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No Mans Sky - Update


alt3rn1ty

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There's a new Shop style UI, which also applies to the Galactic Trade Interface (those blobs on the wall) ..

But your right that you should be able to buy specific Planetary charts at the Cartographers shop on Space stations

The Space Station Cartographer has been changed to use the full trade interface, allowing players to buy as many charts as they like, as well as choosing specific charts

I haven't used the Cartographers shop since Synthesis was launched, will have a look soonish

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I tried to use one last night and was presented with the same old options that have always been there. I saw no obvious means to get at a shop UI like you get from traders at a planetary settlement.

And yes, I suppose it's somehow possible that one of the mods I set aside had lasting effects on this but I doubt it.

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Those new Augmentation upgrades for extra Starship slots are good, I had a Hauler sitting in my Freighter doing nothing (I was saving it for anytime I needed a lot of cargo space), took it to a space station, then scrapped it. I got 3 Augmentation upgrades (plus a load of lucrative scrap to sell), to expand my Heavy Fighter more than its maximum. They can also be used on your Tech slots. I later found a crashed Hauler, fixed it up enough to get that to a Space station and then scrapped it. Got 1 Augmentation upgrade from that (so I guess it depends on the state of the ship how many you get),  a lot cheaper than paying circa 80,000,000 + per slot.

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So how does that work? I was afraid to even try it since it won't list the other 2 ships I picked up elsewhere and have no intention of scrapping my already tricked out Class S fighter. When you scrap the ship you fly in how does it handle letting you get back off the station?

I'm loving the increased terrain edits and the new "undo" feature. I'm especially happy to find that they also applied the undo to any pieces you laid down on the ground as well so that those terrain edits are also refunded, keeping you from running into the limit so quickly.

I'm definitely not seeing that cartographer UI either.

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After scrapping the ship you have landed in, I just went to the Teleport, zip to current base, if the ship that turns up at your base is not the one desired then use the call ship menu (there is a call ship option which lets you select any of the Starships you currently have). There are probably other ways of doing it but that was the first way I thought of, I am still doing some base missions so was in system.

If you have a Freighter all of your spare starships will be parked on it, if any are missing (depends what you have been doing recently) just do an auto save at the freighter and reload the game .. They should all default to being back onboard the Freighter. I thought we should be able to build a teleporter on the freighter, but you can only have a Teleporter where you have made a Base Computer unfortunately at the moment. Might see about suggesting it to Hellogames now that we can be temporarily stranded systems away from our base, because currently it could turn into a long arsed travel just to get a ship near you.

The Cartographer UI in the Space Stations for Charts is if you select "Exchange Charts", if you are not seeing it still I would say thats a bug (if not affected by mods).

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14 hours ago, alt3rn1ty said:

Might see about suggesting it to Hellogames now that we can be temporarily stranded systems away from our base, because currently it could turn into a long arsed travel just to get a ship near you.

Sent a request to HelloGames Zendesk, if you have not built a Teleport at your base I think not having a way to call any of your Starships to a Space Station after scrapping current ship is a bit of an oversight. Unless I am missing something, you cant use your personal menu to call any ships on a space station landing pads, and there is no call ship console that I could find, the game needs one or the other if Teleport is not an option, and even if it is it could be in another system left waaay behind.

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I tried the scrap menu on a junker I found. When it was done salvaging the stuff off of it the thingy you use to do that auto-summoned my other ship so I guess that's working well enough. I didn't have to try teleporting off to one of my bases either.

I figured out what the issue with the cartographer was too. I used the option to buy a map for 15 nanites and it dumped a random one on me. Exchanging navigation data brings up the expected shop UI which I gotta say is a vast improvement.

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On 12/1/2019 at 6:54 PM, Arthmoor said:

I tried the scrap menu on a junker I found. When it was done salvaging the stuff off of it the thingy you use to do that auto-summoned my other ship so I guess that's working well enough. I didn't have to try teleporting off to one of my bases either.

