No Man's Sky - Minecraft with Adderall

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You're feelings on No Man Sky...

  • Hate it

    Votes: 25 10.4%
  • Liked it

    Votes: 70 29.2%
  • Haven't played it

    Votes: 60 25.0%
  • Don't want to play it

    Votes: 85 35.4%

  • Total voters
    240
See, this actually gets me even angrier. because this is such a niche thing that's outside the main game loop of harvesting stuff and takes you not only a decent bit of time into the game but also isnt intuitive. Every bit of the game seems to be directing you towards "Go explore, harvest stuff, and build a base." I'm not saying you should be able to walk through a planet and after only a half hour have what you need to make a star ship, but I do think this is incredibly counterintuitive and even more so since you arent even made aware that this is a thing that can happen.
I wouldn't call it niche or counterintuitive. What I described is something players would just naturally come across throughout their adventures.

continue the story until after you land on the anomaly and to the point where Artemis contacts you and you're directed to a holo-tower.
If you do anything I've advised at all, do the above. You can feel free to ignore absolutely all objectives after this and explore as you desire. The anomaly offers blueprints for near every technology including ones your base blueprint terminal doesn't have but baring a few locked behind the stories. Other stuff from post launch updates will slowly be drip fed to you as you travel from star system to star system but you can also feel free to ignore those and explore them at a later time. The anomaly is the single most important thing to unlock as you play and vastly opens up the things you can do including the ways you can make money.
 
This thread suddenly being active reminds me that I haven't played NMS for a while. Probably should do that, given that there's been an update or two since.

You can feel free to ignore absolutely all objectives after this and explore as you desire.
There's stuff gated behind main story completion, but you can run through it faster after pursuing your own objectives for a while. Out of everything, I recommend getting good hyperdrive upgrades and some spare fuel for it, certain missions will be a lot easier if you do.
 
How are the new NPC settlements wrt things like interactivity with the residents, the types of available buildings, and so on? I remember getting into a pattern of occasionally checking on it to add new buildings or collect the trade goods, but otherwise they were completely forgettable except for being part of the Minotaur side quest.
 
How are the new NPC settlements wrt things like interactivity with the residents, the types of available buildings, and so on? I remember getting into a pattern of occasionally checking on it to add new buildings or collect the trade goods, but otherwise they were completely forgettable except for being part of the Minotaur side quest.
You can actually decide what goods your settlements produce based on your buildings, rather than leaving it up to fate and ending up with too many cacti. Settlements can also improve their system's economic strength.
 
Looks like Hello Games is gearing up for another expedition: an update just dropped complete with new, Atlas-themed corvette parts from the "chef" (what I call quicksilver merchant, who really does look like he's wearing a chef's hat) locked behind expedition completion.
 
The next update should try to make space combat a tiny bit perilous.
 
Expedition replays are back. The current one is a replay of Beachhead that gives you the Normandy from Mass Effect as a frigate for your freighter fleet:

The Beachhead expedition was originally run in 2021. All the other replays are from expeditions earlier this year.
  • Titan: 19th Nov - 2nd Dec
  • Relics: 3rd Dec - 16th Dec
  • Corvette: 17th Dec - 30th Dec
  • Breach: 31st Dec - 13th Jan

There is a second soundtrack album out by 65daysofstatic and Paul Weir called Journeys. Check it out here on YouTube. It is available in vinyl for collectors or people who prefer physical media.
 
The Remnant update was released
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6.2 Patch notes​

THE GRAVITINO COIL​

  • A new gravity-manipulation device for the Multi-Tool, the Gravitino Coil, is now available at the Space Anomaly or at planetary Waste Processing Plants.
  • A number of moveable objects can be magnetised and launched with the Gravitino Coil, including industrial waste, golden balls at planetary ruins, spheres fabricated by the Sphere Creator base part, combat supplies dropped by Sentinel drones, and Sentinel drones themselves.
  • Sentinels will be stunned for a short period after being launched from the Gravitino Coil.

INDUSTRIAL WASTE COLLECTION AND SALVAGE​

  • Industrial waste can now be found on planets featuring salvageable scrap, distributed in small piles and large heaps.
  • These scrap worlds also feature a new building type, the Waste Processing Plant: highly interactive facilities where scrap-hunters can extract recycled resources and earn rewards for cleansing planets of debris.
  • Double-tooting the Colossus horn while parked at a Waste Processing Plant valuation scale will initiate the control panel interaction.
  • The Colossus can utilise the Exocraft Radar to pinpoint the location of nearby processing plants and waste heaps.
  • A small tutorial mission has been added to guide new scrap-hunters.
  • A new Scrap Salvaging & Industrial Waste entry has been added to the guide.
  • A set of new player titles are available for accomplishments in scrap hauling and waste processing.
  • These titles also unlock a number of customisation modules for the Colossus Exocraft.

