The No Man's Sky Thread

I tried building a new base in creative mode, and I don't think I like this new wiring / power system. Maybe I'm confused, but do I need to run wires to every light and door and whatever else needs power in my base? I'm cool with bases needing power, but I'd prefer something more simple like Subnautica's power management system vs. having to run all these wires by hand like an electrician, specially since there are no easy "auto-wire" tools that I can see.

Maybe I need to watch a YouTube video... Either that or I need to go back to playing Subnautica.
 
I tried building a new base in creative mode, and I don't think I like this new wiring / power system. Maybe I'm confused, but do I need to run wires to every light and door and whatever else needs power in my base? I'm cool with bases needing power, but I'd prefer something more simple like Subnautica's power management system vs. having to run all these wires by hand like an electrician, specially since there are no easy "auto-wire" tools that I can see.

Maybe I need to watch a YouTube video... Either that or I need to go back to playing Subnautica.
You can do either of these things of course - but no, you don't have to wire everything up individually. You just need ONE wire from your power grid to go to one of the buildings in your base. As long as the buildings are connected, the power will spread throughout the entire base.

If the buildings are separate (i.e. not connected by tunnels or corridors or whatever), then each one needs to be powered individually.
 
You can do either of these things of course - but no, you don't have to wire everything up individually. You just need ONE wire from your power grid to go to one of the buildings in your base. As long as the buildings are connected, the power will spread throughout the entire base.

If the buildings are separate (i.e. not connected by tunnels or corridors or whatever), then each one needs to be powered individually.
What if a power generator is in the base? Do I just run a wire and plug it into the wall and then everything in that base is powered?
 
Is it possible to learn an entire language and if so is it worth it? If those pillars are all over the planet there must be 1000s and then I guess millions of languages throughout the game? Is it worth it or mindless busy work?

I met 1 alien on the planet, could not really understand him but was.still able to trade anyway
The only serious use of knowing more of a language is when you're starting to get into stealing blueprints from factories. There's a whole game-chain of things to do for just that. There's a way of "cheating" while doing them without knowing the language, but it's all up to you which way you want to do it.

Anyway for factory blueprints, here's a list of steps what to do:
1. get a bunch of navigation data chips
2. find a station where the cartographer exchange it for "secure site" maps. If he only gives you "distress signal" or "alien sites" maps, go to another system's station
3. use the map chips to find factories, sometimes it will result in depot which are also useful but for other things (stealing some other good materials) and sometimes the map might take you back to a factory you've already been to or not even give you anything, then go to the next system
4. go the the factory and break down the door, you better have an upgraded boltcaster or other weapon that can take it down before the sentinels kill you, and have upgraded shield helps as well
5. go in to the console and solve the puzzle, sometimes it'll give you a random blueprint automatically (old version still some places), but most of the time you get the options to get units, nanites, or get a new blueprint
6. the blueprint now is a decision tree (two trees of blueprints in fact) and you get 2 tokens to use

And what are those blueprints good for? Well, the first tree has useful items and the second is for money making products. The highest paying modules you can produce sell for about 15 million.
 
...4. go the the factory and break down the door, you better have an upgraded boltcaster or other weapon that can take it down before the sentinels kill you, and have upgraded shield helps as well...
I normally get back in my ship and nuke it from above. It's the only way to be sure. And the sentinels can't do anything.

 
I've been playing this game for three years, and even now it still manages to surprise me with a totally "what!?" moment. :)

If you want to discover everything on your own for the first time, then don't expand the spoiler tag...
142033


Warped into a new (Indium) system, and noticed some flying debris around the station (always my first port of call whenever I enter a new system, so I can easily get back with the portals).

Just like you find (or are guided to) haunted terminals on the planet, there are haunted stations too! No signs of life except residual gloop, and services are basically a teleporter and a limited market.

o_Oo_O
 
I've been playing this game for three years, and even now it still manages to surprise me with a totally "what!?" moment. :)

If you want to discover everything on your own for the first time, then don't expand the spoiler tag...
View attachment 142033

Warped into a new (Indium) system, and noticed some flying debris around the station (always my first port of call whenever I enter a new system, so I can easily get back with the portals).

