guerilla_man Posted January 21 Share Posted January 21 I Believe this has really fixed itself up and redeemed itself. Worth playing in 2022. been playing No mans sky earlier in the years and it was a nightmare. All my planets reverted back to default and lose connection with the servers as I found out I was not the only one having this game breaking bug. But after a few years it was fixed. Still minor bugs but all is good! I downloaded my copy online. I could not find a thread that was already made for no mans sky in this forum. If there is a thread made for no mans sky please add this in the thread. If not a thread created for no mans sky yet. Let this be the main thread for no mans sky. Let us talk about no mans sky. How is your milestone count going? What have you discovered? Let us chat about no man’s sky here! Link to comment Share on other sites More sharing options...
deadx23 Posted April 14 Share Posted April 14 New update, https://www.nomanssky.com/outlaws-update/ The cape is a nice touch I like the new ships new expedition #6 is up today called "blighted" most likely focused at space/ground combat. Only five weeks to unlock https://www.nomanssky.com/2022/04/expedition-six-the-blighted/ Link to comment Share on other sites More sharing options...
DEADWOODZ Posted April 14 Share Posted April 14 (edited) Seen that, yeah. Couple of weeks ago i played NMS quite a bit after getting back into it. Last time i really give it a go was around 2020 i think. Still got a sh*t load of units from the glitch early game & an S tier ship. Edited April 14 by DEADWOODZ deadx23 1 Link to comment Share on other sites More sharing options...
Pete4000uk Posted April 14 Share Posted April 14 I'll have to fire it up again. The only downside is that once you've seen one bit of a planet you've seen it all. Link to comment Share on other sites More sharing options...
Jason Posted April 14 Share Posted April 14 Been messing around with it again today. Not sure how in depth the smuggling stuff is, seems to just be similar to the trading that exists already except there's a slightly higher risk with cargo scans and stuff. It is nice to have a proper place for all this though with outlaw systems, and the new ships look great. Managed to find an S class one but it need a lot of storage augments for it to be usable for me, so been trying to do the ol' salvaging and buying but ships coming into outlaw stations seems very scarce. Still on the look out for a godly mining multitool as well. One day I'll find one... Link to comment Share on other sites More sharing options...
OrionSR Posted April 18 Share Posted April 18 Why is this not an S-class settlement? It was an S-class settlement early on, but then it reverted to A-class after a recent update. I kind of figured that increasing the population would eventually bring up the class again - nope! Collecting the products doesn't help; I just let them accumulate so I could stage a maxed out screenshot. I haven't experimented with the new Outlaw content much other than the planetary dogfights, which are impossible to ignore, and a bit relentless. I don't really appreciate getting bombarded from the air while on foot. The update broke my hyperactive 3x2 first wave exotic when it turned into an outlaw station. Another change, normal stations only accumulate about a quarter of what they used to offer, making it a bit more difficult to stock up on common resources. Link to comment Share on other sites More sharing options...
deadx23 Posted April 18 Share Posted April 18 This is my s class ship uh I "upgraded the slots" to 48+14+9 (ok I did a cheat ) I guess they come with 15+4+3 slots now even if it's an s class I kinda wanted this ship but I didn't like the cockpit only the wings. So yeah it does get annoying when pirates attack your base every 5 minutes, my old base turned into a lawless pirate station and everytime I go to my settlement it is always attacked by sentinels. guerilla_man 1 Link to comment Share on other sites More sharing options...
