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Oh and forgot to mention : Tip for Portals (though this does not help if you want to revisit them)

See those Monuments that give you a question to solve which are harder if you dont know the dominant lifeforms language?, if you answer the question right you get that beam of light shoots up and a gift of some kind depending on the race.

After you come out of the dialogue, "talk" to the monument again .. This time (because the question has already been correctly answered) it will give you a new set of options to choose from :), like direction to the one Portal on that planet.

So if at some point you want to find a Portal, grab a bunch of those Navigation charts from the Cartographer on the Space station which locate Alien Monuments.

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Cool. I wish more games would jump on board the Vulkan train and tell DX12 where to stuff it. Moves like that open the door to getting AAA games onto linux, which would help bust another monopoly holi

Yes I also wish every game would just dump OpenGL and DX, and adopt Vulkan instead. This has been one very nice update, couple of things to do when you have the Vulkan Update installed : You

Here's to hoping one of those polish features is automatic foundation struts on the large buildings

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I am aware of that option as well, and have used it before, but come on. Why should I need to go to that much trouble for a simple function? I already have 2 bases I built for the sole purpose of marking portals, but I shouldn't have to do that, nor should I need to go blow money on planetary charts. I should be able to expect my ship's computer to have basic navigation functions like HUD markers built in.

I'm sure you could explain in the game lore that it's not something the simulation's designer thought of, but come on :P

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The only lore you find in the game is the stories you are told about Atlas and the Races histories.

I think its just a remnant from the early game ideas of how to utilise what was already in the game in more interesting ways. The Portals for example were not even as interesting as Monuments in the first year. They just didn't do anything except make people wonder if there was something hidden to find out / unlock, and there wasn't, they were just statics with no jumping capability or glyphs to make them open. After that more and more mysterious things were added to the game, but they wanted to make things not so easily discoverable, so that people would accidently find out things along the way, and keeping it all family friendly so your granny or kids could find such things out, family friendly instead of some discoveries being only accesible with the experience of veteran gamers.

Thats just my feeling on it though. I wish I did have the ears of Hellogames to talk directly into :).

Along the same thoughts, quite a few times suggestions have gone in to reddit and zendesk to make creatures more scary, early development they all sounded like squeaky toys, now they mostly sound the same but occasionally you get a bigger predator which makes a weak dull roar but nothing that makes you jump out of your seat. Those eggs you get near abandoned outposts are the closest you will get to scary, and only if you have never seen one before. Same as those abandoned freighters in space, they have a spooky alien vibe to them .. But the creatures are only going to be exciting for kids and grannies who have never seen anything like them before, and hopefully dont put a strain on the pacemaker.

Increasing the difficulty / AI / mechanics of Battles with Pirates is another often suggested thing which also has not been implemented. There has been an update which increased the amount of Sentinels responding to you being a naughty interloper, but Starship battles with Pirates you would imagine a veteran NPC with a high Bounty on their head to be a bit more difficult than they are. We can take on the Anomaly missions to vanquish pirates (bearing in mind these are primarily designed for Multiplayer and noted in the brief that they may be harder for a single player) .. But wave after wave of them can still easily be taken down by a single player with the starter ship (admittedly with plenty of resources onboard to replenish shields or a few upgrades) = It's all limited by Hellogames idea of family friendly and requests for increasing the difficulty on these has so far not been implemented.

It's all just a simplistic chill and fun game to appeal to a very wide age group. And then there are some things which dont make sense design wise .. But the only way anything like that gets sorted is if people put suggestions in.

After they introduced oceans to planets, and especially planets which had very little land but potentially could be an underwater base paradise with all the new underwater base parts that came along, I made a suggestion that unless we had some kind of craft which could take us out to sea (and we could get in / out of to go exploring underwater), most people are not going to spend literally days swimming in hopes of finding a good randomly generated location. I suggested an upgrade to the ship, where you could fit levitating / anti-grav pads on the landing gear and land on the water surface. What came along instead was various exxocraft to have fun in and for some needs had a practical purpose, one of which used that idea - The Nomad.

They do listen to suggestions anyone makes. Three of mine from the early days have been implemented, but like bug fixing you will probably have to wait a year or two before they get implemented. Biggest trouble with this game is due to it all being maths any changes are not so easy, so bug fixing can take them an age to reproduce, more so than other games, and suggestions sometimes need unique workarounds to implement in the game, while also remain family friendly.

