No Man's Sky - Procedural space game

dam -

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
 
Placed the Space Anomaly marker on the entrance to the Anomaly rather than the centre of the model

This hasn't changed, its still in the center for me on experimental branch :/

Also base blueprint mission bug is still apparent, not sure how many other issues they need to get through before they get to that
 
60hrs in and still no habitable planet for a base :(
Glad to see they are addressing it with the next patch.

Literally every planet so far is trying to kill me, Least I can relax on the Moons... but who want's a base on a moon.
The odds must be more against you with the random planets on Survival mode.
 
2z6xg8j.jpg

I have always been able to wriggle out of this bug, but not today.
Anyone got any ideas to get the base archives mission to bounce back to an actual base computer and not some floaty spot in space. (the usual dance with the freighter is'nt working) Bonus points if anyone knows how to stop fraps going like that after a warp.
 
2z6xg8j.jpg

I have always been able to wriggle out of this bug, but not today.
Anyone got any ideas to get the base archives mission to bounce back to an actual base computer and not some floaty spot in space. (the usual dance with the freighter is'nt working) Bonus points if anyone knows how to stop fraps going like that after a warp.

I ended up deleting a base, then going to a space station to their teleport moduled find it that way.

Seemed to work in the end
 
They go with you. Remember to move your cargo though.
I ended up deleting a base, then going to a space station to their teleport moduled find it that way.

Seemed to work in the end

Thanks, I solved it by planting a base comp in the system where the quest icon was floating in space. Then registering that land as a base, and then the quest icon jumped to the newly created base comp.

It spat out the landing pad blueprint, think I have one more left and then it's finished.
 
Gazing at my spanking new B class hauler, with 40 slots I see that there are 8 tech slots available. When I found the ship it already had the phase beam installed and next to it an update which allows "Significantly improves heat performance". Being next to it I assume grants a small bonus.
But. apart from taking up a slot from general use is there an advantage to placing ship tech upgrades in the technology slots and if so do they lose the "next to" bonus as the other non movable upgrades are still in the General slots, if that makes sense...!

Just trying to figure out the pros and cons when deciding to use tech or general slots for upgrades etc.
A pity that once a tech upgrade is installed it can't be picked up and moved around, like your general items.

Can the various "grades" (C, B, A and S) be mixed together and stack...?


As for game stability, this game seems rock solid for me and runs great at 1440p locked to 60fps. The GPU load gets high and the CPU load remains low. Zero crashes at all.
 
If the phase beam is installed in your general tab, then installing upgrades around it would give a small advantage vs installing the upgrades in the tech tab away from the phase beam. Currently, I'm just insalling them in the tech tab to save space, I'm not sure how much I'm loosing doing it that way exactly, but I'm not giving up the space. Some things you might be able to dismantle and rebuild in the tech tab, other things you cant.

You can stack up to 3 S class upgrade modules for the same thing + any blueprints can be added next to those 3 to gain the bonus thing.

When items have a bonus for being next to each other, you get a coloured border around everything thats part of that bonus.

I've not had a crash yet in 35 hours. I bet I'll get one now though lol.
 
^^^^ Thanks for that.

So taking "phase beam" as an example I can have up to 3 S class upgrade modules plus any blueprints for the bonus, if next to each other. But could those 3 upgrades be made up from various classes...? I see two B class upgrades on two different devices but if I added an A and S class do they also stack to be cumulative...?

I do have the phase beam and that upgrade next to each other in my General tab but have noticed no coloured border collectively....

IcVoVuR.jpg


....or is that it in green around each of the two parts...?

The launch thruster and its B grade upgrade do not have that border around them as they were where they are when I found the ship, not next to each other.
 
Yeah, your photo cannon and phase beam both have boarders around them and their upgrades indicating they are getting the bonus for being next to them. Green for phase beam and light blue for photo cannon.

You can mix and match 3x a b c s upgrade modules and get the "next to each other" bonuses just fine.
 
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