OrionSR Posted April 18 Share Posted April 18 2 hours ago, deadx23 said: I "upgraded the slots" to 48+14+9 Is that the maximum for an S-class Solar ship? My explorer capped out at 48+21+21 and I've been wondering if other ships have the same limit. I'd expect a living ship to be an exception. 2 hours ago, deadx23 said: it does get annoying when pirates attack your base every 5 minutes I read that this issue is a glitch that should resolve with the next piece of this update. 2 hours ago, deadx23 said: everytime I go to my settlement it is always attacked by sentinels. I had this issue until I completed the new A Trace of Metal missions to upgrade the minotaur. I left it that way for a while because it was an easy source of glass and quad-servos but eventually completed the mission to see if it'd finally bump my maxed out settlement to S class - still nope. deadx23 1 Link to comment Share on other sites More sharing options...
deadx23 Posted April 19 Share Posted April 19 2 hours ago, OrionSR said: Is that the maximum for an S-class Solar ship? No, haven't upgraded all the slots yet, I was wondering what was the limit for ship storage Link to comment Share on other sites More sharing options...
guerilla_man Posted April 19 Share Posted April 19 49 minutes ago, deadx23 said: No, haven't upgraded all the slots yet, I was wondering what was the limit for ship storage Ship storage 6 to 9 slots I think. You can carry 9 ships because of this update. Please correct me if I am wrong. Link to comment Share on other sites More sharing options...
guerilla_man Posted April 19 Share Posted April 19 10 hours ago, deadx23 said: This is my s class ship uh I "upgraded the slots" to 48+14+9 (ok I did a cheat ) I guess they come with 15+4+3 slots now even if it's an s class I kinda wanted this ship but I didn't like the cockpit only the wings. So yeah it does get annoying when pirates attack your base every 5 minutes, my old base turned into a lawless pirate station and everytime I go to my settlement it is always attacked by sentinels. Really nice screenshots by the way. How many hours you been playing? I have a korvax and Gek character. Korvax is my second character. I been playing him for almost 14 hours. My Gek I have 55 hours of gameplay. I am so happy we can gain more units while taking down pirates . Best update ever. Link to comment Share on other sites More sharing options...
OrionSR Posted April 19 Share Posted April 19 (edited) 26 minutes ago, guerilla_man said: Ship storage 6 to 9 slots I think. You can carry 9 ships because of this update. Please correct me if I am wrong. You are correct, according to the reports anyway - haven't tried it yet. Players can now have up to 9 different ships and completely fill all bays in their freighter's hangar. However, I was asking about the new Starship High Capacity Inventory slots, the third number in a ship description like S48+21+21, like my explorer. I'm curious if other ship types have the same "cargo" slot limit. Added: I just got my new Cryogenic Chamber Pot base fully operational. With support from 4 gas mines, also located within the same system, this bio-farm will produce 60 Cryogenic Chambers every 5 hours, worth about 225 million units. My plan is to share it's location once I get things decorated a little better. Anyone interested? I finally built that pyramid I've been dreaming of since I started. FYI, that's solarium in the solarium on the top - not needed for the build. As a bonus, the six planets in the system each support one of the biome specific plants. Edited April 19 by OrionSR Vercetti27, guerilla_man and deadx23 1 1 1 Link to comment Share on other sites More sharing options...
deadx23 Posted April 19 Share Posted April 19 13 hours ago, guerilla_man said: Really nice screenshots by the way. How many hours you been playing? I have a korvax and Gek character. Korvax is my second character. I been playing him for almost 14 hours. My Gek I have 55 hours of gameplay. I am so happy we can gain more units while taking down pirates . Best update ever. On my main save, I have 313 hours. that's from a day 1 legacy save and every expedition has about 12-17 hours. guerilla_man 1 Link to comment Share on other sites More sharing options...
Jason Posted April 19 Share Posted April 19 13 hours ago, OrionSR said: Players can now have up to 9 different ships and completely fill all bays in their freighter's hangar Bah! Thought it was still at six and sold my saves starter ship that I kept for nostalgia reasons, ah well, it's not like I used it anyway. May have to go ship hunting next time I play. Link to comment Share on other sites More sharing options...
deadx23 Posted April 19 Share Posted April 19 New bug fixes out on all consoles! https://www.nomanssky.com/2022/04/outlaws-patch-3-87/ OrionSR 1 Link to comment Share on other sites More sharing options...
