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No Mans Sky - Update


alt3rn1ty

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After 6 years playing this game - I just completed getting to the centre of Euclid without using anyone elses glyphs to help along the way, now in the outer rim of the Hilbert Dimension :) ... And doing a lot of repairs :(

Top tip, if you have a living ship dont use it for the big jump, fixing everything is not easy. And have another ship you can call down from the Freighter (after calling that into local space). I didn't even know Processed meat was a thing, now I need to find how to get some to fix things :rofl:

Used to be (or so I heard anyway) the Living ship was safe in big jumps .. apparently its not anymore. Looks like Hellogames decided having one of these survive a big jump was a bit of a cheat.

Everything in my Exosuit, Multi-tool and Starship General Inventories needed fixing, but the technology inventories were fine, and the Freighter. Fixed most of it all now, but the Living ship needs a bit of attention still.

The adventure continues.

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Yep, people have been advising for years to keep a junk vessel around to make the jump through the center, along with switching to a garbage multitool and moving as much as you can from exosuit general into exosuit tech.

Once you're through, you can simply summon your good ship to you, swap back to your regular multitool, and then be on your way to repair the exosuit stuff.

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Looks like Hellogames are finally stamping down on the glitching anomaly assasins

https://steamcommunity.com/app/275850/discussions/0/4932019136246852606/

Experimental Branch 16/06
  • Fixed an issue that could cause custom discovery names to be reset on load (note: this is a server-side fix and has been applied to all platforms, not just Steam Experimental)
  • Fixed a number of issues that could allow players to take damage in protected locations.
  • Fixed a multiplayer issue that could cause players to incorrectly take damage that ought have been applied to a different player.

 

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There have been about five / six large topics recently on reddit, where someone in a Minotaur (or Starship) has been regularly making an appearance in Permadeath mode, with a modified weapon of some sort, and just wiping everyone out. Some kind of glitch allows them to gain access to the Anomaly and blitz everyone. Whoever it is was also prepared for revenge attacks by backing up his saves in case his/her permadeath was wiped out, and so just carries on.

So it looks like HG are trying to shore it up with ..

  • Fixed a number of issues that could allow players to take damage in protected locations.

.. I haven't experienced it myself so I guess it may be a regional thing whether or not you come across these griefers.

There have been reports where people have said turning off PVP did not help either, so its upset a lot of people.

Edit : Just did a search but seems the topics are mostly locked now and falling away from the public eye, here is one of the most prominent ones 

 

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Ah, well, I never play in multiplayer mode so I doubt I'd have run into this at any point. But good on the devs for actively making an effort to plug the exploit. Hope they also ended up banning the guy too.

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I think it turned into many guys doing it, someone posted how to do it on YouTube, and then there were more additional methods of adding to the chaos with some game modifications. But yep, turning Multiplayer off solves it, an empty anomaly is a peaceful anomaly and no one can fill your slots with crap gifts :)

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  • 4 weeks later...

Somethings nearly ready, Sean Murray is making single emoji tweets again.

So standby for an update followed by hotfixes, and fingers crossed more old bug fixes slip in there.

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Endurance Update released

https://www.nomanssky.com/endurance-update/

This is a really nice update for us Freighter base fans.

Windows, Doors, you can now teleport to your Freighter .. With the amount of additional build possibilities my Freighter is getting a full reset and start again :)

There's a new Expedition too, Polestar.

And sending your Living Frigate out on missions it may bring back upgrades / storage expansion for your Living Starship

Anyway read the link above for all details, and here's just the fix list ..

