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Thread: No Man's Sky (PS4, PC)

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  1. #401
    Redesigned the base because I decided to add the farm right next to the living/refining area. Sentinel got stuck in there. Will probably have to shoot it down to get rid of it. Eventually the farm will be three stories, one for each plant but right now it takes time to get all the materials I need so have not even hit 50% of the first floor.

    Pics in the spoilers.

    Spoiler: show






















  2. #402
    Looks like one story may be it. Framerate is getting a bit iffy, though I could try performance mode. You really only need to grow the Gamma Root and the Frost Crystals. Once you have a 100 or so Coprite you can mass produce it in the refiner with Oxygen. I was able to fill the whole room but once again stability and progressive loading in on all those plants is an eyesore, not to mention dirt and other glitches that show up when you leave the area and come back. There is a nice bug where the plants will still keep growing even after the fuel to the hydroponic tray is out. I might end up creating two base farms on a radioactive and arctic planet to grow much larger amounts planet in soil in it's environment (I am assuming it can be down without the trays as long as you have the right planet type).

    2 loads plus a couple Living Glass I already had got me to a 20 Million plus sale. Even better is I just got the blueprint to install the Galactic trade terminal on my base.


  3. #403
    Experimental update out on PC, should find it's way to consoles soon enough.

    Details in spoiler since it is long.

    Spoiler: show
    Hello everyone,

    After the initial round of addressing high priority stability and performance issues, the team have been working intensely on a large number of gameplay fixes and improvements, which we have now finished QA testing and are ready to release to Steam Experimental.

    As always, thank you for playing the game and taking the time to report any issues you encounter! We appreciate your patience and understanding while we tackle the highest priority issues first.

    Please note that due to the large number of changes in this patch, there is always the possibility it may introduce new issues that haven't been caught in test. We'd like to recommend that all players back up their save files, by making a local copy of the st_[userid] folder found here:
    C:\Users\[Username]\AppData\Roaming\HelloGames\NMS\st_[userid])

    Note that we don't anticipate any issues here. However, performing your own backups could mean the difference between resuming play immediately, or waiting for the next patch.

    Feedback and reports of new bugs/issues being found on Experimental are welcome, so please post them here, or submit a ticket to Zendesk[hellogames.zendesk.com] with the phrase "Steam Experimental 08/08" in the ticket title.

    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 (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



    Looks like they might be nerfing the farming a bit. Also less of those whispering eggs. Love that they are getting rid of Nanites as an option for buried tech. Thumbs up for lowering how long it takes to scan something. The storms reduction might be the best of the update. Especially if you are on a Paradise planet to find out it is not such a paradise.

    Which brings me to my base update. Deleted my current base as i was tired of the storms and dealing with the textures popping back in. Made a large base on a snowy planet and placed everything above the ground so that would not be an issue. It also allows me to grow Frostwart out in the open. Just got the biodome blueprint so I use them to keep the Gamma Weed.

    Will toss up some pictures of the setup later tonight.

  4. #404
    Hall of Fame SmoothPancakes's Avatar
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    Where can I get Emeril?!?

    I got the Blueprint for Atlas Pass v3 from a manufacturing facility just now. I need 200 Emeril and one microprocessor.

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  5. #405
    Emeril: You will find on Green Star planets
    Cadmium: You will find on Red Star planets
    Indium: You will find on Blue Star planets.

    I mention all three because they are all colored star dependent. Ironically to get an Emeril Drive you need Cadmium. Indium Drive requires Emeril and Cadmium Drive is just Chromatic Metal (plus tech modules for all three). You will need the blueprint for the Three Drives to make it to these destinations. One quick way to get these drives, "without a blueprint" is to go to a space station or trading post and check out all the ships. Some of these ships, even the C level ones have one or more of these drives already equipped and functional (they do not require any fuel).

    I have put at least 400+ hours in this game (most of that when I had it on the PS4) and not once have I come across an Atlas Pass v3.
    Last edited by bdoughty; 08-08-2018 at 10:29 PM.

  6. #406
    And just like that two hours later and Polo gives be the Atlas Pass V3. About as useless and V1 and V2.

    So new base. Built off the ground (mostly) to keep the issues with textures reappearing. Nine Biodomes for the Gamma Weed and have half of the Frostwort I wan to plant out in the open. The flat area next to the Biodomes are reserved for when I get a blueprint for the pad you can land your ship on and probably some of the vehicles you get, though I just started that part of the base story.

    Images in the spoilers

    Spoiler: show


























  7. #407
    Hall of Fame SmoothPancakes's Avatar
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    Out of curiosity, what's the most waypoints/sectors that you've discovered on a single planet?

