwater bases.
  • Fixed an issue that caused missing geometry on the underside of some landing pads.
  • Fixed an issue that caused inconsistent window placement on new timber wall/window pieces.
  • Fixed a number of snapping issues with generators, batteries, solar panels and planters.
  • Added the ’Report Base’ option to the Quick Menu, so that bases can be reported without finding any parts.
  • Fixed an issue that caused the build menu grid hints to still be active when loading a different save.
  • Fixed an issue that caused the Oxygen Harvester to appear in the wrong group in the build menu.
  • Fixed an issue that prevented the wooden material from appearing in the base part recolour UI.
  • Fixed an issue that could cause the base building menu to be overly jittery.
  • Fixed an issue that caused the base building menu to be too close to the part being placed.
  • Fixed an issue that prevented ladders and other technology items from snapping correctly in cuboid rooms.
  • Fixed an issue that prevented player ships from being correctly placed on landing pads after teleporting to a base.
  • Fixed an issue that caused players to spawn outside the Space Anomaly when joining a friend who was already inside the Anomaly.
  • Fixed an issue that allowed players to delete the freighter room they were standing inside.
  • Fixed an issue that could prevent legacy saves from loading correctly.
  • Fixed an issue that could cause stutter animations around the Space Anomaly and the ship salvage station.
  • Fixed an issue that caused the sunlight direction to be incorrect while in space.
  • Fixed an issue that could cause pilots to fail to navigate around their ship after landing on a planet.
  • Fixed a number of issues with localised text.
  • Fixed an issue that could cause players to occasionally spawn below the ground.
  • Fixed an issue that caused players to take damage when being recovered to the terrain after spawning below the ground.
  • Fixed a crash caused by a memory trample.
  • Introduced a number of physics optimisations.
  • Fixed a crashed related to building spawning.
  • Fixed a crash related to the Quick Menu.
  • Fixed a crashed related to the ByteBeat UI.
  • Fixed a threading crash.
  • Fixed a crash related to NPC navigation.
  • Fixed a crash caused by reloading the game with the quick menu open.
  • Fixed a crash related to base generation.
 
Expo 3 goes live today some time..
 
Oh, another thing that's kind'a grinding my amygdala at the moment is the rewards for expeditions. I can never get them because I missed the timed event. It makes me feel sour to have binary data stored on my harddisk for a game that I paid for, things that I can't reach or use unless I somehow find a way to cheat. It's never a good idea to put things like that in a game. But on top of that, you get the reminder every single time you go to the quicksilver trader. There it is: expedition rewards. Grinds me to see. Probably going to report that as a bug too. :D

This mod might interest you.
 
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