3.94 PATCH NOTES

CAPITAL SHIPS

  • Capital ship hangars have been visually updated, with additional details, features, NPCs and VFX.
  • The freighter bridge has been visually refreshed with new lighting, VFX and detailing.
  • A teleporter has been added for instant access between the freighter hangar and the bridge.
  • The mandatory corridor in freighter bases has been removed, allowing players to fully customise their freighter base layout.
  • Freighter exteriors have been updated with enhanced textures and detailing.
  • Your freighter is now displayed within the warp tunnel when making a jump between systems.
  • Lighting and shadow quality throughout freighter bases has been significantly improved.
  • Players may now warp directly from their fleet management terminal to any individual frigate. New terminals have been added to frigates to allow quick return to the freighter bridge.
  • Markers are now placed on Fleet Command Terminals in need of debriefing.
  • Players may now teleport to their freighter base from any other base or space station teleport terminus.
  • Capital ship engines can now be customised from the existing freighter recolouring UI, accessed on the bridge.
  • Capital ships can be now reset to their default colours.
  • The customisation camera for freighters has been improved with better lighting and a wider viewing angle for large ships.
  • Player-constructed freighter bases are now populated dynamically by specialised crew members, as well as hired squadron pilots and frigate captains.
  • Freighter crew can now move around the base.
  • Freighter crew periodically display thoughts related to their current task.
  • Non-player freighters now come with a variety of pre-existing bases.
  • Freighters now have a Cargo Hold inventory, allowing the storage of even more items.
  • A new technology, the Singularity Engine, has been added for freighters. This powerful warp augmentation is activated by speaking to the freighter’s captain, and will slingshot the freighter through a wormhole.
  • The visual quality of salvaged freighter technology icons has been significantly improved.
  • Players may now summon their freighter while the Pulse Engine is active.
  • Freighter landing and takeoff trajectories have been improved to prevent accidental docking.
  • Players are no longer blocked from summoning their freighter if another player has their freighter active.
  • Players can now dismiss their own freighter in order to visit the freighter base of another group member.

FREIGHTER BASE COMPONENTS

  • Freighter base building has been totally overhauled. Players now have access to a variety of pre-built room modules (which they can further customise).
  • Rooms come in a variety of pre-decorated themes, allowing players to quickly assemble a visually varied and distinctive base.
  • Empty room variants are available for players who wish to more manually customise their freighter base.
  • Existing freighter bases have been preserved, and legacy freighter parts are fully compatible with the new pieces.
  • New freighter rooms include:
    • The Scanner Room, which pings all nearby planets and automatically discovers them.
    • Single and Double Cultivation Chambers, which allow players to plant directly into the room itself. Cultivation Chambers come with the ability to mass-harvest nearby plants.
    • A Nutrition Room, allowing players access to cooking facilities while on board.
    • The Stellar Extractor, a specialist manufacturing unit that extracts a variety of resources from the interstellar medium.
  • Additional rooms have been added to replicate existing base functionality, but in room-sized modules:
    • A dedicated Galactic Trade Terminal room, allowing quick access to trade facilities.
    • A Teleport Room, allowing players to teleport from their freighter, as well as return via any other teleportation terminus.
    • The Appearance Modifier Room, for player customisation.
    • The Fleet Command Room, for managing frigate fleet expeditions.
    • All the terminals for Base Specialists, such as the Overseer.
    • The Orbital Exocraft Materialiser, which allows players to summon any of their Exocraft while their freighter is in the system.
    • A specialist large industrial refiner room.
    • Storage Rooms, with access to stowed materials.
  • Players can now place exterior windows in their freighter bases, allowing a view through into the stars.
  • Players can place internal windowed walls to divide up their base into aesthetically pleasing sections.
  • Players can now place doors in their freighter bases, both between rooms and out to the exterior of their freighter.
  • A variety of catwalks and exterior viewing platforms are now available to build within and around the freighter base.
  • Freighter corridors now come in both plain and glass versions.
  • Freighter corridors now come as one dedicated part that will automatically bend or add additional doors in order to connect to nearby rooms.