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  8. #408
    No clue honestly, it would have been on the PS4 when I used to scour planets like you are. I would put down a beacon on everything so I had a point of reference to come back to it. Unfortunately that would make navigating the planet a nightmare with icons everywhere and this was before you could summon a ship on demand, so getting far away from it would make it a PITA to find.

  9. #409
    Hall of Fame SmoothPancakes's Avatar
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    Well, I think I found my new get rich quick scheme. The new patch hit consoles today and they did indeed nerf whispering eggs, as each nest of eggs went from 7 or 8 pre-patch to 3 or 4 post-patch.

    So my new money maker is buried technology modules! I spent hours this afternoon running around a corrosive planet on foot hunting every buried technology module I could find as I wanted to unlock every last thing in the Blueprint Analyzer. Well, I accomplish my goal. Every base building item, decoration, flag, light, etc is unlocked. Now I have no more use for salvaged technology.

    And it turns out those things are valuable. 50,000 units each for a single salvaged techology. Spent half an hour collecting buried technology modules tonight while doing other stuff on-planet. I currently have 60 salvaged technology sitting in my inventory, waiting for me to return to someplace I can sell it for an incredibly easy 3 million units.

    More units than I'll make harvesting the now nerfed whispering eggs, and decidedly less dangerous. And whereas I have to explicitly find abandoned buildings with whispering eggs, I can find buried technology modules every direction I turn. Things are like fucking herpes.

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  10. #410
    Or, just a suggestion/reminder. Spend those Nanites on 3 S Class visors that enhance the money you make scanning flora and fauna. You can make an easy million standing in one place and scanning for 5 minutes. Big and rare animals give me over 400,000 each and there are usually a couple per planet. Plus all the Nanites you get for renaming them when you are done. They slashed the farming a bit but I still get 560,000 for each Living Glass. Have 18 Biodomes, so each day I can get anywhere between 10-15 mil just harvesting.

    Still trying to find an S Class scanner that is either Experimental or Alien technology. Stats on those are amazing. Even on a B or A they are pretty darn good. Finished all the base missions last night. Took forever. I did get 3 S Class upgrades to Jetpack and combined with the melee boost, it's a pretty fun way to get around a planet. In the space station I have enough in my tank that I can jetpack from the second floor and land on the other second floor with boost to spare and that is without the ability to melee boost.
    Last edited by bdoughty; 08-11-2018 at 08:48 AM.

  11. #411
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    I'm guessing those S class scanner upgrades are rare, because through two space stations and countless outposts and trading posts, and I think only found a single S class upgrade.

    How do you start the base missions? I haven't seen anything pop up about base missions. And in addition to that, how do I set up a farm? I see nothing that would allow me to do farming stuff.

    What do I have to do to get the Blueprint for that living glass? I'd gladly do that, but can't do shit without a Blueprint to make it.

    How the hell do I get the large refiner? I've unlocked everything in the Blueprint analyzer, so apparently I have to get the large refiner somewhere else.

    And are those warp drive upgrades backwards compatible? The hauler I bought early in the game at the space station came with an Indium drive, which allows me to reach blue star systems. Since it goes Red>Green>Blue for warp upgrades and reaching star systems, does having an Indium drive allow me to reach Red and Green star systems without needing Cadmium and Emeril drives installed?

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    Last edited by SmoothPancakes; 08-11-2018 at 06:03 PM.

  12. #412
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    And it sounds like a lot of stuff got slashed. Someone on OS was talking about how liquid explosive got slashed almost in half. They have a farm set up to make liquid explosive and now they get over 500,000 less when selling it.

    I really hope they don't start doing a bunch of profit nerfing for stuff you can make and sell. If they start really cutting down the ways you can earn units and turn this game into a massive slogging grind, it's going to drive me away all over again. 60 hours into my post-NEXT save, the most I've earned is 5,000 nanites and 35 million units. I'm never going to get a large capacity A or S class ship at this rate, since those cost 100 million+ units by themselves.

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  13. #413
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    I thought you get a freighter for free? I flew up into space from the planet I'm currently on, and there was a freighter and a bunch of other ships just sitting there in space. Landed on the freighter, talked to the captain and it would have cost me 7.75 million units for a shitty 17 slot C class freighter.

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  14. #414
    Quote Originally Posted by SmoothPancakes View Post
    I'm guessing those S class scanner upgrades are rare, because through two space stations and countless outposts and trading posts, and I think only found a single S class upgrade.

    How do you start the base missions? I haven't seen anything pop up about base missions. And in addition to that, how do I set up a farm? I see nothing that would allow me to do farming stuff.

    What do I have to do to get the Blueprint for that living glass? I'd gladly do that, but can't do shit without a Blueprint to make it.

    How the hell do I get the large refiner? I've unlocked everything in the Blueprint analyzer, so apparently I have to get the large refiner somewhere else.

