Yes, I just found the regular dumb ol’ “cubic room made out of metal” after spending 100 Salvaged technologies. I think it was hidden behind struts or wooden floor with glass or something. The new buildings that show up depends on what you buy, I think. So it’s a mess.

It’s even crazier for people playing existing saves. After finally managing to get my base out of mothballs (after over a week of initial bugs with pre-NEXT bases) I can construct all the room and accessory pieces I had unlocked pre-NEXT (including round and square metal rooms), but the metal rooms of my base that were “spawned” from the archive have no floors. It’s literally the grass, bushes and other non-destructible terrain objects, just inside the rooms of my base. NEW metal rooms I build have floors automatically, so there appears to be no way to add floors back into my existing rooms other than tearing them down and rebuilding them. On top of that, if I want access to anything else via the blueprint analyzer, I have to spend the salvaged tech modules to unlock all the Wooden stuff before I can see anything else, despite knowing how to build most of the metal stiff already.

It is, indeed, a mess.

I’ve pretty much just ignored base building beyond accessing my storage cubes and interacting with the NPCs I already have present. I’m going to wait on everything else until I find a place further along in my travels where I would like to build a more permanent home.

Latest changes on Experimental (08/08)
  • Fixed a memory leak in the UI
  • Fixed a number of crashes to do with freighters
  • Fixed a crash that affected particular planets
  • Fixed a crash that could occur while creating a race track in a borrowed Exocraft
  • Reduced texture memory usage to improve overall stability
  • Fixed an issue where players would get stuck in The Purge mission
  • Fixed an issue where players would get stuck in the Ghost in the Machine mission
  • Fixed an issue where players would receive incorrect mission instructions while returning with the Mind-Arc
  • Fixed an issue where Sentinels would chase players forever if they did not complete the final Weapon Specialist mission
  • Fixed an issue that was causing dialogue and rewards at certain found buildings to repeat (including Traveller graves and portal glyphs)
  • Fixed an issue that caused players upgrading their save to not have any primary missions if they were on the tutorial for expanding their inventory when they upgraded to NEXT
  • Fixed an issue where legacy saves would not know the recipe for microchips, the large refiner and some advanced survival products
  • Fixed an issue where trade commodities were not available for sale in the space station
  • Fixed an issue where player ships could shoot themselves in multiplayer
  • Fixed an issue where some base parts were not available in the blueprint analyser
  • Fixed an issue where players would get stuck if they died before using the Navigation Data in the tutorial
  • Fixed an issue where the labels of hot / cold thermal protection upgrades were the wrong way around
  • Fixed an issue where the Efficient Launch Thruster upgrade was not learnable in space stations
  • Fixed an issue where terrain edits caused by building parts would regenerate in multiplayer
  • Fixed an issue where Base Computers placed inside other bases could not be deleted
  • Fixed some instances of an issue where ships would all spawn on the same landing pad
  • Fixed a number of incorrect refiner recipes
  • Expanded the available refiner recipes
  • Removed the chance to get nanites from Buried Technology Modules
  • Reduced the frequency of storms in some situations
  • Slightly increased the cost of launch fuel, but made one canister entirely refill the thrusters
  • In normal mode, slightly reduced the base rates of hazard and life support fuel usage
  • Slightly reduced the radius at which Sentinel drones will investigate players
  • Reduced the time required to scan discoveries with the Analysis Visor
  • Increased the recharge rate of the jetpack when onboard a Space Station
  • Farm plants now grow in real-world time (rather than game time), allowing farms to continue growing while you are away from the game. As a consequence, adjusted farming times + prices.
  • Placed the Space Anomaly marker on the entrance to the Anomaly rather than the centre of the model
  • Fixed an issue where mission markers would not attach to the correct base
  • Reduced the number of whispering eggs around Abandoned Buildings
  • Fixed an issue with rain audio
  • Added audio to the target tagging UI
  • Fixed a bug in the auto-aim system concerning large creatures
  • Reduced the critical hit zone for biological horrors
  • Fixed an issue in creature replication that could cause creatures to freeze
  • Fixed an issue where mordite would not be awarded to the correct player when killing creatures in multiplayer
  • Fixed an issue that could cause the third person camera to turn sluggishly
  • Fixed an issue where players respawning in Survival mode would have no life support and rapidly die again
  • Fixed an issue where some of Nada + Polo’s missions had untranslated text
  • Fixed an issue where some of the procedural missions given by NPCs had untranslated text
  • Fixed an issue where some exotic biomes incorrectly reported their weather as fine or calm
  • Fixed an issue where chairs did not display their text correctly
  • Fixed an issue where the launch fuel tutorial did not trigger correctly
  • Fixed a number of incorrect timings of mission update messages
  • Fixed an issue where activating the torch did not close the quick menu
  • Fixed an issue where Infra-Knife accelerator projectiles would originate from behind the player’s ship.
  • Fixed an issue where the freighter would not be visible to other players in multiplayer
  • Fixed a number of issues where expeditions would reward the wrong player in multiplayer
  • Fixed an issue where fleet frigates would return to the wrong location on completion of an expedition.
  • Fixed an issue where changing between first and third person camera while on a ladder would break player animations.
  • Fixed an issue where players would lose access to the main menu after reloading a save just after upgrading to NEXT
  • On PC, pressing P will default to opening the Log rather than Options. Options continues to be the default option for Esc.
  • Fixed an issue where Korvax eye textures would become misaligned.
  • Fixed an issue where falling animations would not play
  • Fixed an issue where the player would play the sliding animation while swimming
  • Fixed an issue that would stop players from firing or reloading their Multi-Tool in specific situations
  • Fixed an issue where Multi-Tool lasers would bend in the wrong direction.
  • Fixed an issue where the Multi-Tool glitched while going into the Analysis Visor
  • Fixed a number of issues for players in specific timezones

Wait, wasn’t it speculated this changed in NEXT and it was no longer possible to be a space trucker? Does that mean that was just a bug, or is this a separate issue?