COLOSSUS CUSTOMISATION​

  • The Colossus Exocraft can now be customised with a number of aesthetic and utility modules, including a tippable flatbed for transporting hauls of industrial waste, and a mountable furnace, for processing materials while on the road.
  • The cabin alternatives for the Colossus also include new cockpit interiors that reflect their external geometry.
  • The Appearance Modifier for the player, and the Geobay for the Colossus Exocraft can now both store up to 6 named appearance configurations.

REMNANT EXPEDITION​

  • Expedition Twenty-One, Remnant, will begin shortly and run for approximately six weeks.
  • Rewards include new posters, decals and titles; a playful animated gesture; three exclusive modules for the Colossus Exocraft - a camouflage finish, asymmetrical cabin, and mechanical legs - and the stunningly detailed five-piece Heirloom customisation set.

TWITCH REWARDS​

  • A new package of Twitch drops will begin shortly. Sign up and connect your platform accounts on the Twitch Drops page, then tune in to Twitch to earn exotic base parts, high-tech starships, fireworks, appearance modifications, and more.

EXOCRAFT​

  • Improved Exocraft capability for destroying obstacles in their path, reducing how often they get caught or snagged.
  • Improved the handling of the Colossus - in particular, the braking performance when driving downhill, and the turning responsiveness in first person.
  • Fixed the "Follow" vs "Manual" setting for Third Person Camera Movement not being correctly applied to the Exocraft camera.
  • Significantly improved the appearance of Exocraft dust trail and exhaust effects.
  • Added a new Exocraft technology, the Cyclops Scope, which allows use of the Analysis Visor while driving.
  • Added a new Colossus-specific technology, the Excavation Blade, which harvests resources from obstacles destroyed by vehicle collision.
  • Added a new music track associated with driving the Colossus Exocraft.
  • Fixed an issue that prevented other players from hearing Exocraft horns in multiplayer.
  • Fixed an issue that caused technology to appear on the exterior of Exocraft before it was fully installed.
  • Fixed a number of subtle issues in missions where markers placed by Exocraft scans were not always detected.
  • Fixed an issue that could cause the player to exit their Exocraft when attempting to tag a marker.
  • Fixed an issue that caused the Exocraft laser to create small holes in the terrain.
  • Fixed an issue that caused Exocraft to visually re-generate when customising minor details such as decals.
  • Fixed an issue that prevented the Exocraft laser audio from playing when first fired.
  • Fixed an issue that caused Exocraft driving input to be registered while adjusting the camera in Photo Mode.
  • Fixed an issue that prevented the Exocraft Radar option in the Quick Menu from detecting if the required technology was damaged or only partially installed.

CORVETTES​

  • Corvettes are now available to build on Nintendo Switch.
  • Added the ability for players in multiplayer to help decorate the interior of other players' corvettes. Base editing permissions can be modified in the Network settings page of the pause menu.
  • Added the ability for players to decorate the interior of a corvette while the corvette is in flight.
  • Fixed a number of edge-case camera, placement, and collision issues related to adding small corvette modules when standing close to the corvette.
  • Fixed an issue that allowed players to place corvette parts on top of themselves.
  • Fixed a rare timing-specific softlock when trying to open the Build Menu at exactly the same time as confirming changes to a corvette.
  • Fixed an issue that caused interactive corvette modules, such as Refiner Units, to allow interactions when placed on a non-finalised corvette.
  • Fixed a rare timing-specific issue that could allow invalid corvettes to be finalised.
  • Fixed an issue that could cause corvette landing pads to flash their lights indefinitely.
  • Fixed an issue that could prevent the Build Menu from opening after beginning design on a new corvette, but not finalising the build.
  • Fixed an issue that caused a duplicate marker when starting a new corvette and exiting the Workshop without placing any modules.
  • Fixed an issue that could cause a newly purchased corvette to be placed at the player's position, instead of on the landing pad.
  • Improved a number of lighting transitions related to space stations and corvettes. In particular, prevented some issues where corvette interiors could adopt the lighting conditions from nearby planets.
  • Fixed a number of messaging issues related to beaming aboard a derelict freighter from a corvette.
  • Fixed an issue that caused the Space Rescue mission to disappear from the Log after rescuing a freighter in a corvette.
  • Fixed an issue that prevented exclusive reward corvette modules - such as the Aeron Drive - from rewarding any units if sold at a Galactic Trade Terminal.
  • Fixed an issue that prevented the quantity arrows from being visible when purchasing modules from the Corvette Workshop.
  • Fixed an issue that caused the colour of external corvette parts to impact the colour of interior decorations.
  • Fixed some missing geometry in the Titan Cockpit on lower quality settings.
  • Fixed an issue that prevented the Titan Hab from connecting correctly to the Wings of Aeron.
  • Improved player movement animations while aboard a corvette.
  • Improved the appearance and animations of the corvette hydraulic legs.