Themanwiththeplan Posted April 20 Share Posted April 20 Started playing this again recently. The new ship combat seems nice. Overall I find it a relaxing game to play, however the inventory management drives me mad. My inventory seems to fill up in about 7 seconds lol. Link to comment Share on other sites More sharing options...
Jason Posted April 20 Share Posted April 20 Work on getting a freighter with a bunch of storage bays and equip your freighter with item teleportation. Still gotta play a bit of inventory management now and then to move stuff to your freighter but you can store huge quantities of stuff very quickly using one. Link to comment Share on other sites More sharing options...
AlanWeb84 Posted April 20 Share Posted April 20 That looks cool! thanks for sharing the information Link to comment Share on other sites More sharing options...
deadx23 Posted April 22 Share Posted April 22 So with the bug fix patch went live my solar ship sails changed to the one I wanted Found this one in my pirate base. these are some of the variations but I think their are more models not sure OrionSR 1 Link to comment Share on other sites More sharing options...
guerilla_man Posted April 22 Share Posted April 22 On 4/19/2022 at 11:24 AM, OrionSR said: You are correct, according to the reports anyway - haven't tried it yet. Players can now have up to 9 different ships and completely fill all bays in their freighter's hangar. However, I was asking about the new Starship High Capacity Inventory slots, the third number in a ship description like S48+21+21, like my explorer. I'm curious if other ship types have the same "cargo" slot limit. Added: I just got my new Cryogenic Chamber Pot base fully operational. With support from 4 gas mines, also located within the same system, this bio-farm will produce 60 Cryogenic Chambers every 5 hours, worth about 225 million units. My plan is to share it's location once I get things decorated a little better. Anyone interested? I finally built that pyramid I've been dreaming of since I started. FYI, that's solarium in the solarium on the top - not needed for the build. As a bonus, the six planets in the system each support one of the biome specific plants. Then my research into the game was correct. I really like your build. Is that a paradise planet I see? I got the perfect planet and system on the go. I got my power and solar panels setup. I don’t have a pic of it to show on here. I sort of dug underground. Found pools of water and sand. I want to set this up with decorations and etc. I am 15 hours into my game with my korvax character. Link to comment Share on other sites More sharing options...
OrionSR Posted April 23 Share Posted April 23 (edited) 5 hours ago, guerilla_man said: I really like your build. Is that a paradise planet I see? Thanks. And yes it is. I've been quite happy with this system as I was able to get the gasses I needed from other planets and reserve the paradise planet for the bio-farm. I'd've been content with an airless planet - those tend to have good electrical resources. This is one of the nicer paradise planets I've explored. No storms, sentinels aren't a bother, fauna isn't aggressive, but I've resisted the urge to explore much further because I want to keep the bases limited to one per planet. 5 hours ago, guerilla_man said: I got the perfect planet and system on the go. I got my power and solar panels setup. I don’t have a pic of it to show on here. I sort of dug underground. I did this too on my first normal save (764 hrs). I had several cavernous underground bases but had to take them all down. Eventually the terrain modifications reset and the whole base needed to be sprayed down to clean out the dirt. Now I try to limit any terrain modifications to whatever is carved out by the structures so the most I need to do is sweep the floor clean with a flattener tool. Those early bases were definitely worth the effort though. I learned a lot about power management and wiring, and one designed led pretty directly to the large bio-farm design pictured above. The Cryogenic Chamber bio-farm pictured above is based on a Stasis Device setup from my survival mode save (165 hrs). The build operation used 3 smaller bio-farms - this one is my favorite; the other 2 are more square, making it easier to run the labyrinth. Now that my settlement is maxed out, I don't play my fist normal (male) save much. The dude is seriously encumbered. My plan to get rich was to build large bases to mine and store every type of resource. By the time I got around to building my first bio-farm I ran into the game's object limit and had to run back through my bases deleting unnecessary structures and scaffolding - often leaving all my mines just hanging in the air. Before I could even work out a build plan I had accumulated so many resources that I had to start building to clean out room in storage. The product produce just happened to match the max money limit. Selling it all at once rolled my cash past the limit and back to pretty much what I had to start with. Anyway, I've been quite happy with the Cryogenic Chamber bio-farm. It can generate more money than the Stasis Device farm because it can pay out once every 5 hours instead of once every 16 hours (as limited by growth time of plants), and also provides a more manageable income. Besides, I