ORGANIC SHIPS AND FRIGATES

  • Players with a frigate fleet may now receive plans for a Dream Aerial from a successful fleet expedition.
  • Constructing the Dream Aerial will grant players access to a new mission to unite with an organic frigate. This living vessel will be customised according to the player’s choices while on this mission.
  • Players can continue to discover additional organic frigates to fill out their fleet.
  • Organic frigates come in a variety of procedurally generated colours and tentacle configurations.
  • Players can feed their organic frigates various cooked foodstuffs. Feeding the frigate will adjust its mood and may cause it to generate new abilities or traits.
  • Sending a living frigate on a fleet expedition has a chance of generating a special anomalous event result.
  • Anomalous fleet expedition results result in various organic implants for living starships.
  • Living ship upgrades have been adjusted. Procedurally generated weapon modules now do more damage, and the Grafted Eyes can now leech energy from enemy starships.
  • Living ships can now evolve Neural Shielding, granting them the ability to resist hostile cargo probes.
  • Living ships can now evolve a Chloroplast Membrane, which will automatically recharge its Neural Assembly using sunlight.
  • Living ships can now evolve a Wormhole Brain, which allows them sight into the economy and conflict levels of unvisited systems on the Galaxy Map.
  • Players may now acquire and use a Spawning Sac to add additional inventory slots to their living ships.
  • Fixed an issue that could cause living ship upgrades to choose a lower quality band than intended.
  • Fixed an issue that prevented procedurally generated living ship upgrades from automatically selecting the starship inventory page when deployed.

BASE BUILDING

  • Base parts which automatically switch between hidden variants (such as visually distinct parts for the top/middle/bottom of walls, or the freighter corridor that automatically bends and adds doorways to form connections) can now be placed manually. Relevant parts are marked within the base building menu and can be expanded to view all variants.
  • While in editing mode, pre-existing parts can be now swapped out for any other part that matches its placement conditions, allowing bases to be quickly altered without having to delete and replace parts.
  • Players may now quickly toggle between placement and selection mode even when no part was previously selected from the list of parts.
  • Quick cycling parts within placement mode now displays the name of the newly selected part.
  • A number of base building error messages have been edited for clarity.
  • Many decorative parts that were not previously available to build on a freighter are now accessible in the build menu.
  • ByteBeat modules can now be built on board freighters.
  • Short-Range Teleporters can now be built within a freighter base.
  • Lights now automatically receive power on board freighters.
  • Freighter base part deletion now more strictly checks player navigation, fixing a number of cases where players could find themselves accidentally falling into space when deleting parts.
  • The freighter base now has a walkable bottom level, allowing players who intentionally jetpack out of their base an opportunity to recover to safety.
  • Players may now toggle snapping and collision checks when placing decoration on their freighter base, allowing more freedom and flexibility in construction.
  • While on a freighter, the preview hologram is now visible behind other objects, allowing players to more easily preview the location of new rooms and corridors.
  • Fixed a number of visual glitches with the preview hologram.
  • Fixed a number of visual issues and glitches with wiring.
  • Objects that are moved or deleted now clean up their attached wires.
  • Storage Containers now display their custom name (if applicable) in the Build Menu.
  • Biofuel Generators now provide power for a significantly longer amount of time.
  • Fixed an issue that prevented the Ceiling Light part from being powered correctly.
  • The Archaic Habitation Heater now actually provides protection against extreme cold.

VISUAL IMPROVEMENTS & SPACE ATMOSPHERICS

  • The planetary decoration system has been significantly optimised and improved, allowing props, plantlife, rocks and other objects to be drawn at both far greater distances and at a higher quality.
  • Planetary objects such as trees and rocks are now visible from low orbit.
  • Players may now encounter storms and other space atmospherics while in asteroids fields, in open space, or when encountering derelict freighters in deep space.
  • Players may now encounter brightly coloured nebulae while exploring deep space.
  • Black hole visuals have been overhauled and significantly improved.
  • Derelict freighters VFXs have been significantly improved. Existing environmental and combat effects have been enhanced, and additional atmospheric details have been added.
  • Atmospheric effects have been added and enhanced within the space station.
  • Starship landing and takeoff effects have been improved.

ASTEROIDS

  • Asteroid draw distance has been significantly increased.
  • Asteroid field density has been significantly increased.
  • Individual steroid visual detail and variety has been greatly increased.
  • Asteroid destruction effects have been improved.
  • Players may now encounter systems with a large number of rare crystalline asteroids.
  • Players may now occasionally disturb the nest of strange space creatures when destroying asteroids.
  • Passing starships may now enter asteroids fields alongside players and begin mining nearby asteroids.
  • Asteroid density patterns have been adjusted so that there are larger areas of space with few to no asteroids.
  • Players can now use the starship’s scanner to locate nearby fuel-rich asteroids, in the event of an adverse fuel situation when outside of an asteroid field.
  • Fixed a number of issues that could cause asteroids to intersect with other objects, such as freighters.
  • The rewards for destroying rare asteroids have been improved.