Wish I could get in their office and discuss things sometimes, but they still have their own ambitions for the game, sometimes an expansion update comes along and you see a few community ideas that people were crying out for finally get done, but the ideas have become much more than the original individual suggestions. So I also get the feeling they put some ideas on the back burner to be implemented with other ideas Hellogames have thought of ..

.. And then there are some ideas which may never see the light of day because of their enthusiasm to do something else, same as a list of bug fixes which never seem to get addressed. New expansion comes along, more things get broken, they spend a few months on fixing what has been broken, and the old list of to-do is left by the wayside, again.

I have about twelve bugs (not game breaking but just really bug the hell out of me every time I see them) which have not been addressed in the last couple of years. Quite a lot though they occasionally surprise me by including them in an update, and I had to dig out the exchange of emails to finally put the lid on them.

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12 hours ago, Arthmoor said:

Heh, I know the feeling. It's part of why I don't really want to start a new game myself. I found a really cool Class A "alien" mult-tool and don't want to part with it. Has full slots and everything.

And yes, it would be nice if they used a more normal location under the documents folder. I made the same false assumption you did once and lost all my progress. Then had to track down where it actually went so I could get it into my weekly backup run.

I have sent in a suggestion on this, to change save location to Documents\Hellogames\NMS

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There have been some stealth bug fixes in the most recent experimental.

There were some legacy multi-tool weapon upgrade / icon mismatches before which have now been fixed.

Also discovered a long time missing upgrade for the Pulse drive, Photonix Core for those of us who pre-ordered the game, this was a nice little extra. It has been absent from the game for a few years. There was also a Multitool Boltcaster upgrade which was part of the Pre-order DLC which went missing at the same time, unfortunately I cant find any evidence of that being back in the game yet.

Screenshot - Before this update the place in the catalogue for the Photonix Core was just a blank space for those of us with the DLC installed :

https://i.imgur.com/aykCJon.png

I have seen this before where they mention stability update for PC but dont detail all the changes that went in along with the stability rectifications.

Anyway, stealthy or otherwise its nice to see some very old issues solved. Wonder how many more things they have done.

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Huge Spoiler

Having lost my save games, and had four years working up to where I was, I looked into using the NMS Save Editor just to get me back on track a little .. However the save editor is quite a bit behind the times and quite a few updates to the game with new content included have come along since, so I'm not comfortable trusting it ..

Dont open the spoiler if you dont wish to ruin your game by giving yourself everything on a plate, if you have experienced most of the game already and just want to give yourself a boost forward in time :

 

You can edit the save game with just a text editor, Windows Notepad or Notepad++ etc

Do a search for however much Credits or Nanites you have in game currently ..

.. And you will find all three currencies are next to each other, Credits / Nanites / Quicksilver .. Be sure to find the numbers in this order, you can find lots of numbers throughout the file which may match the one you are searching for.

For example I found the following in my save after search for 758 nanites - "wGS":61188,"7QL":758,"kN;":0

edit in what you need.

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HUUUGE NEWS! (Well, maybe just for me on this forum)

v3.15 was quite a bit more of an update than just "Stability fixes" for PC

I have moaned about this for ages, ever since the Living Ships update became a thing, put in requests to change it, made different playthroughs to find out without a shadow of doubt that we really could not access them without being online

HELLOGAMES HAVE STEALTHILY INCLUDED A VASTLY EXPANDED EXOTIC ITEMS LIST, BY DEFAULT, FOR FULLY OFFLINE PLAYERS!!!

I am gobsmacked. After all this time its come along without even a mention in the patch notes. Regardless, this has made my Covid year :D

I did a doubletake, Alt tabbed out of the game ..

GOG Galaxy not running - Check
Task manager no GOG Galaxy service running in the background - Check
I have started a brand new game and there is no doubt this has not come from an old save - Check
Back in game my name is "Explorer" instead of my GOG user name - Check
Discoveries screen reporting no online connection - Check

I go to the Quicksilver shop (for the first time in this fully offline playthrough) to look at what Exotic Items are up for grabs for completely offline players .. Its now got all items up to and including Stealth Starship Trails .. Which means finally fully offline players have access to Void Eggs without having to resort to any JSON editing, or temporarily running the game through GOG Galaxy just to get the shop tiers updated ..

