No Man's Sky - Exploring a 60s-Scifi-cover themed universe (post-release thread)

Hm. Wonder if this will fix my base quest to hunt down a pirate. Supposedly there’s a pirate flying around my planet somewhere, but it doesn’t show up anywhere in the system that I can tell, and when I provoked a random one to show up after sitting around mining for a while killing it didn’t advance the quest.

Have you set it as the primary tracked quest? The NMS quest system is buggy like that. Sometimes I can’t turn in or continue a quest unless it’s the present one.

Yes, this. When on this mission, as soon as I did that and went up into space, a marker on the pirate ship showed up and I was easily able to track and kill him.

I’ll try it again but I’m pretty sure it was the tracked quest.

To mention it again: many Artemis or Base quest breaks can be fixed by simply saving, quitting out of the game entirely, and then loading back up.

The one that got me recently was the final weapon guy quest, where if you die during it, the sentinel ships never come back and you can’t finish the quest. There’s two ways around it:

  1. The stupid but simple way is to delete the armorer’s bench, rebuild it, and then talk to your armorer.
  2. The smart way is to a)piss of the sentinels so that you get one star, b) IMMEDIATELY take to your ship and head to space, and c)kill the single sentinel that spawns to come after you. That’s what I did, and it saved me a hell of a fight. Also: kiting enemies into atmosphere makes the fights FAR easier if you go the three sentinel route.

Well, the new mouse controlled flight scheme is just horrible. Much worse than it was. I hope they revert it soon.

I logged on and thought my game was bugged seems it was not, not sure I am going to like it, surely there is a toggle to have it on or off?

Atm the only toggle would be turning off the experimental beta version.

Yeah, that’s what I did. I’ll let them mess around some more with fixing the flight model. Plus, apparently there’s a nasty disappearing inventory bug in the experimental version.

I always play with controller so it hasn’t affected me! ;)

I’ve finally begun to get my farming up and running. It took forever to scavenge enough frostwort to build my first biodome (luckily my base is on an irradiated planet, so I just plant my gamma root outside), but the output from it has allowed me to build another in short order, and now that one is growing frostwort too.

So what say you guys? Keep up with the frostwort and transition to selling living glass or is there something that has even better returns?

I like my living glass farm a lot. It’s pretty simple to set up and it’s a quick 10-12 million units every 30 minutes if/when I feel like taking the 10 minutes to harvest and sell. From what I’ve seen, it’s the highest money yield.

I have to admit reading all this Farmville stuff makes me even less interested in playing NMS. I dunno… it’s like the base building stuff in Fallout 4. Yeah sure whatever, but there are games for that sort of thing. What about freewheeling adventure, blasting your way out of space blockades, etc.? It just seems like so much design lumbers toward this Minecraft/ARK ‘build a base and manage a giant inventory full of tiered crafting supplies’ almost by instinct rather than deliberately. Is this what people want to play? Maybe I’m out of touch.

The base building in NMS is pretty simple with a slick interface. There’s really not very much to it in terms of complexity. The main reason I started a base was to a) get the nice blueprints and b) be able to set up a farm to get lots of money quickly because I wanted a freighter. Now that I have one, I don’t spend much time on the farm at all.

The nice thing is you can just ignore all the base and farming stuff (beyond doing the base tutorials for the blueprints) and do whatever parts of the game interest you instead. After you upgrade your exosuit visor/scanner you can probably make all the money you need by just exploring and scanning new stuff for the cash. Or you can just do bounty hunting if you like the combat and killing pirates. The mission board can also pay out a lot at higher rankings. Or, you can follow the main story paths.

I find the game is a bit like playing an MMO solo in that there’s a variety of stuff to do and so you just do what you like or feel like doing that day. How I play the game may be a lot different than how others play it and that’s fine. There’s no time pressure and I find the game very relaxing to play.

Have you tried the survival mode yet?

It seems that the latest experimental build has indeed added a toggle for the flight mode!

I can say that they’ve redeemed themselves in my book. This is shaping up nicely. I’m hopeful for but not feeling entitled to even more content.

There is surely more coming. The only question is whether we’ll have to pay for it or not. :)

Thanks, not played it for a few days so was still on the experimental mode.

New 1.38 experimental patch adds multiple save slots! Well, you now have a total of 5 slots that you can use for any game mode.