MISSIONS

  • A new class of mission is available at the Nexus. Work together to raid a Sentinel Pillar and defend a planet from the constant threat of the Sentinels.
  • Players can now take on a new combat mission from the Nexus to visit an infested planet and purge it of its infection.
  • Players visiting infested planets may now occasionally stumble upon the hungering tentacles of the many-mouthed vessel…
  • Infested planets now have an increased chance of titan worm activity.

QUALITY OF LIFE

  • Players can now reposition items within storage container inventories.
  • Fixed a number of issues that prevented full access to certain inventories when using UI popups.
  • Players may now deploy upgrades to their fleet expedition from any inventory.
  • The freighter inventory screen has been adjusted to better fit the model of the player’s freighter.
  • A new starship technology, the Flight Assist Override, is now available from Iteration Hyperion aboard the Space Anomaly. This module reduces the effect of automatic trajectory correction while flying in space.
  • Procedurally generated upgrades for the Analysis Visor may now generate bonuses for mineral discovery rewards, matching the existing upgrades for flora and fauna.
  • Increased the number of stat bonuses available to illegal-grade procedural technology upgrades.
  • Reduced the spread between maximum and minimum stat values for Positron Ejector procedural upgrades.
  • Players can now adjust the sensitivity of cursor controls as well as look and flight sensitivities.
  • The “Combat” section of the guide has new, more in-style icons.
  • Combat frigates deployed from the fleet to assist the player in space combat now launch specialised ships with their own visual flair to help distinguish them while in flight.
  • Pirate raid frequency has been reduced.
  • Fixed an issue that could cause pirate and Sentinel attack timers to reset each other, resulting in too many hostile incidents in space.
  • The base speed and acceleration of the unupgraded Nautilon has been increased. Upgrades have been proportionally decreased as appropriate to keep overall upgrade effectiveness in the same range as before.
  • Procedurally generated technologies for the Nautilon now give more generous fuel usage reduction bonuses.
  • Fixed a number of issues that prevented Exocraft and Nautilon scanners from revealing nearby planetary objects as intended. These scanners should now reveal not only standard scanner resources, but also other objects of interest usually identified via the Analysis Visor.
  • Increased the amount of time objects are marked by the Exocraft and Nautilon scanners.
  • The stack size of Creature Pellets has been increased.
  • Viewing player companions through the Analysis Visor now displays more specific information.
  • The Multi-Tool and starship reticles now display overheat and ammo warnings.
  • Early-game Sentinel waves have been adjusted to be slightly fewer in number.
  • When selling items to technology merchants, prices are now correctly listed in nanites.
  • The space station scrap merchant’s shop now displays your current Tainted Metal reserves.
  • Building Part item popups have been slimmed down to cut out unnecessary information.

TWITCH CAMPAIGN

  • Earn an exciting and varied set of in-game rewards by watching streams of No Man’s Sky on Twitch. Full details of how to sign up are available on the Twitch Drops page here.

POLESTAR EXPEDITION

  • Expedition Eight, Polestar, will begin soon.
  • The Polestar expedition will take players on a cruise across the galaxy in their capital ship, forsaking starship warping and planetary base building in favour of the life of a heavy shipping freighter captain.
  • The Polestar expedition offers the chance to earn an exclusive freighter engine customisation; new base parts (including a flaming barrel); a unique cape design; a mysterious jellyfish companion; and much more besides.
  • Players who have entirely completed an expedition may now end the expedition early and convert the save to normal mode.