Just like you find (or are guided to) haunted terminals on the planet, there are haunted stations too! No signs of life except residual gloop, and services are basically a teleporter and a limited market.

o_Oo_O
That's an abandoned starbase, isn't it? I've seen one or two in previous version(s). A bit buggy when they first came out with huge pieces of oversized debris in front of the entrance.

Talking about haunted, apparently one of my frigates have a crew of ghosts. 💀
 
What if a power generator is in the base? Do I just run a wire and plug it into the wall and then everything in that base is powered?
Not tried that, but yes, it should work. If it's a large prefab (i.e. one of the circular or square rooms) then wire it up to the side of the building - not the door.

If not, move the power generator outside. I use solar panels as soon as I unlock the BP, as the biofuel reactor is just nuts for resources.
 
Not tried that, but yes, it should work. If it's a large prefab (i.e. one of the circular or square rooms) then wire it up to the side of the building - not the door.

If not, move the power generator outside. I use solar panels as soon as I unlock the BP, as the biofuel reactor is just nuts for resources.
There's a ton of things HG could improve on these things, but considering that this mechanics just came out, I have good hopes that they'll keep on expanding and improving it.

On the note of Old Duck's mention of powering the doors, the reason they're powered now (which bugged me at first until I realized why) is to allow for motion control, pressure plates, code lock, and such.

Maybe a way to really improve the cable system though could be if they had a map screen, a base circuit screen, where you connect things (draw lines) virtually and there's no cables in the "physical" world you have to draw. :unsure:
 
Many hours later...... still zero crashes................. sssssshhuuuuuuusssssh!

(...fingers still crossed...)

EDIT - many many hours later.... still no crashes...... zero....... over way more hours than would normally produce many crashes.... YAY!
'Bother'. Two crashes. Both the same. Both as before. :cry:
 
The only nuisance I encountered is when playing in 2D (was too hot here for VR headset) was game trying to switch control scheme to kb+m from xbox pad and "strobing" control options (displaying E instead of xbox X rapidly) which was seriously tanking my framerate. Re-running the game fixes is until it rears its ugly head again. No crashes so far (I'm back to "stable" version btw).
 
Just to change the mood - I'm having great fun building my base - so much so that I've abandoned following quests for a while.

It's a work in progress, and I suspect I'll need to do a bit of rework in time - but so far it's great watching it take shape. I just need a whole load more fixtures and fittings. And some way to hide those flipping power cables - they really jar.

...and a nice rug, to really tie the room together...
 
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A note about the crashes and problems running on PC, it's not just NMS that's causing problems, but Steam and Windows as well. Having some issue of screen turning black for 10 seconds before game starts, and it happens when I start computer as well, and it wasn't like that two days ago. Found out that there are a lot of bugs in Microsoft's patches for Windows at the moment. Bluetooth stop working for some, and runaway processes taking 50% of the CPU. Just wanted to make a point that it might not always be NMS and HG to blame for some crashes and issues at the moment.
 
A note about the crashes and problems running on PC, it's not just NMS that's causing problems....
That's a very fair point, and the number of crashes has decreased notably, so, heaven knows what's really going on. It must be a nightmare for developers.

Oh well, back to searching for rugs.....
 
That's a very fair point, and the number of crashes has decreased notably, so, heaven knows what's really going on. It must be a nightmare for developers.
Yeah. And to add stress to it even more, several times I got something working in my software, only to discover that it broke a few months later because Microsoft "fixed" a supposed bug (or unintended feature) in their API.

Oh well, back to searching for rugs.....
I only know of one rug in NMS, but there's something wrong with it. Placed it in my freighter, but when I walk over it, it like a platform. Weird.
 
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