need the glass factory anyway. My previous and still active, New Normal save (female, 164 hrs) was set up to explore the new Royal weapons and sentinels update. The Royals were pretty basic but the investigation lead to a much better understanding of working the planets and minor settlements to tease S-class Alien and Experimental weapons out of the system. My newest save is Gek Normal (92 hrs) and is just coming into full power. The main purpose of this wave was to avoid buying all the stuff with cash and nanites so I would have a reason to hunt for drop pods, manufacturing facilities and crash ships for blueprints and recipes. so it's taken a bit longer than usual. I've also have a 52 hour permadeath save that's reasonably well built up to help friends reach the core safely and quickly. And a 2:48 speed run, permadeath save in the next galaxy. A primary reason for having so many new normal saves is that I can double/triple up on quicksilver missions in an effort to collect all the special items for my overall profile. Edited April 23 by OrionSR guerilla_man 1 Link to comment Share on other sites More sharing options...
guerilla_man Posted April 23 Share Posted April 23 (edited) 3 hours ago, OrionSR said: Thanks. And yes it is. I've been quite happy with this system as I was able to get the gasses I needed from other planets and reserve the paradise planet for the bio-farm. I'd've been content with an airless planet - those tend to have good electrical resources. This is one of the nicer paradise planets I've explored. No storms, sentinels aren't a bother, fauna isn't aggressive, but I've resisted the urge to explore much further because I want to keep the bases limited to one per planet. I did this too on my first normal save (764 hrs). I had several cavernous underground bases but had to take them all down. Eventually the terrain modifications reset and the whole base needed to be sprayed down to clean out the dirt. Now I try to limit any terrain modifications to whatever is carved out by the structures so the most I need to do is sweep the floor clean with a flattener tool. Those early bases were definitely worth the effort though. I learned a lot about power management and wiring, and one designed led pretty directly to the large bio-farm design pictured above. The Cryogenic Chamber bio-farm pictured above is based on a Stasis Device setup from my survival mode save (165 hrs). The build operation used 3 smaller bio-farms - this one is my favorite; the other 2 are more square, making it easier to run the labyrinth. Now that my settlement is maxed out, I don't play my fist normal (male) save much. The dude is seriously encumbered. My plan to get rich was to build large bases to mine and store every type of resource. By the time I got around to building my first bio-farm I ran into the game's object limit and had to run back through my bases deleting unnecessary structures and scaffolding - often leaving all my mines just hanging in the air. Before I could even work out a build plan I had accumulated so many resources that I had to start building to clean out room in storage. The product produce just happened to match the max money limit. Selling it all at once rolled my cash past the limit and back to pretty much what I had to start with. Anyway, I've been quite happy with the Cryogenic Chamber bio-farm. It can generate more money than the Stasis Device farm because it can pay out once every 5 hours instead of once every 16 hours (as limited by growth time of plants), and also provides a more manageable income. Besides, I need the glass factory anyway. My previous and still active, New Normal save (female, 164 hrs) was set up to explore the new Royal weapons and sentinels update. The Royals were pretty basic but the investigation lead to a much better understanding of working the planets and minor settlements to tease S-class Alien and Experimental weapons out of the system. My newest save is Gek Normal (92 hrs) and is just coming into full power. The main purpose of this wave was to avoid buying all the stuff with cash and nanites so I would have a reason to hunt for drop pods, manufacturing facilities and crash ships for blueprints and recipes. so it's taken a bit longer than usual. I've also have a 52 hour permadeath save that's reasonably well built up to help friends reach the core safely and quickly. And a 2:48 speed run, permadeath save in the next galaxy. A primary reason for having so many new normal saves is that I can double/triple up on quicksilver missions in an effort to collect all the special items for my overall profile. Anytime:) I got a paradise planet too. I enjoy also setting up bases on water chlorine planets. Despite the water bases within water chlorine planets or highly chlorinated planets with mild storms. The kinds of names I give my bases are very funny for example my tropical paradise planet base for my gek was called boof head base. No profanity names. Just funny names. Or water worlds “chlorine base” which sounds hilarious! You can come up with all kinds of names. The word boof head is aussie slang. Lol , it means a person with a large head . Chlorine base is a wonderful name for a water like world almost covered in water or atlantis base. Edited April 23 by guerilla_man Link to comment Share on other sites More sharing options...