CLOUDS​

  • Significantly improved the visual stability and performance of clouds, and enhanced their appearance, especially on lower quality settings.

UI AND INPUT​

  • Improved the layout and appearance of unlockable technology trees, especially on handheld devices.
  • Fixed a number of cropped UI elements on handheld devices.
  • Fixed a number of UI overlap and alignment issues on handheld devices.
  • Fixed an issue that caused button glyph icons embedded in text to appear blurry on handheld devices.
  • Increased the text size on a number of UI screens on handheld devices.
  • Fixed an issue that could prevent the "Phase 5" patch appearing at the expedition terminus at some screen resolutions.
  • Fixed a number of UI textures that appeared blurry in sub-4K resolutions on PC.
  • Fixed the background alignment for images that can appear in the bottom-right notification area of the HUD (for example, when installing a technology).
  • Fixed an issue that prevented planet thumbnails from appearing in Personal Records without exiting and re-entering the screen.

INPUT​

  • Fixed an issue that prevented touch input from being detected on Steam Deck.
  • Fixed a number of virtual keyboard input issues on handheld devices.
  • Fixed an issue that prevented DS4 and DS5 controllers on Steam from being able to scan while in an Exocraft.
  • Fixed a PC-only issue that caused the mouse cursor to lag on the initial boot screens if V-Sync was enabled.

STABILITY AND OPTIMISATION​

  • Enabled multi-threaded rendering on Nintendo Switch and Nintendo Switch 2, significantly improving GPU performance.
  • Implemented tiled lighting, significantly improving performance in environments with many individual lights, and fixing a number of minor flickering issues.
  • Added support for DLSS 4.5.
  • Made a number of performance improvements to deep space and planetary environments.
  • Implemented a number of memory-saving optimisations.
  • Implemented a significant performance optimisation in settlements.
  • Implemented a significant performance optimisation for big save games which have completed a large number of missions.
  • Fixed a number of rare crashes.
  • Fixed a number of multiplayer disconnection issues.

QOL AND BUG FIXES​

  • Fixed an issue that could prevent Helios from allowing players to submit discoveries to them each day.
  • Added a number of visual variations for floating stone guardians.
  • Visited Space Stations are now automatically added to the teleport list if the player owns a base in that system.
  • Fixed an issue that prevented the Nutrient Processor from automatically retrieving the contents of its output slot when picked up.
  • Fixed an issue that could cause deployable Refiners and Nutrient Processors to refund an incorrect amount of fuel when picked up.
  • Fixed an issue that prevented the Personal Refiner from operating immediately if its input slots were filled prior to its fuel slot.
  • Fixed a rare issue that could prevent the Lost in Space guidance mission from appearing in the Mission Log when the player had a Crew Manifest or Captain's Log available to sell.
  • Fixed an issue that caused the Multi-Tool to automatically holster when switching to a specialist mode, such as the Fishing Rig, in VR.
  • Improved the placement of the "View Craft Steps" tree in VR.
  • Fixed an issue that could cause player-owned starships to spawn at the wrong scale.
  • Smoothed the rotation of docking ships in multiplayer.
  • Fixed an issue which could cause ships to sink into their landing pad in multiplayer.
  • Fixed an issue that could prevent the player's Multi-Tool from automatically holstering.
  • Fixed an issue that could cause freighters to load the wrong bridge type (for example, a pirate freighter bridge on a non-pirate freighter) when reloading a save without fully quitting the game.
  • Fixed a rare timing-specific issue that caused the camera to malfunction when loading a game on a freighter and immediately interacting with the galaxy map.
  • Fixed an issue that could cause Sentinel drones to fly through planetary terrain.
  • Fixed an issue that could cause planetary creatures to sometimes ping off into the air after being shot.
  • Fixed an issue which prevented monstrosities from accurately tracking the player's position.
  • Fixed an issue that could allow vehicle weapons to hit the vehicle itself.
  • Fixed an issue that could cause Exocraft or Starships to fall through the landscape when the owner travelled a long distance away.
  • Prevented offline short-range teleporters on derelict freighters from announcing "Network Reactivation Required" when a bit of space debris floated into teleportation range.
  • Fixed an issue where "Visited" labels for lifeforms in the space station would be shared between all players in multiplayer.
  • Fixed a rare issue on Nintendo Switch which could cause full-screen flickering when shooting planetary creatures.
  • Improved volumetrics and lighting on Nintendo Switch, especially in Space Stations and the Space Anomaly.
  • Fixed an issue that caused the player torch to illuminate the player's head.
  • Fixed an issue that caused a portion of the Space Anomaly to fail to render when directly teleporting there.
  • Fixed a visual issue that could cause planetary atmosphere effects to "pop", especially when flying quickly across planets.
  • Fixed an issue that caused a temporary black screen when placing the Emergency Light base part.
  • Fixed an issue that could cause some very large objects to suddenly disappear when close to the camera.
  • Fixed an issue that could leave visible specular behind when fading out objects close to the camera.
  • Fixed an issue that caused some large planetary props to be spawned sunk into the terrain.
  • Improved the stability of light rendering within cockpits.
  • Improved the lighting at planetary digsites.
  • Improved the materials of several settlement objects and base parts.
  • Improved the glow on Gravitino Balls.
  • Fixed a visual issue with the glass in the Horizontal Alloy Window (Top) base part.
  • Made a number of minor visual improvements to the Skyborn Armour customisation set.
  • Fixed an issue that caused the lights on the freighter bridge to flicker.
  • Fixed an issue that caused the surface of the buildable Light Table to flicker.
  • Fixed an issue that caused capes to hang rigidly after sprinting.
  • Fixed a number of visual and performance issues when viewing planetary objects such as trees and rocks from a distance.
  • Miscellaneous text fixes.
 