Yes I have seen others talking about the same, and one other reported not having a replacement ship turn up .. So its probably a rare spurious bug which could be solved maybe with a reload at the station before scrapping occurred. I haven't done another yet, I got one of those charts to a Distress ship trying to replicate the issue since, but when I got there a Gek NPC was lurking and wanted help fixing his ship, helped him and he promptly flew away .. Trust me to be a good Samaritan, I should have tried to just claim it :D

Oh well there will be more.

Meanwhile, more fixes incoming, the experimental has been updated to include more ..

https://steamcommunity.com/app/275850/discussions/0/1744512294433399533/

Fixed an issue that caused the wrong rewards to be listed when handing in missions on the Space Station mission board.

Fixed a rare issue where players can become stuck in a conversation with Polo on the starship communicator.

Fixed a crash when using the pulse drive to fly towards a freighter if that freighter is your mission target.

Fixed a UI issue that made it very hard to install technology in a freighter.

Fixed a rare crash in the pirate AI.

Fixed a crash in the network replication of AI starships.

Fixed a crash that could occur when leaving the Nexus mission details page.

Fixed an issue that caused buried technology to be destroyed by the Terrain Manipulator.

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Synthesis Patch v2.23 is now public

https://www.nomanssky.com/2019/12/synthesis-patch-2-23/

Patch Notes

  • Fixed an issue that caused the wrong rewards to be listed when handing in missions on the Space Station mission board.
  • Fixed a rare issue where players can become stuck in a conversation with Polo on the starship communicator.
  • Fixed a crash when using the pulse drive to fly towards a freighter if that freighter is your mission target.
  • Fixed a UI issue that made it very hard to install technology in a freighter.
  • Fixed a rare crash in the pirate AI.
  • Fixed a crash in the network replication of AI starships.
  • Fixed a crash that could occur when leaving the Nexus mission details page.
  • Fixed an issue that caused buried technology to be destroyed by the Terrain Manipulator.
  • Fixed an issue that could cause the backpack to swoop into view when opening the inventory in the starship.
  • Fixed an issue that could cause the backpack to be visible in VR Photo Mode.
  • Fixed an issue where Multi-Tool purchase brought up an incorrect UI when taking the Multi-Tool from an NPC, not from a terminal.
  • Improved the tip text when charging a technology from an inventory popup, so that it is more clear you can now change the stack size before using the fuel stack to charge the tech.
  • Fixed some misleading information in the description of salvaged components harvested from starships.
  • Fixed an issue that prevented the Shield Lattice from increasing hazard protection.
  • Fixed an issue that was incorrectly hiding underwater protection upgrades from the Quick Menu when players were low on oxygen.
  • Fixed a rare crash in the Nexus mission UI.
  • Fixed an issue that prevented players with starships that were acquired before the Pathfinder update from upgrading the number of available Technology Slots.
  • Fixed a number of problems that could occur when repeatedly reinteracting with the Starship Outfitting Terminal.
  • Fixed an issue that prevented Photo Mode from being available while in the ship in VR.
  • Fixed an issue that could prevent players from leaving the Terrain Manipulator’s Create Mode in VR.
  • Fixed an issue that could add invalid ships to a player’s saved ship data after salvaging a ship.
  • Fixed an issue that prevented players from saving more teleport destinations if they entered their current galaxy via unconventional means.
  • Procedural movement upgrades are now guaranteed to upgrade the jetpack tanks, alongside whatever other stats they might roll.
  • Fixed an issue that could cause players to fall through the terrain in multiplayer.
  • Fixed a crash on PC and XBox One when redeeming pre-order bonus content.
  • Fixed an issue on PC and XBox One where falling off a frigate could lead to players continuing to fall after respawning.

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New experimental, unfortunately they still havent fixed any of the single player game issues which the Beyond update caused, I guess their testing guys are all wearing VR in Multiplayer. So I think chances of the single player game getting fixed this side of the Christmas holidays are slim to none.