BUG FIXES

  • Fixed a crash that could occur when dying while using PSVR on a PS4 Pro console.
  • Fixed a crash that could occur while warping inside another player’s freighter.
  • Fixed a starship-related crash that could occur while warping.
  • Fixed a number of crashes that could occur while using the trade UI.
  • Fixed a PC-only physics crash.
  • Fixed an issue that allowed invalid teleport destinations to be entered into the list of teleport destinations.
  • Fixed an issue that could cause Nexus missions to list an incorrect amount in their objectives preview on the mission board.
  • Fixed an issue that prevented missions from correctly counting items located within the Nutrient Processor’s ingredient storage inventory.
  • Fixed an issue that could cause items awarded or salvaged while using the freighter to be deposited in an incorrect inventory.
  • Fixed an issue that caused various base and technology parts to be clipped off the side of the screen while viewing upgrade trees.
  • Fixed a large number of miscellaneous text issues.
  • Fixed an issue that caused lanterns to display a blank interaction label.
  • Fixed an issue that prevented players from being correctly awarded bounties if NPC ships landed the killing blow on a pirate ship.
  • Fixed a memory-related issue that could prevent players from being awarded pirate bounties in specific circumstances.
  • Fixed an issue that could cause some hostile starships to become invulnerable after their energy shields were drained.
  • Fixed an issue that prevented players from accessing the Previous Base Item Cache and claiming its contents.
  • Fixed an issue that caused ambient player bases to take a long time to load in.
  • Fixed a base-related issue that could cause saving or loading to take a very long time.
  • Fixed an issue that could cause centre-screen warning messages to queue forever if the player entered their inventory while the message was on screen.
  • Fixed an issue that prevented ships from being correctly cleared in multiplayer after their owner salvaged them, potentially resulting in corrupt ship data for other players in the station.
  • Increased the braking power of the starship when summoning a freighter, reducing the chances of a collision.
  • Fixed an issue that could allow players to engage the pulse engine on an unsafe trajectory and intersect with a freighter, if the freighter was aligned with a distant planet.
  • Fixed an issue that could cause an overly large crosshair to appear when aiming at starships on the Space Station.
  • Fixed an issue that caused derelict freighter emergency heaters to protect against extreme heat.
  • Fixed an issue that could cause the space station to be visible during warping.
  • Fixed an issue that could cause player capes to begin to float away on Xbox 1 and PlayStation 4.
  • Fixed an issue that caused very small civilian freighters to have no engines.
  • Fixed an issue that could cause every single NPC ship in the freighter hangar to take off immediately after the player enters the hangar from the bridge.
  • Fixed an issue that prevented Living Pearls from displaying their compass and Analysis Visor icons if their protective clam was shut.
  • Fixed an issue that could cause compass and Analysis Visor icons to become invisible forever if they were tagged and then untagged.
  • Fixed a number of issues that caused Sentinel drones to be synched incorrectly between players.
  • Fixed an issue that could cause Sentinel Hardframe units to fail to target players correctly in multiplayer.
  • Fixed an issue that could cause Sentinel Hardframe units to become stuck beneath planetary terrain.
  • Introduced an optimization to the creature animation system.
  • Introduced an optimization to a specific scorched planet sub-biome.
  • Introduced an optimization to a specific toxic planet sub-biome.
  • Fixed an issue that could prevent progress in the Agricultural Research missions if the player had already built the plant in question before the mission began.
  • Fixed an issue that could cause incorrect mission progress if the player deleted their teleporter during the Powering the Base tutorial.
  • Fixed a number of mission issues that could occur when playing the base building tutorial missions in multiplayer.
  • Fixed an issue that could cause a blocker during the Ghosts in the Machine mission on the Artemis path, at the point where Apollo wishes players to expand their base.
  • Fixed a number of blocking mission issues that could occur when different missions both require conversations with the same character at the same time, such as the Space Anomaly and Trace of Metal missions both needing the player to speak Nada or Polo.
  • Fixed a number of mission progress issues that could occur when players need to visit a base computer but they have several bases across different galaxies.
  • Missions that require the player to visit a base computer can now be progressed at any base computer, rather than requiring a visit to a specific base.
  • Fixed an issue that could direct players to the wrong base when the mission required visiting a specialist worker terminal in a system in which the player has several bases.
  • Fixed an issue that caused a dramatic sound effect to play on loop forever after warping through the portal during the A Leap in the Dark mission.
  • Fixed a number of animation issues that could occur when interacting with inanimate objects such as distress beacons.
  • Fixed a number of mission blockers that could occur when two missions were attempting to spawn a space encounter at the same time.