Screenshot 1 - https://i.imgur.com/eY6UJYw.png
Screenshot 2 - https://i.imgur.com/n9gDf1E.png
Screenshot 3 - https://i.imgur.com/dbLgLEc.png

So chuffed Hellogames came through with this, if they are listening thank you very much :D

:bunny::banana::bunny::banana::bunny:


Edit : Yep, Bobbleheads too ;)

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I wonder if that means Nexus missions will no longer bug out if something happens and you have to reload the game. That's the one big annoyance I've always had with them is that it doesn't track quest progress while you're on one of those missions and some of them can be ridiculously long because they send you to get a certain item that ends up being rare as hell on the planet they send you to. Which can mean you're running around for hours being told your progress isn't being saved but your position is. The reality of course is if something goes wrong and you have to reload, you end up back on the Nexus and the game thinks you never left so you lose EVERYTHING you did after starting the mission.

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Actually .. I am a bit slow off the mark with this news, apparently we have been able to get all those Exotic items as offline players since the Next Gen update :facepalm:

Probably one of the few major updates I had not done a re-run through to check.

But it wasn't mentioned in Next Gen release notes (or subsequent patches) either, so stealth fix still applies

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

Yep agree, those nexus missions need you to make sure you have enough un-interrupted time to do them, otherwise they are a PITA if you cant keep going through to completion.

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On 1/20/2021 at 11:00 PM, Arthmoor said:

There have been times I've wanted waypoints for a lot more than just this. Like portals, various ruins, trade stations, you name it. It's like you find something and even though it logs something in your discoveries, you can't ever find it again without being extremely lucky. This problem is older than archives and should have been an obvious thing to include.

Found something else which you might find useful for marking Monument / Archive building areas, these things make a permanent Star waypoint ..

1x2RM2m.png

I6Jqg2v.png

EArirM5.png

I have never actually used them (besides making one for the Korvax you employ in your base as its pet). You can pick them up again with middle mouse button when done with the area, or just leave them there as a permanent marker.

I just found an archive building and also decided I needed a permanent marker there :)

Not quite as convenient as say just clicking on a building and "marking" it as a waypoint, but these do the trick.

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  • 3 weeks later...

Companions Update has been released ..

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

3.2 Patch Notes:

ANIMAL COMPANIONS

  • Creatures that have been fed can now be interacted with to access options for milking, riding and adoption.
  • Players may adopt up to six creatures at any one time. New companion slots are available to be purchased with nanites.
  • Your companions can be renamed, and then customised with a new range of accessories and decals.
  • Some accessories, such as the torch or mining lasers, will be used by your companion as they explore the planet.
  • Each companion has their own personality, which will influence how they behave and think. Some species are more likely to have certain traits than others, but each creature is unique.
  • The creature harness has a neural link with the Exosuit, enabling rudimentary translation of your new companion’s thoughts and wishes.
  • Companions will assist their owners during planetary exploration, but have needs of their own. They will periodically require food or attention if they are to thrive.
  • Companions will need to be cared for over a long period of time in order to win their trust.
  • While exploring, companions will assist their owners in a number of ways, including: scouting for resources and buildings; digging up minerals and special items; hunting other creatures; and marking hazards.
  • As well as acting on their own initiative, companions may be given specific instructions via gestures from the Quick Menu.
  • VR players can point directly to send their companion to a destination.

COMPANION EGGS

  • Creatures that have been well-cared for will lay eggs.
  • After a short time, creature eggs will hatch into a brand new creature, related to but distinct from the parent creature.
  • Baby creatures have different proportions from adult creatures and will grow to maturity over time.
  • Players may trade eggs from their prized companions with other players.
  • Creature eggs can be taken to the Egg Sequencer aboard the Space Anomaly.
  • The Egg Sequencer allows players to remix the genetic material of their growing eggs to produce unique, never-before-seen creatures.
  • Overdosing eggs in the Sequencer may cause dramatic creature reconfigurations…

CREATURE IMPROVEMENTS

  • New creature and companion-related titles have been added to the Appearance Modifier.
  • The construction cost of Creature Pellets has been increased.
  • The stack size of Creature Pellets has been increased.
  • Creatures no longer require advanced bait to unlock harvesting functions – any creature that has been fed may now be milked.
  • Giant creatures can now be ridden.
  • Creature locomotion animations have been improved.
  • The particle effects emanating from creature dung have been improved.
  • Discovered creatures now have a different shaped icon in the Analysis Visor, to better distinguish them from undiscovered creatures.
  • Creature icons in the Analysis visor have been offset to improve their appearance.

UI IMPROVEMENTS

  • Players using a mouse and keyboard can now use hotkeys to directly select options in dialogue menus and interactions.
  • Players using a gamepad can now use the analogue sticks rather than the cursor to move between options in dialogue menus and interactions.

OPTIMISATIONS

  • Warp and loading times on PS4 have been significantly improved.