TWITCH REWARDS
  • A new package of Twitch drops will begin shortly. Sign up and connect your platform accounts on the Twitch Drops page, then tune in to Twitch to earn exotic base parts, high-tech starships, fireworks, appearance modifications, and more.
There are 5 days of Twitch rewards starting today, with different rewards every day. There are 5 ships, 3 multi tools, 2 companions and a bunch of cosmetic stuff. The full list of everything is here.
 
Heads up on anyone planning to do the expedition: the devs intend you to stay on the planet throughout it and made damn sure you can't get a ship by any means, so you can't import stuff from your main save to bail you out.

Also, since it's basically a trucker simulator, the planet has convenient highway-sized canyons that connect to the major POIs.

EDIT: Okay, you do have a ship, but I think you'll only get it by completing the expedition outright (it's damaged so you can't summon it until then).
 
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Now that I've completed the expedition, here's a few tips and stuff I learned from other players:
  • If you need to go off-course, take it slow and steady so you don't fling your garbage all over the place. This also means that the engine upgrade modules you get as task rewards are a gamble, because higher top speeds may result in stuff getting thrown off.
  • The wheel options for your Colossus are not just cosmetic and actually have an effect on how it grips terrain. For the most part, stick to the half-track front. The spider legs are fun and let you climb near-vertical surfaces, but they get stuck on small dihydrogen/condensed carbon/sodium nitrate crystals so watch your step.
  • For this reason, you only need to put down the Colossus summoning pad twice at minimum (one to spawn it, and again to save a customization). If need be, the planet has several summoning pads left behind by previous players.
  • One task has you grabbing sentinels with the gravity gun x amount of times, but it does not specify distinct sentinels. Wipe out most of a security team and repeatedly bully the survivor to get this done easily.
  • Do not use the auto-sort junk feature of the scrapyard (besides the expedition telling you to). You get more resources manually sorting out trash and three late-expedition tasks require you to manually sort 16 units of toxic/radioactive/explosive trash each.
  • Be careful when you use the mining laser, as wonky-ish aiming may result in you damaging special waste stored on the back of your truck.
  • No, you cannot cheese the spaceship issue by using someone's base teleporter and teleporting to the station. It won't show up.
 
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No Man's Sky just released a "Xeno Arena", which allows you to collect pets and have them fight in an arena on space space stations.

The space exploration game is now also a better Pokemon game than anything Nintendo creates.

 
No Man's Sky just released a "Xeno Arena", which allows you to collect pets and have them fight in an arena on space space stations.

The space exploration game is now also a better Pokemon game than anything Nintendo creates.

https://youtube.com/watch?v=J821bRClGcw
This is not a feature I would even have thought to ask for but I'm glad it's a thing because fuck Nintendo. I've been playing Palworld so I'll probably check out No Man's Sky when I'm bored of that.

Also, I noticed previously untamable flying creatures were battling in the arena. Does that mean we can acquire those now?
 
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Oh nice! I'll have to update and give it a go on the weekend. I found the Remnants expedition so boring and frustrating that I finally put the game down and caught up on housework
 
No Man's Sky just released a "Xeno Arena", which allows you to collect pets and have them fight in an arena on space space stations.
The space exploration game is now also a better Pokemon game than anything Nintendo creates.
>nintendo gets rekt against palworld due to retarded patenting
>everyone else smells blood in the water
>hilarity ensures

this is steamboat willie all over again isn't it? damn i am up for it though, fuck nintendo.
 
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