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And there's quite a list of fixes already in the first few experimental

Experimental Branch 20/07 Update
  • Fixed a crash that could occur when interacting with a Fleet Command Terminal.
  • Fixed an issue that prevented starship automatic recharge from functioning.
  • Fixed a number of collision issues with the Archaic Habitation Heater.
  • Experimental Only Fix: Fixed an issue that prevented players from going straight from the base parts list into editing placed parts.
  • Fixed an issue that prevented the freighter location from being correctly updated when teleporting to the freighter from another teleporter terminus.

 

Experimental Branch 20/07
  • Fixed a minor visual glitch with particle effects.
  • Fixed an issue that could leave players in space if they were aboard a freighter that was warping to another galaxy.
  • Items gathered by fleet expeditions can now be stored in any inventory, not just the main freighter inventory.
  • Fixed an issue that caused the captain's hologram on the Fleet Command Terminal to appear in the wrong place.
  • Fixed an issue that could allow frigates to warp out while the player was viewing their purchase details.
  • Cargo collected from idle fleet frigates can now be stored in any inventory, not just the main freighter inventory.
  • Fixed a number of collision issues with freighter corridors and ladders.
  • Fixed a number of visual glitches with industrial-themed rooms.
  • Player markers now display more detailed information if that player is aboard their freighter.
  • Fixed an issue that caused a non-functional "Windowed Mode" option to appear in the menu on consoles.
  • Fixed an issue that caused the Overseer's terminal to be missing from their freighter room.
  • Fixed an issue that could prevent the Cycle Part option working properly after using the Swap Part function.
  • Fixed a visual glitch with asteroid creatures.
  • Fixed a lighting issue with the freighter Exocraft terminal.
  • Fixed an issue that allowed players to activate energy shields while aboard a freighter.
  • Fixed a number of visual glitches that could occur when snapping differently-themed freighter parts side-by-side.
  • Improved the appearance of the icon that displays when frigate fleets are deployed to assist in space combat.
  • Fixed an issue that could prevent players from teleporting to their freighter after manually dismissing it.
  • Fixed an issue that could cause the Scientist NPC specialist to become lodged inside their terminal.
  • Fixed a collision issue with technology room windows.
  • Fixed a collision issue with the Overseer's freighter room.
  • Fixed an issue that caused some large freighters not to fit correctly within the warp tunnel.
  • The readability of the mission notification text has been improved while using the starship in first person.
  • Fixed a crash related to Sentinel networking syncing.
  • Fixed a crash that could occur when charging a piece of technology while using the Storage Container UI.
  • Fixed a number of visual glitches that could occur when snapping other technology-themed freighter rooms to a customiser room.
  • Fixed a crash related to asteroids.
  • Players are now given notification hints to explain how to summon or dismiss their freighter in multiplayer.
  • Fixed a crash related to NPC navigation.
  • Fixed a crash related to loading specialist NPC workers.
  • Fixed an issue that could cause incorrect inputs to be registered while browsing the base parts list.
  • Fixed an issue that prevented the 'View Variants' button from working correctly while browsing the base parts list.

 

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more fixes in experimental

Experimental Branch 21/07
  • Fixed an issue that could cause freighters to load incorrectly and players to fall through the floor when loading a save made at a save point or beacon placed aboard a freighter.
  • Fixed a number of issues that could stall mission progress when speaking to mission-critical NPCs or interactions, such as Nada on the Space Anomaly or Artemis' simulation terminal.

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And another update to experimental

Experimental Branch 21/07 Update
  • Fixed an issue that could prevent the infestation Nexus missions from completing.

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HG have been very busy with the Experimentals, another update today ..

Experimental Branch 21/07 Update
  • The player's current ship is now always marked while in the freighter hangar, even if very close by.
  • Fixed an issue that caused a small pink dot to appear on the building info popup.
  • Fixed an issue that could prevent the freighter from being listed as a teleport destination when in visiting another galaxy.
  • Fixed a crash related to freighter networking.
  • Fixed an issue that could cause Nada to repeat '16' forever.
  • Fixed an issue that allowed living frigates to become damaged when they should not have been.
  • Living frigates that are damaged can be fed from the fleet management screen to restore them to health.