    And are those warp drive upgrades backwards compatible? The hauler I bought early in the game at the space station came with an Indium drive, which allows me to reach blue star systems. Since it goes Red>Green>Blue for warp upgrades and reaching star systems, does having an Indium drive allow me to reach Red and Green star systems without needing Cadmium and Emeril drives installed?

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    You will find them on Gex Space stations (that is the only place i found this item in class S form). Not all Gex space stations have it, so it will require warping around. One you do find one, you can teleport to another space station then right back and it will be in stock again (they only sell one at a time). Also when on a space station make sure you are selecting the second item, "Purchase Upgrade Modules." Also if you buy these and decide to upgrade, you will have to repurchase them again since they are not blueprints and require no materials to make them. You will get a technology module if you delete it before upgrading to a new tool or ship.

    Press up on your dpad and put down a base computer. Create a building and then put down a construction terminal to start base missions.

    Living glass and the blueprints to make it are found during the base missions.

    Large refiner and many other items are unlocked in the base building story.

    I have heard that once you get blue you only need to keep Indium drive. I have all three so no way for me to test. If you can travel to red and green planets then you do not. Go to free explore and find red/green planets to see if you can jump to them.
    Last edited by bdoughty; 08-11-2018 at 08:24 PM.

  15. #415
    Quote Originally Posted by SmoothPancakes View Post
    And it sounds like a lot of stuff got slashed. Someone on OS was talking about how liquid explosive got slashed almost in half. They have a farm set up to make liquid explosive and now they get over 500,000 less when selling it.

    I really hope they don't start doing a bunch of profit nerfing for stuff you can make and sell. If they start really cutting down the ways you can earn units and turn this game into a massive slogging grind, it's going to drive me away all over again. 60 hours into my post-NEXT save, the most I've earned is 5,000 nanites and 35 million units. I'm never going to get a large capacity A or S class ship at this rate, since those cost 100 million+ units by themselves.

    Sent from my SM-G930V using Tapatalk
    It takes longer to farm all items and you do make less. Living Glass which was 696,000 is now 560,000 a unit. Still well worth farming this particular item, though your MMV on other items. The reason you are not making a bunch of money is you have been stationary and spending a bunch of time on the same planets. Mining used to the best way to make money back in the day but now it is all about the Scanner upgrades and farming. Money will come, you just need to start the base building line and getting those upgrades. You can get a large A class ship for much less than 100m. Want a better ship, go to a space station or trading post. As ships come in use your scanner, it will tell you if it is a class C, B, A or S and how many slots and tech slots it has plus the value of the ship, not including trade in value from your ship.

  16. #416
    Quote Originally Posted by SmoothPancakes View Post
    I thought you get a freighter for free? I flew up into space from the planet I'm currently on, and there was a freighter and a bunch of other ships just sitting there in space. Landed on the freighter, talked to the captain and it would have cost me 7.75 million units for a shitty 17 slot C class freighter.

    Sent from my SM-G930V using Tapatalk
    The free freighter will come after you have warped a few times. You will be put in a firefight to defend a freighter, once you defeat all the bad guys you will get a message from the captain to board the ship and he will give you the freighter. Be careful not to shoot near the freighter. Freighters have sections on it that hold materials and turrets for defense. If it thinks you are being aggressive, you will have and endless supply of sentinel ships coming to take you down. Find the closest planet or space station to escape, because they will not stop coming at you.

  17. #417
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    Quote Originally Posted by bdoughty View Post
    You will find them on Gex Space stations (that is the only place i found this item in class S form). Not all Gex space stations have it, so it will require warping around. One you do find one, you can teleport to another space station then right back and it will be in stock again (they only sell one at a time). Also when on a space station make sure you are selecting the second item, "Purchase Upgrade Modules." Also if you buy these and decide to upgrade, you will have to repurchase them again since they are not blueprints and require no materials to make them. You will get a technology module if you delete it before upgrading to a new tool or ship.

    Press up on your dpad and put down a base computer. Create a building and then put down a construction terminal to start base missions.

    Living glass and the blueprints to make it are found during the base missions.

    Large refiner and many other items are unlocked in the base building story.

    I have heard that once you get blue you only need to keep Indium drive. I have all three so no way for me to test. If you can travel to red and green planets then you do not. Go to free explore and find red/green planets to see if you can jump to them.
    So I'm guessing because I have only been to two systems, both of them Vy'Keen, that would be why I can't find any class S visor upgrades.

    How do I get the construction terminal? Only things I have available right now are Base Computer, Blueprint Analyzer, Signal Booster, Save Point, Communications Station and Portable Refiner.