Plus a bunch of other fixes:

New save system

In this patch we’re introducing a new save system, which should make managing your save files between game modes much easier. Here’s what to expect:

  • You will now be presented with 5 save-game slots (each of which can be used for any game mode) - your existing saves will be mapped into these slots
  • Selecting an empty slot will start a new game, allowing you to pick which game mode to play from the mode select menu
  • There are now 2 sub-slots for each save-game (instead of 3) - one for auto saves, and one for manual saves
  • Starting a brand new game with no existing saves will take you directly to mode select
  • Note for experimental: while 1.37 saves are forwards compatible with 1.38, 1.38 save files are not backwards compatible with 1.37. For this reason, when you first run 1.38, an automatic backup of your 1.37 save file will be stored in your save folder, in case you wish to return to 1.37. See this thread for more info: http://steamcommunity.com/app/275850/discussions/0/2765630416830016499/

Other changes and fixes

  • Improved the accuracy of text describing planetary weather
  • Storms on humid/lush planets are no longer toxic; humid/lush planets now have a chance of their rain being very hot.
  • Made the temperature range of dead planets more varied
  • In-flight weather effects now vary in strength based on height
  • The Analysis Visor can now be used to scan farm plants and see the remaining growth time
  • Analysis Visor can scan ships to determine their class, type and value at a distance
  • The Analysis Visor can be used to see the approximate distance of resources discovered with the Scanner
  • Added error message when no outpost is found by the economy scanner
  • Added the ability to skip black bars when discovering a planet or solar system
  • Fixed an issue where some delivery missions would continuously tell players to visit other systems
  • Fixed an issue where the requirements to complete some missions could change as you spoke to NPCs
  • Prevented the cursor being reset to the center of the page as you switch between pause menus
  • Fixed scaling issues with creature feeding icons
  • Fixed an issue where mining units would occasionally incorrectly produce Heridium
  • Prevented mining units being placed inside each other
  • Fixed an issue where base parts, including storage containers, built outside the base building radius in unlimited building mode would not be transferred when the player moved to a new base
  • Trade outposts now provide hazard protection
  • Added a chance for pirates to spawn earlier than usual when a player warps into a certain systems, to add more variety to exploration and trading
  • Fixed an issue where the terrain manipulator audio would occasionally continue after terrain editing completed
  • Fixed an issue where the terrain manipulator hologram would remain in one location after subtracting from the terrain
  • Fixed an issue where the terrain manipulator would occasionally create longer lines than intended
  • Fixed an issue where the ship crosshair would appear at incorrect times
  • Fixed the Upload All button on the discovery page not deactivating after being used
  • Corrected button prompts in the ship combat wiki
  • Restored Spectral Class to the galaxy map text
  • Galactic map now respects user mouse sensitivity settings
  • Galactic map now respects user control inversion settings
  • Prevented trade terminals having a negative quantity of stock
  • Made trading terminal stock values replenish over time
  • Separated stock levels for trading posts and space stations in the same system
  • Lush biomes in survival mode occasionally exist without an aggressive sentinel presence
  • Reduced cursor UI slowdown when using a pad
  • Prevented users occasionally falling outside the trading post platform when exiting their ship
  • Prevented traders from attacking pirates which are far out of their range
  • Fixed an issue where NPC ships would stop outside the entrance of freighters and space stations in systems with no trade routes
  • Improved NPC ship target selection in space battles, prevented them reacting to accidental player fire
  • Fixed an issue where smaller freighters and containers could not be destroyed
  • Added exotic ship audio for AI and NPC ships
  • Added ability to transfer items to and from containers in your base or freighter
  • Corrected Roamer and Rover inventories appearing incorrectly in the transfer window
  • Added protection to allow the Mind Arc step of the Artemis story to be completed even if a player deletes their base
  • Fixed issue where a blue eye icon would occasionally appear over the crosshair
  • Added tooltip text to explain the planet icons on the discovery page
  • Fixed an issue where the Space Anomaly could remain in the player’s home system indefinitely
  • Added ability to sell items from ship cargo slots at terminals
  • Fixed an issue with dismantling tech on ship compare screens not correctly destroying the tech
  • Added ability to transfer items from cargo slots during maintenance interactions
  • Fixed an issue where unbinding a key would exit the control menu
  • Fixed an issue where selecting a new key binding could accidentally result in it being set to a mouse button
  • Improved trading by giving NPCs independent stock levels
  • Fixed an issue where the Space Anomaly mission had no objective text in the log.
  • Made NPCs who give directions refer to a wider spread of locations
  • Added ability to rebind the discard key
  • Fixed an issue where some players who should have been able to restart distant missions were unable to do so