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3.95 released

https://www.nomanssky.com/2022/07/endurance-patch-3-95/

Bug fixes

 

 

 

  • Items gathered by fleet expeditions can now be stored in any inventory, not just the main freighter inventory.
  • Cargo collected from idle fleet frigates can now be stored in any inventory, not just the main freighter inventory.
  • Player markers now display more detailed information if that player is aboard their freighter.
  • Players are now given notification hints to explain how to summon or dismiss their freighter in multiplayer.
  • The player’s current ship is now always marked while in the freighter hangar, even if very close by.
  • Living frigates that are damaged can be fed from the fleet management screen to restore them to health.
  • Fixed an issue that could leave players in space if they were aboard a freighter that was warping to another galaxy.
  • Fixed an issue that caused the captain’s hologram on the Fleet Command Terminal to appear in the wrong place.
  • Fixed an issue that could allow frigates to warp out while the player was viewing their purchase details.
  • Fixed an issue that caused the Overseer’s terminal to be missing from their freighter room.
  • Fixed an issue that could prevent the Cycle Part option working properly after using the Swap Part function.
  • Fixed an issue that allowed players to activate energy shields while aboard a freighter.
  • Fixed an issue that could prevent players from teleporting to their freighter after manually dismissing it.
  • Fixed an issue that could cause the Scientist NPC specialist to become lodged inside their terminal.
  • Fixed a collision issue with technology room windows.
  • Fixed a collision issue with the Overseer’s freighter room.
  • Fixed an issue that could cause incorrect inputs to be registered while browsing the base parts list.
  • Fixed an issue that prevented the ‘View Variants’ button from working correctly while browsing the base parts list.
  • Fixed an issue that prevented starship automatic recharge from functioning.
  • Fixed a number of collision issues with the Archaic Habitation Heater.
  • Fixed an issue that prevented the freighter location from being correctly updated when teleporting to the freighter from another teleporter terminus.
  • Fixed an issue that could cause freighters to load incorrectly and players to fall through the floor when loading a save made at a save point or beacon placed aboard a freighter.
  • Fixed a number of issues that could stall mission progress when speaking to mission-critical NPCs or interactions, such as Nada on the Space Anomaly or Artemis’ simulation terminal.
  • Fixed an issue that could prevent the infestation Nexus missions from completing.
  • Fixed an issue that could prevent the freighter from being listed as a teleport destination when in visiting another galaxy.
  • Fixed an issue that could cause Nada to repeat ’16’ forever.
  • Fixed an issue that allowed living frigates to become damaged when they should not have been.
  • Fixed a number of collision issues with freighter corridors and ladders.
  • Fixed a number of visual glitches with industrial-themed rooms.
  • Fixed a minor visual glitch with particle effects.
  • Fixed an issue that caused a non-functional “Windowed Mode” option to appear in the menu on consoles.
  • Fixed a visual glitch with asteroid creatures.
  • Fixed a lighting issue with the freighter Exocraft terminal.
  • Fixed a number of visual glitches that could occur when snapping differently-themed freighter parts side-by-side.
  • Improved the appearance of the icon that displays when frigate fleets are deployed to assist in space combat.
  • Fixed an issue that caused some large freighters not to fit correctly within the warp tunnel.
  • The readability of the mission notification text has been improved while using the starship in first person.
  • Fixed a number of visual glitches that could occur when snapping other technology-themed freighter rooms to a customiser room.
  • Fixed a visual glitch that could occur when warping in the freighter.
  • Fixed an issue that caused a small pink dot to appear on the building info popup.
  • Fixed a crash related to Sentinel networking syncing.
  • Fixed a crash that could occur when charging a piece of technology while using the Storage Container UI.
  • Fixed a crash related to asteroids.
  • Fixed a crash related to NPC navigation.
  • Fixed a crash related to loading specialist NPC workers.
  • Fixed a crash that could occur when interacting with a Fleet Command Terminal.
  • Fixed a crash related to freighter networking.

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Sean Murray made a tweet about the 3.95 patch, saying its out now on Steam, other platforms to follow soon.

And I think in this case other platforms includes GOG, which is unusual. Anyway GOG Galaxy is certainly not grabbing any updates in my case so I think it will probably be Monday or soon after.

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GoG was down for a significant portion of yesterday so they may not have been able to do the update there because of it.