Experimental Branch 11/12
  • The Galactic Trade Terminal in the Space Station now defaults to buying, rather than selling.
  • The ability to edit terrain in a multiplayer game is now its own permission setting, alongside the permission to edit a base.
  • Restored the ‘Friends Only’ multiplayer permission setting, distinct from people in your group but not in your friends list.
  • Fixed an issue where freighters bought before the Synthesis Update would be limited to 4 tech slots.
  • Fixed a hang that could occur when comparing freighters.
  • Fixed an issue where upgraded starships always rolled the worst possible stat ranges for their class. The chosen stat is now based on the unique seed for that ship.
  • The upper bounds for some starship stats has been increased on haulers, fighters and exploration starships, so that exotic ships are no longer guaranteed to the best at each specialisation.
  • Added the ability to see a starships’ stats through the Analysis Visor, including the difference between ‘core’ and ‘upgraded’ stats.
  • Fixed an issue that caused the displayed shield strength stat of a starship to be incorrect.
  • Fixed an issue that added one shell to the Position Ejector’s clip size when adding reload speed upgrades.
  • Fixed an issue with GTAO that caused many planets to appear slightly too dark.
  • Added a new ‘Ultra’ setting for GTAO on PC.
     
  • Plants placed in a base now get slightly bigger as they grow.
  • Interactive objects that have been used are now hidden on the compass and in the Analysis Visor.
  • Fixed an issue that could prevent players from using their secondary weapon if they only have one secondary weapon installed.
  • Fixed an issue that allowed players to equip weapons in a number of circumstances where weapons are not allowed.
  • Made a number of fixes to Nexus missions, including: reducing message spam during pirate-hunting missions; preventing missions from marking depots that have previously been destroyed; and preventing base-building missions from selecting planets with extreme Sentinels.
  • Added a multiplayer message when collecting mission-critical objects.
  • Vortex Cubes and Submerged Relics are no longer destroyed by the Terrain Manipulator.
  • Fixed an issue with the Exocraft camera that made it difficult to aim weapons.
  • Fixed an issue that caused newly installed Exocraft weapons to be unavailable until cycling weapons.
     
  • Unavailable options in the build menu are now greyed out rather than removed.
  • Fixed an issue that prevent players from deleting base parts while a wire is being placed.
  • Fixed a number of animation issues with the solar panel.
  • Improved the icon for the Teleport Cable.
  • Fixed an incorrect icon in a mission from the Abyss update.
  • Fixed an issue that caused some hostile plants to have incorrect HUD labels.
  • Fixed a number of issues with warning arrows and health bars in non-HD resolutions.
  • Fixed an issue that could cause players not to receive the correct rewards from Apollo’s contact.
  • Fixed an issue that caused the planetary hazard reading to be in degrees when on an anomalous world.
  • The amount of rust and other junk substances found in damaged planetary machine has been reduced.
     
  • Fixed a rare crash in the Build Menu.
  • Fixed a rare crash in the planet generation system.
  • Fixed a PC-only crashed related to getting player names for base parts.
  • Made a number of minor optimisations to the texture caching system.

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Ha! I have been sent a tip, beware setting lower screen resolutions :

In my case thats what caused Upgrade Stats not showing, and offset damage bars on enemy ships.

I find anything less than 1600 x 900 and those issues come back

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New Experimental update https://steamcommunity.com/app/275850/discussions/0/1741135610609877095/

Experimental Branch Update 13/12
  • Fixed an issue where the camera postition incorrectly when taking a base screenshot.
  • Fixed an issue where submerged relics were destroyed by the terrain manipulator.
  • Fixed a rare issue where interacting with base parts could result in the wrong interaction.
  • Fixed a crash in base power grids.
  • Fixed a crash when interacting in multiplayer.

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Cant really knock it, its free updates and still going strong after three years.

 

V2.24 is public - Development update 5 https://www.nomanssky.com/2019/12/beyond-development-update-5-bytebeat/

 

Development Update

Update 2.24 is live on all platforms now. As well as the ByteBeat device, it includes a number of fixes and improvements. The full list of patch notes is below.

