No Man's Sky - Procedural space game

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I keep coming back to NMS but I've still to get into any of the extra content they've added. I've played 30 odd hours and still not done the Atlas quest line or got the V1 pass :D

It's certainly a nice relaxing game to play and I'm loving the art style and music but I keep dropping it due to the deep hole of things to do, there's Freighter bases, exploring, base building etc. A lot of it feels too temporary and overwhelming, plus you also want to get about and upgrade your suit, ship and tools. There's so many systems to learn I get put off.

So I'm just sticking to some quest stuff to unlock as much as I can and actually get to some of the newer features and quests without getting indefinitely sidetracked. Anyone got any tips to achieve that?

I did the same, when I recently picked it up and started playing. It seemed overwhelming at the start with lot of different things to do but followed the main storyline and it did become easier as you learn along the way. There is a fair bit of grind for crafting and I got used to the flying with mouse method over time and eventually settled well into the game. You can, in the log menu, just select the main story and follow it and once done you can look into other stuff.
 
Soldato
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Earth, for now
Experimental branch fixes to the Frontiers patch....


Experimental Branch Update 03/09
  • Fixed an issue that caused debug-only base parts to appear in the Catalogue.
  • Fixed a crash related to settlement NPC navigation.
  • While base building, the rotation option now has acceleration to allow faster turning while still retaining detailed control.
  • Fixed a rare issue that could cause severe visual glitches when pushing the building and photo mode cameras into very specific situations.
  • Fixed a number of snapping issues when placing fireplaces or NPC terminals to large rooms.
  • Fixed an experimental-branch only issue that could cause the decision interface to become blocked when starting a new construction opportunity decision.

Experimental Branch 03/09
  • Introduced a significant number of optimisations for settlements.
  • Fixed a number of glitches with settlement NPC navigation.
  • Fixed an issue that could cause settlement NPCs to go outside during danger scenarios, such as during storms or Sentinel raids.
  • Fixed a crash related to base building.
  • Fixed an issue that allowed players to place an unlimited number of special parts (such as Exocraft geobays) within close proximity of each other.
  • Fixed a number of issues that could cause power lines to fail to appear.
  • Fixed an issue that caused patches of foliage to be cleared in settlements before any buildings had been placed.
  • Improved the loading speed of settlements.
  • Fixed an issue that could cause players to be backed out of base building mode accidentally.
  • Improved the use of the D-pad in base building controls, in order to minimise accidental presses.
  • Snapping is now enabled by default when entering wiring modes.
  • Added a recovery for players who lost their primary Multi-Tool after accepting a blank tool from an upgrade/purchase UI. Note: the appearance of this erroneous UI screen was fixed in Patch 3.62.
  • Fixed an issue that caused T-shaped corridors to become blocked when snapped to other structures.
  • Fixed an issue that could prevent some pre-built large rooms from receiving power correctly.
  • Fixed a crash related to noise generation.
  • Fixed an issue that caused the Electrical Cloaking Unit to work incorrectly.
  • Fixed a number of snapping and collision issues with power doors.
  • Fixed a crash related to base editing.
  • Fixed a physic issue that could cause players to get snagged while moving around the Space Anomaly.
  • Fixed an issue that caused short-range teleporters to function correctly without power.
  • Fixed a number of snapping and collision issues with freighter rooms.
  • Fixed an issue that could cause some settlements to fail to generate any decisions for their Overseer. Decisions are now expected at intervals of 15 minutes to 2 hours.
  • Fixed a number of UI issues with base building in VR.
  • Fixed an issue that could cause long grass to spawn within settlements on scorched planets.
  • Fixed a crash related to terrain generation.
  • Fixed a PlayStation 5 specific issue that could cause some trophies to fail to unlock.

Experimental Branch Update 02/09
  • Fixed an issue that prevented the Automated Mining Unit and other similar parts from being placeable or available to research.
  • Fixed an issue that caused some bases to be powered incorrectly.
  • Fixed a crash related to building generation.
  • Fixed a crash related to terrain textures.
  • Fixed an issue that could prevent games from saving correctly.
  • Fixed an issue that caused standing lights to be powered incorrectly.
  • Fixed an issue that caused the freighter captain interaction to close prematurely.
  • Fixed an issue that caused various interactions that offered weapons to close prematurely.
  • Fixed an issue that caused power doors to be powered incorrectly.
  • Fixed an issue that could cause charts and missions that search for a settlement to be unlikely to find one.
  • Fixed an issue that caused missions that look for settlements to take players to a settlement already owned by another player.