BUG FIXES

  • Fixed an issue that caused freighter ‘wings’ to be hidden.
  • Fixed an issue that could cause an invalid system/base to appear in the teleport destinations list.
  • Fixed an issue that caused the gloves to be out of focus in the Appearance Modifier.
  • Fixed an issue that could cause players using Windows 10 to incorrectly report a network disconnect.
  • Autowalk is now cancelled automatically when the player manually moves forwards or backwards.
  • The creature feeding Nexus mission has been rebalanced to account for changes to the taming process.
  • Concrete base parts now require Silicate Powder rather than Carbon to build.
  • Fixed an issue in the Galaxy Map that caused the Distance To Core text to be vertically clipped, resulting in a comma that looked like a period.
  • Fixed an issue that could cause players to upload/download an excessive number of creative discoveries.
  • Fixed an issue that caused Cronus’ food to have an extremely bright glow.
  • Fixed an issue that caused the Orbital Exocraft Materialiser to have an overly bright glow.
  • Fixed an issue that caused base specialist terminals to snap incorrectly in specific large rooms.
  • Fixed an issue that could cause an increase in load times while attempting to download base data from other players.
  • Fixed an issue that could cause incorrect text to appear when harvesting food substances from some unusual creatures.
  • Fixed a VR issue that caused the Exosuit backpack to be invisible in the inventory if the player’s body was turned off.
  • Fixed an animation issue with the player weapons in VR.
  • Fixed an issue that could cause incorrect UI scaling in VR.
  • Fixed a VR issue that could cause UI screens to move while the UI was closing.
  • Fixed a rare hang that could occur when taking a screenshot in Photo Mode on PC.
  • Fixed a networking crash on Xbox platforms.
  • Fixed an issue that could cause very large save files to crash during loading on PS4.
  • Fixed a crash that could occur when the leader of a herd died.
  • Fixed a number of memory related crashes on PS5.
  • Fixed an audio related crash on PS5.
  • Fixed a rendering crash on PS5.
  • Fixed a crash related to the preview of summoned objects (eg starships).

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.. And the fixes to the Companion Update commence

https://steamcommunity.com/app/275850/discussions/0/3118150513187669896/

Experimental Branch 17/02
  • Fixed a glitch in the sleeping animation for blob-like creatures.
  • A number of creature behaviours have been rebalanced to better match personality traits.
  • Fixed a bug that could allow companions to attempt to locate a building while not on a planet.
  • Fixed an issue that caused missing controller icons to appear when riding a pet using Vive controllers.
  • Fixed a number of issues with the way companions aimed their mining lasers.
  • Fixed an issue that could very occasionally cause creatures to use speech options from an incorrect personality type.
  • Introduced a number of tutorial hints for the first time players who use the Egg Sequencer.
  • Fixed an issue that could cause companion summoning icons to render incorrectly.
  • Fixed an issue that caused inconsistent colour formatting in companion speech.
  • Fixed a number of issues with companion particle effects.
  • Fixed a number of issues related to network syncing creature interactions.
  • Fixed a number of issues that caused players to appear in the wrong position when riding creatures.
  • Fixed an issue that could prevent a small number of creatures from being customised.
  • Improved the positioning of accessories on some four-legged creatures.
  • Aggressive companions will now attack hazardous plants.
  • Fixed an issue that caused some companions to only mine objects that were very close to them.
  • Fixed a number of creature animation glitches that could occur in multiplayer.
  • Fixed a crash that could occur when reading the text at a distress beacon.

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Experimental Branch 19/02
  • Fixed an issue with cloud rendering when taking screenshots in VR.
  • Fixed a texture rendering issue.
  • Fixed a number of crashes related to terrain rendering.
  • Fixed an issue that could occur when rendering trails in VR.
  • Fixed an issue that caused companion species to be listed incorrectly when viewed in the Companion Manager.
  • Fixed an issue that prevent creatures from being harvested by the Livestock Unit.
  • Fixed an issue that could cause robotic pets to eat pellets rather than Ion Batteries.
  • Fixed an issue that caused the hostile aliens found inside Derelict Freighters to immediately despawn.
  • Fixed a crash that could occur when renaming a companion on Xbox.
  • Fixed an issue that could cause the wrong pet to be renamed when renaming a pet.
  • Fixed an issue that caused your own companion's information to be displayed when viewing another player's companion through the Analysis Visor.
  • Fixed a rare crash that could occur when viewing creatures in the Discovery Page.
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Experimental Branch Update 22/02
  • Fixed a PC-specific memory leak that could occur when alt-tabbing or changing resolution.
  • Fixed a number of crashes related to replicating creatures and companions.
  • All companions now correctly defend their owner when attacked by a hostile creature.
  • Other player's companions will no longer collide with you in multiplayer.