Thank you so much for your continued support of No Man’s Sky this year. It has been one of our biggest yet in all sorts of ways. We hope you all have a great holiday and we look forward to sharing more in the New Year.

Our journey continues.

Thank you so much,
Sean

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My current save in NMS has survived for quite a few of these updates without issue. The real problem is that these updates mean most of the mods for the game have to be updated every time and I can't imagine a time table this fluid is very convenient for the modders.

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I dont know if knock on effects of updates is discussed anywhere on Nexus, or even if Multiplayer side effects of mods have been discussed there. But there is an older No Man's Sky modding site which does regular front page articles keeping mod authors abreast of recommended practices ..

https://nomansskymods.com/

.. One day I would hope HelloGames will put the Final update on the game, and then Modding can progress regardless of any worry about checking diffs of every file.

When that will be though .. no idea. They haven't run out of either creative ideas / ambitions for this game so far, the updates just keep marching on.

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  • 1 month later...

NMS 2.26 has gone public .. What happened to 2.25 I dont know, and wherefore art thou patch notes, so far I cant find any.

I think its probably minor fixes and performance, maybe even Vulkan 1.2 related ..

<shrugs>

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Its shop updates for weekend events https://www.nomanssky.com/2020/01/beyond-development-update-6/

 

"Development Update

A minor game update to support the upcoming shop items has been released on all platforms today. We have another, more substantial update arriving in the not-too-distant future, and much more planned for 2020 that we look forward to sharing with you!

Thank you so much,
Sean"

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  • 2 weeks later...
  • 2 weeks later...

What kinds of mods do you people use?

I used to use the cleanUI, less fuel consumption for takeoff and the dismantle technologies to move them around. But since Synthesis all of those mods became obsolete through in-game options or gameplay changes. I looked at the biome variety mod since people noticed that the fauna/sky/grass variety was toned down since Next update, but it isn't that noticeable. Any mods you recommend?

Also, removing the basebuilding restrictions in the .ini does anything in the game? I haven't build a big base yet, but I'm confident it wouldn't mess up my game.

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None

I keep a clean install, and after beta testing I always roll back to the save I made before beta testing, so that there is no chance of residual issues from betas or mods to affect my bug reports to HelloGames.

If I were playing with mods you then get into a waiting game of needing an update before you can play again so as not to potentially cause any save game issues due to out of date dependancies (although I dont think this game is as dependant upon what you have installed as much as say Skyrim was, but the procedural maths and effect of those in game if upset by mods including old game files I think could be a bit of a pain. I have seen people with mods installed which you would not think logically could have been the cause of the problems they experienced .. but as it turns out, bizarrely they were).

When Hellogames have finished developing / updating NMS, and the modding community efforts have matured beyond that point .. Then maybe.

I dont have any need for mods just now, I like the game the way it is as a chill relaxing game I can just enjoy and not be bothered about the possible complications mods can bring. HelloGames keep bringing mods of their own :)

Reference base building I'm not really into it, at game start I make a basic one for the quest purposes and thats about it, rather be exploring / doing missions. I'm hoping HG will expand upon your freighter being more of a mobile base. I dont know what the effect of removing any base building restrictions will have on the game, either negative or positive.

 

I still havent found my ideal Multi-tool yet, I have a good one but my ideal has evaded me so far. The search continues.

 

Edit : Oh wait .. There is one thing I would like to mod, but not just yet for the above reasons : The frequency of asteroids. The amount of them and how often they occur could be reduced by about 50% imho, that would be about right, I wouldn't want to see them totally removed. Just when you thought you had called the anomaly into an open space, or your freighter / fleet, then when you come back out of those vessels you find yourself having to fly through solid rock which was not there before .. Aaaagh!. I get why they made them with no collision, but if the amount and occurrence was reduced this would not be a problem at normal drive speeds when mining, and they could make them none collision when you engage pulse drive. Maybe its a technical thing for other platforms .. idk. All I do know is 'roids bug me, they are the biggest immersion spoilers in the game :)

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