One thing that seems lacking in the freighter build set they've constructed. There's no block for just an empty room like there was in the old set. Also annoyed that they took out the stairs because it fubared my freighter build and tried to substitute a ladder where I used to have a nice stairway to the upper level. Since I hate ladders with a passion I had to dismantle that entire upper layer and move everything down to the main level where I then realized there's no blocks to make nice big open rooms with nothing in them.

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Totally with you on the ramps, Ladders are just crap, slow to climb and they grab you like a magnet when you want to walk past. Up voted every single post on reddit I can find which makes a complaint about the decision to remove ramps.

I had ramps in my Freighter too, which the 3.94 update just replaced with ladders.

I hit reset freighter, and have tried Short Range Teleports instead, but aesthetically I still miss the stairs .. Plus will those wandering NPCs be able to transit SRTs', or even use ladders if we had those installed. I think HG have messed up in taking this decision. Full marks for replacing ramps with ladders without messing up the levels and room connections in the process .. but nope, bad idea.

I think some parts now are multi-purpose, in that they form what is needed, the new corridor for example if there is nothing to the left or right of its placement will just be a straight corridor, however if there is something to the right which could connect it will now form a right turning curved corridor to connect with the right hand room .. But this is a problem too if you actually wanted to ignore the room to the right and just wanted to go straight on. Previously we had a dedicated curved corridor for connecting to left or right connections, and a separate straight corridor ( though, I cant recall right now but I think we do still have the legacy straight corridor .. but then that rubs me up the wrong way because its a different style of corridor :D )

Yep, some strange decisions have been made, particularly the ramps, just hope HG are listening to the crowd and put them back in .. Unless there are technical issues with having them among the new set, i just cant see that being the case though if they made the ladder room so easily interchangeable with the ramps we previously had installed.

---------------------

3.96 apparently has been released .. And yeah I noticed last night GOG Galaxy was having trouble even starting, guessed it was GOG having issues so I reckon you could be right on the delay to deliver todays patches for us.

https://www.nomanssky.com/2022/07/endurance-patch-3-96/

On PC:
 
Bug fixes

  • Fixed an issue that could cause NPCs to repeat ’16’ forever on your first visit to a Space Station.

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Yeah, I wish they'd simply restyled all the legacy parts into the current style you get with the new stuff. The new parts have so much nicer details on them, but I also don't like how the corridor adapts and makes openings to things I don't want openings too. It's forced me to space things out and use up more space than I was before. The legacy parts also are not entirely compatible with things like the new storage rooms. The steps get left out half the time and NPCs go over the edges and get stuck.

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Ah good, while waiting on another game to download, the NMS updates have queued up in Galaxy.

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15 minutes ago, Arthmoor said:

Ah good, while waiting on another game to download, the NMS updates have queued up in Galaxy.

:stare: I had just about given up on getting updates and nearly went to bed, its now downloading :cool:

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46 minutes ago, Arthmoor said:

~ The legacy parts also are not entirely compatible with things like the new storage rooms. The steps get left out half the time and NPCs go over the edges and get stuck.

Oh wait is that all of the storage rooms?, or just storage room 0

I ask because I installed all of them yesterday, 6 were off the side of a big room comprised of a legacy room part, and the rest were off the sides of the new corridor.

But I noticed the first one I placed which was storage Room 0 had (depending on its rotation) one floor ramp missing so NPCs which went walkabout inside it could not walk out again. Also if you go inside it your self and look at the wall where the ramp is missing, a wall part or two is missing, you can see into the room it is attached to, and if you have no levels above you, you can also see into space.

I reported it to the Zendesk as just a problem with Storage Room 0, but also mentioned maybe they ought to look into all of them just in case.

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Just had a look after the update just came down from GOG, the Storage Room 0 seems to have had its ramp fixed already, didn't see it mentioned in the notes as being fixed.

Anyway I think there is still a problem with "Core Freighter Modules", the plural would indicate there should be more than one module, but we only have the Freighter Corridor listed, and we also get the little symbol that indicates you have new stuff in this menu .. and it never goes away ..

FZqEWj5.png

Methinks there is a bug or two here, and maybe stuff we are supposed to see in "Modules" that we are not.

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