Associate
- Joined
- 3 Feb 2012
- Posts
- 2,269
- Location
- Bath
Might try to find some of you guys next time. I'll post back nearer the time... Day at work for me now
Going to buy this tonight it’s been topping steam best sellers for ages now
Devs must be happy at last...
Yep, a few of us met up one night not long after the update dropped and it has potential to be the game it should have been in the first place.
I'll still manage to lose a few hours to it every now and thenGoing to get back on this then, I still kinda enjoyed it on release as a chilled out play.
That's just a module mate, it's not adjacent to the weapon. You've placed it by your canon.
If that upgrade is for the Photon Cannon it's because you already have 3 upgrades. Any more and they don't work.
edit: I'm talking rubbish as the Photon Cannon isn't an upgrade. You dont have any upgrades already installed in the tech bit do you? might be conflicting?
I may have misunderstood the system I thought it needed to go next to it to work .
Ahh I didn't realise 3 was the limit. I did have another one in the empty slot prior to this screenshot. Wonder if it still thinks it's there.
Hello everyone,
We are continuing to focus on safely addressing the highest priority issues reported by the community. As always, thank you for playing the game and taking the time to report any issues you encounter!
Steam users are able to opt-in to the Experimental Branch, where we have pushed a rapid patch to fix a number of common issues.
To play in Experimental, right-click on No Man's Sky from the Steam library page and select "Properties". Among the available tabs will be the "BETAS" tab. Select "Code: 3xperimental" in the dropdown menu under "Select the beta you would like to opt into".
Latest changes on Experimental (01/08):
- Fix to restore savegames for players affected by a specific issue with freighter expeditions
- Fix for an occasional white screen crash during loading
- Fix for frigates not reporting their damaged state correctly
- Fix for an issue that could block players in the "fuel the warp drive" stage of the tutorial
- Fix for repairing broken ship slots in Creative Mode
- Improvements to exocraft laser damage
- Improvements for animations while turning, jetpacking, and standing on objects
- Memory optimisations to improve stability
- Preventative fix for potential stability issue with mission handling
Feedback and reports of bugs/issues being found on Experimental are welcome, so please post them here.
Thank you,
Hello Games
Soo I now have a massive Freighter... how do I make money off this thing?
Im sure thats a module for a completely different weapon mate.
And 3 is the limit, but its obvious if you go over that limit as all the other modules become overloaded and give you a visual cue to remove one. So unless you saw that you are not overloading the modules.
Shame no mention of the shooting yourself bug when in the ship.
You're right. Finally found some stuff on google. It appears they've messed up descriptions, so it's for the knife but titled for the photon cannons .
I wanted more cannons .
I did mention over a page ago, it's not the same weapon as the cannon
And btw, get phase beam with 3 adjacent modules, it tears through pirates like butter.
Played for about six hours, ended when I swapped for damaged ship ( thought I was swapping out parts, not the whole ship), to make matters worse the old ship just disappeared so my game is over, I'm stranded.
I won't be playing this again.
Why are you stranded? Repair the new ship launch modules and takeoff
Pretty sure you only need to repair the launch module to get off the ground.