Experimental Branch 02/09
  • Fixed an issue that could cause tutorial text boxes to become clipped.
  • Fixed several crashes related to base building.
  • Fixed an issue that could cause Ares' technology trade to close prematurely.
  • Fixed an issue that could cause the settlement mission to become stuck in a loop if players leave the settlement before claiming it.
  • Fixed a number of snapping issues with specialist base terminals.
  • Fixed a number of snapping issues that could cause old-style basic parts to become blocked.
  • Fixed an Xbox One specific crash.
  • Fixed an issue that prevented the Automated Mining Unit and other similar parts from being placeable or availabe to research.
Experimental Branch Update 01/09
  • Fixed a crash related to placing base parts.
  • Fixed a number of snapping issues with cuboid rooms.
  • Fixed an issue that caused the fleet debrief screen to close prematurely.
  • Fixed an issue that caused the product research tree accessed in factories to close prematurely.
  • Fixed an issue that caused the trading screen to close prematurely when trading with a landed NPC smuggler.
  • Fixed an issue that caused the companion customisation screen to close prematurely.
  • Fixed a number of snapping issues with moon pools.
  • Fixed an issue that prevented colour lights from being powered correctly.
  • Fixed a number of snapping issues with wall hangings and lights.

Experimental Branch 01/09
  • Fixed a crash related to creature and NPC locomotion.
  • Fixed an issue that prevented players from starting new fleet expeditions or purchasing new frigates.
  • Fixed a number of issues that caused visual changes related to power to fail to display.
  • Fixed an issue that prevented refiners from correctly snapping to large base rooms.
  • Fixed an issue that prevented some large base parts from correctly snapping to each other.
  • Fixed an issue that caused NPC animations to display in unnecessarily low detail at a distance.
  • Fixed a number of visual glitches with dust effects.
  • Fixed a number of snapping issues with new canopy parts.
  • Fixed an issue that could cause NPCs to walk through doors.

  • Fixed a number of cases of missing or incorrect text.
  • Fixed a rare physics-related crash.
  • Fixed a rare crash related to settlement NPC behaviours.
  • Fixed an issue that could cause ships to land on incomplete landing pads in settlements.
  • Fixed an issue that could caused settlement buildings to fail to complete when their timer had finished.
  • Fixed a number of collision issues with street lights in settlements.
  • Fixed a rare rendering-related crash.
  • Fixed a crash that could occur when re-visiting a planetary settlement while a freighter base was spawned nearby.
 
Last edited:
Soldato
Joined
15 Oct 2005
Posts
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Location
Earth, for now
@Digital X wow that was impressive, considering how hit and miss these things were back then. Bet it did take you a long time to find that thread, maybe not as much as it took to find his out of fuel ship tho :D
Surprised at how much the game seems as relevant today as it was five years ago, probably more so with all these patches and expansions.
 
Soldato
Joined
25 May 2013
Posts
10,137
Location
Kent.
I sorted by "Hot - All time" and just kept scrolling down till I found an orange arrow. Goodness how long it took me to find him now. I had to go planet to planet trying to get fuel and then go back to his planet to rescue him. It was a fun time!
 
Soldato
Joined
25 May 2013
Posts
10,137
Location
Kent.
Not much anymore actually. Still heavily into ETS2/ATS since I was invited to join a map mod team so my time is spent there now. I am looking to get back into it though.
 
Soldato
Joined
10 Jan 2007
Posts
4,908
Location
Warwickshire
Anyone else having issues finding working mods? Have recently came back to it, and struggling to find ones that work, really want a ship hover mod, more than anything
 
Soldato
Joined
15 Oct 2005
Posts
5,853
Location
Earth, for now
Anyone else having issues finding working mods? Have recently came back to it, and struggling to find ones that work, really want a ship hover mod, more than anything


This one has just been updated to work.....

https://www.nexusmods.com/nomanssky/mods/688

Hopefully my link will work, out at the moment

If not it is called...
Atmosphere Hover - Pulse Speed Adjustments
 
Associate
Joined
29 Sep 2009
Posts
1,517
Would love to get into this but none of my crew play it. Every update comes I get excited load the game and then get overwhelmed :D. Such a great concept and from the small amounts Ive played a masterpiece of a game thats a breath of fresh air in the current gaming world of services and loot boxes. :D

One day I will force myself to get into it, anyone on the old OCUK unoffdical discord play and want to learn a noob the ropes?
 
Soldato
Joined
10 Jan 2007
Posts
4,908
Location
Warwickshire
Would love to get into this but none of my crew play it. Every update comes I get excited load the game and then get overwhelmed :D. Such a great concept and from the small amounts Ive played a masterpiece of a game thats a breath of fresh air in the current gaming world of services and loot boxes. :D

One day I will force myself to get into it, anyone on the old OCUK unoffdical discord play and want to learn a noob the ropes?

I have only ever played it solo
 
Associate
Joined
7 Jan 2012
Posts
1,550
Location
West Midlands
Has anyone tried settlements in the game ? I have started building one but the debt keeps increasing and the productivity value is less than the maintenance costs so cant see the debt reducing at all. Also now get a message on the terminal that says clear debts to restore production, which I am presuming means that the one factory I installed is not doing anything.
 
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