You know what’s the best? Feed a critter, preferably if there are other critters around. You will quickly find that critters must have a lot of cat DNA in them.

My base has lots of critters wandering around it. I wonder how many of them I can Pied Piper up.

For some reason the quest line glitched out on my at the point where I’m supposed to get a signal when getting back to space after finishing repairing the hyperdrive.

another thing: I found a crashed ship. Fixed her up enough so it could fly and flew it to the space station. Bought some stuff there to fix it up further. Do I still have access to my starter ship? I’d like to sell it…

You have a choice when you encounter a crashed (other any other) ship: either trade it in, or add it to your collection. If you chose to trade/replace your starter ship when you grabbed the wreck, it’s gone.

And you can’t sell ships. You can only trade them in for value against another ship.

You can only exchange ships, not really sell them. And you do have access (if you didn’t exchange it)-- just summon it to a trading post via the d-pad quick menu.

BTW why can I not sell my warp cells?

Hey! I submitted that one! =) I also fixed it myself (by dying during the mission), but it’s good to see it addressed.

Also:

Interesting. So it looks like space trucking was still supposed to be viable, only we were missing the loads to truck around from system to system.

Uh-oh. Looks like the “get 2 for 1” recipes all just got fixed. Also looks like the crafting tree cheat sheets will need another updating.

Woot! Nothing is more disappointing than uncovering a module to see “You have received 14 nanites!”

Also Woot! Was tired of always making 2 canisters after running out of fuel.

Hmmmm…Could be bad news for people who like to buy plants off aliens at the trading post and then craft consumables with them. Farms just got more lucrative though.

And abandoned buildings just got less lucrative.

I gotta go harvest one tonight for sure before they patch that in officially!

The wording is ambiguous; if I understand you correctly you think plants will get more expensive, but I read it the other way and assumed farming times got longer and prices got lower. Seems like they’d lower their value since it’s now “easier” to farm, since you’re making progress even when not playing the game.

Lower plant values makes the disparity between the values of Star Bulbs, Cactus Flesh, etc. and the end result sale price of something made with them. like a Circuit Board, even greater though. It’s already pretty ridiculous. I can make a 1.2mil unit Circuit Board out of about 25K worth of plants bought off aliens at any trading post.

I’ve certainly had trade commodities awarded in missions, just never seen them for purchase. So seems whoever was speculating this may have been wrong!

Finally that looks like a nice patch. The workarounds don’t seem to work for me for the base quest, maybe it’ll help or I’ll have to try the troubleshooting again.

I’m guessing the final reward from the base computer is the landing pad? It’s the last important thing I’m missing.

Is there a way to get the warp cell without the quest thing?

Also, thanks a bunch for the replies 're the ship thing.

I think you used to be able to get any recipe in the game from raiding manufacturing/operations buildings. Or from random NPC encounter rewards. I assume that’s the same in NEXT, probably. It’s very random what you get though and might involve a lot of grind to get it that way.

Recipes are most reliably given out at Manufacturing/Operations buildings for sure. Used to be the recipe given was completely random and at a certain point when you already had so many and it tried to give you a duplicate you only got credits. Now I feel like I keeps track of ones you have and only ever offers you new, different recipes. That’s just an opinion with nothing concrete to back it up.

The best way to find one of these buildings is with the signal booster (and use the consumable ‘chip’) and choose ‘secured buildings’. If you want to increase the chance that you’ll get the answer to the riddle correct there is a full cheat-sheet to the answers which get you rewards linked from the gamepedia wiki page about Manufacturing Facilities:

https://nomanssky.gamepedia.com/Manufacturing_Facility

So what does one do with units when you have bought a top end ship and freighter and still have 100 million credits to spend?

I bought a module that was supposed to be a “significant” boost to my cannon’s “damage, cooldown, and fire rate”. When I installed it it says “-2% cooldown time”. Geez

How do you make so much money? There was a freaking sweet ship at the station but it was 15million. I had 500k and 300k on trade-in.

You can farm abandoned buildings for whispering eggs. They drop Larval Cores, little glowing balls that sell for 90K units each and stack to 5 in your suit inventory, so you can farm 20-30 of them from an abandoned base and make a couple million units pretty easily.

Or, if you’ve completed the Scientist quests at your base, you should have blueprints for the Heat Capacitor, Poly Fibre and Circuit Board. Circuit Boards sell for 1.2 million units EACH. They are made from 1 Poly Fibre and 1 Heat Capacitor. Those are made from 200 Star Bulbs + 100 Cactus Flesh and 200 Solanium + 100 Frost Crystal respectively. Those materials are easily obtainable at any planetary Trading Post by speaking with the alien pilot of every ship that lands and asking to buy their cargo. For around 25K units you can buy more than enough of all the ingredients to make a Circuit Board, and I’ve found that enough aliens with the various ingredients visit each Trading Post that you can make from 2-4 Circuit Boards fairly quickly buying the supplies from them. Last night I spent about 90 minutes doing this (while also asking directions, hunting down drop pods and raiding a couple of manufacturing sites) and made 30 million units. As a bonus, you may luck out and find an A or S class ship you’re interested in purchasing…and have the units to do so.