 

Experimental Branch Update 19/02
  • Fixed an issue that prevented renaming on PS5.
  • Fixed a crash when using the teleporter.
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Companions patch 3.21 is apparently live, though GOG disagrees .. Edit: Hmm, it is now.

https://www.nomanssky.com/2021/02/companions-patch-3-21/

 

Patch Notes

  • Fixed a crash that could occur when reading the text at some specific interactions, primarily distress beacons.
  • On PC, fixed a crash that could occur when loading creature textures. This fix will be rolled out to other platforms as soon as possible.

 

  • Aggressive companions will now correctly attack hazardous plants.
  • A number of creature behaviours have been rebalanced to better match personality traits.
  • Fixed a number of issues that caused players to appear in the wrong position when riding creatures.
  • Fixed an issue that could prevent a small number of creatures from being customised.
  • Improved the positioning of accessories on some four-legged creatures.
  • Fixed an issue that caused some companions to only mine objects that were very close to them.
  • Fixed a number of issues with the way companions aimed their mining lasers.
  • Fixed a bug that could allow companions to attempt to locate a building while not on a planet.

 

  • Fixed an issue that could very occasionally cause creatures to use speech options from an incorrect personality type.
  • Introduced a number of tutorial hints for the first time players who use the Egg Sequencer.
  • Fixed an issue that caused missing controller icons to appear when riding a pet using Vive controllers.
  • Fixed a number of creature animation glitches that could occur in multiplayer.
  • Fixed a glitch in the sleeping animation for blob-like creatures.

 

  • Fixed an issue that could cause companion summoning icons to render incorrectly.
  • Fixed an issue that caused inconsistent colour formatting in companion speech.
  • Fixed a number of issues with companion particle effects.
  • Fixed a number of issues related to network syncing creature interactions.
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Experimental Branch Update 23/02
  • Fixed a bug that could cause overly dramatic camera shake to occur when the sandworm is spawned.
  • Fixed a PlayStation 5 specific GPU crash.
  • Fixed a Alt-Tab crash which was exposed by the previous change.
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3.22 released https://www.nomanssky.com/2021/02/companions-patch-3-22/

Already noted patch notes in Experimental posts previously, 3.21 was released amid the 3.22 experimental releases which was kinda confusing .. but why not.

Haven't got much to say about the Companion update, its not quite Vilja, but apparently they can be helpful finding stuff or fending off attacking creatures (well, now they will in 3.22). My first one is a bit too cute / gentle / apathetic to be a bodyguard so I'm raising an egg which has been through the Gene machine 6 times (they stack, some of the slots will cap and you just skip putting any more resources in those slots) to get it a bit more aggressive / bigger .. and then incubate it in your inventory for the required period.

I'm dabbling with them with one hope - They rip those whippy bastard plants out of the ground and shred them to pieces with a smile on their face. :devil:

Bit annoying with the feed meter, the timer runs down too quick for my liking, bit like the old annoying tamagotchi's.

Someone has put quite a lot of work into figuring out what resources to use, see information posts on Reddit No Man's Sky, though they are not hard to figure out just by trying different resources. Colours are the worst, and genetic physical changes I think are random / maybe overdose related?

Edit : Link to helpful reddit post which has further links to colour charts etc ..

 

 

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Warning :

NMS.EXE is accessing your Microphone, if you have a laptop or a desktop Microphone / Headset, by default you are being listened to by the game. What for / When this started I dont know.

AFAIK there is no game setting for this.

And there is no warning we are being evesdropped.

I only found out because I alt tabbed out of the game and noticed the systray icon for the Microphone being used.

In Win 10 Privacy settings you can disable desktop Apps from accessing your microphone, but by default windows allows everything.

ZD7Vk2Y.png

 

Hellogames???

Why has this been enabled without any warning.
Why is there no in game setting to disable it.

I imagine its probably multiplayer related for a future update, but implementing it on by default when the game currently doesn't need it for offline players?, and not providing any user control of it is a little bit shoddy.

I have submitted a report to the Hellogames Zendesk.

 

Edit: Just tried it via GOG Galaxy, and there is a Network setting for "Speech to text" which could be the reason .. but I have that disabled, and normally play offline so even if thats all this is, why does the game still access the microphone.

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