    Quote Originally Posted by bdoughty View Post
    It takes longer to farm all items and you do make less. Living Glass which was 696,000 is now 560,000 a unit. Still well worth farming this particular item, though your MMV on other items. The reason you are not making a bunch of money is you have been stationary and spending a bunch of time on the same planets. Mining used to the best way to make money back in the day but now it is all about the Scanner upgrades and farming. Money will come, you just need to start the base building line and getting those upgrades. You can get a large A class ship for much less than 100m. Want a better ship, go to a space station or trading post. As ships come in use your scanner, it will tell you if it is a class C, B, A or S and how many slots and tech slots it has plus the value of the ship, not including trade in value from your ship.
    I didn't know about that trick! I was running up to each ship and asking to buy their ship to see their class and inventory space. Scanning them for that info will save tons of time.

    And yeah, I do need to jump out of my first two systems. I keep finding so much stuff to do, I just keep going from place to place. But it did help some. I currently have 54 million units, did have almost 6,000 nanites before buying some multi-tool upgrade modules. While I only have 25 main exosuit slots, I'm now up to 18 high capacity cargo slots and 13 technology slots thanks to the shit ton of drop pods I've found.

    I've also already blasted out almost half of the milestones. I've already reached maximum milestone for On Foot Exploration (371ks), Alien Encounters (170), Words Collected (242 with 226 of those being Vy'Keen) and Units Accrued. I'm only Milestone 1 for Ships Destroyed (5), Milestone 8 for Sentinels Destroyed (61), Milestone 0 for Extreme Survival (0.0 Sols), Milestone 0 for Space Exploration (only 2 warps) and Milestone 2 for Planetary Zoology, having discovered all species on two planets.

    For Lifeforms, I've been at Templar standing with the Vy'Keen since Wednesday, up to Friend with the Gek and Test Subject with the Korvax.

    And one planet, in my second system, I managed to discover 154 sectors/save points/waypoints.



    Quote Originally Posted by bdoughty View Post
    The free freighter will come after you have warped a few times. You will be put in a firefight to defend a freighter, once you defeat all the bad guys you will get a message from the captain to board the ship and he will give you the freighter. Be careful not to shoot near the freighter. Freighters have sections on it that hold materials and turrets for defense. If it thinks you are being aggressive, you will have and endless supply of sentinel ships coming to take you down. Find the closest planet or space station to escape, because they will not stop coming at you.
    Alright, so in that case, that must have just been a random freighter I discovered. Someone on OS I think it was, said you don't have to accept the free freighter the first time you get offered it. Apparently you can decline to accept it and warp some more and you'll trigger the freighter firefight thing again and you can try to get a better freighter if the first free one sucks.

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    Last edited by SmoothPancakes; 08-11-2018 at 09:09 PM.

  18. #418
    Quote Originally Posted by SmoothPancakes View Post


    No stone left unturned I see.

    As for the base, set the base terminal down. I would recommend finding a planet you like as you will be spending a lot of time there. Then go to the computer, interact with it and claim base (forgot to mention that part ), this will show a large top down view of how much area you have to make your base in. Now you have access to the blueprint items you discovered and base building items by pressing up on d-pad. Build one of those round or square prefab buildings, add a door and install construction terminal inside. Once created a little Gex friend will appear to start you on your way.
    Last edited by bdoughty; 08-11-2018 at 09:36 PM.

  19. #419
    Hall of Fame SmoothPancakes's Avatar
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    Did I do something wrong? I just entered my first space anomaly. I talked to Nada (2,600 nanites from milestones, nice!) and Specialist Polo. I thought I was supposed to get an Atlas Pass v1 the first time I met Polo. Instead all I got was a B class exosuit module.

  20. #420
    Hall of Fame SmoothPancakes's Avatar
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    Quote Originally Posted by bdoughty View Post
    No stone left unturned I see.

    As for the base, set the base terminal down. I would recommend finding a planet you like as you will be spending a lot of time there. Then go to the computer, interact with it and claim base (forgot to mention that part ), this will show a large top down view of how much area you have to make your base in. Now you have access to the blueprint items you discovered and base building items by pressing up on d-pad. Build one of those round or square prefab buildings, add a door and install construction terminal inside. Once created a little Gex friend will appear to start you on your way.
    Yeah, I just kept flying around from building to building, scanning constantly as I went along. It worked wonders though! I found at least 15 or 20 drop pods on that single planet, I found dozens (had to be at least 50-60+) manufacturing facilities, observatories and transmission towers, so I ended up with crafting blueprints up the ass. Also found a lot of whispering eggs and opened at least 100 damaged machinery, which got me a ton of nanites and numerous A and S class upgrade modules for my exosuit, ship and multi-tool.

    It was extremely time consuming, I spent literally the entire past week in real life, up through Thursday, on that single planet. But it gave me a hell of a jump start for leaving and jumping to new systems now.

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