OrionSR Posted April 24 Share Posted April 24 17 hours ago, guerilla_man said: The kinds of names I give my bases are very funny for example my tropical paradise planet base for my gek was called boof head base. The Cryogenic Chamber Pot bio-farm was supposed to be a funny name, suggesting and uncomfortable place to sit, but still functional to it's purpose. Would Choco Taco count as a funny name? Taco is a well known system one jump away from the galactic core. If you use the Space Anomaly route to reach the near-center of the galaxy then Taco will likely be the last system in the starting galaxy. Anyway, I wanted an outpost there in permadeath mode, and picked an ice planet for a simple base, so Choco Taco seemed appropriate. Sulphurine Succotash is probably the punniest of my base names. People still remember that old catch-phrase, right? A mining base, obviously. Recently my base names have become very functional. Nitrogen 15000, Condensed Carbon 9000, Radon Portal, Load Green Horned Alien, Fly to S Minor Settlement, Gravitino Cactus Pillar. A bit more cryptic; Toxic Shuttle, Mining Hauler, Underwater Minor Settlement, etc, imply a specifc S class module can found with another resource, and recollected on a regular basis. And then there's Darwin Crater, a research based name. In my new normal save I built a bio-farm on an airless planet over a large crater that had been carved out by a crashed fighter. It's initial purpose was as a glass factory, and a wiki search for "shocked glass" lead to a page on Darwin Crater, the site of a large impact crater on earth that features meteoric glass forged by the heat of the explosion. Link to comment Share on other sites More sharing options...
OrionSR Posted April 27 Share Posted April 27 (edited) Excerpts from the Journal of LootGek Harlequin 92: I have answered the voice of freedom... Now what? This shroud does not fit. 93: These outlaw stations are great. I want a deployable arched tent and fire barrel for my bases. I like how the landing bays, scrapper, upgrade agent and market dealer are all close together. I can do some serious ship flipping in these stations. There are some real bargains to be had in outlaw space. S15 Explorers for 665,000. Small fighters for a million and change. 95: Wow. There are a lot more S class ships in outlaw stations than would be expected in a secure station. And these new solar ships are throwing out as many as 6 mods at a time - all 5 weapons, plus a handful of storage augments. Stocking up on weapon modules for a new ship should be a lot easier in outlaw space than warping from system to system and hoping to finally find that sixth module. 108: My search for an awesome bright green ship continues. Green seems like a particularly hard color to find. After a long search I've only found 3, and I'm not particularly happy with any of them. Two are currently stored in bays 6 and 7 so they don't interfere with my Explorer in bay 5. Moving the Explorer to bay 5 and keeping bays 1 thru 4 empty has worked out very well. Up to 5 ships can be scrapped in a row without the need to shuffle ships in from the freighter or base. It's nice to finally have control over which ship will appear when another is scrapped. 115: Hired my first squad member today. It looks like they ought to be able to fly rings around anyone that dares to get in their way. Treasure: Crashed 3x3 Exotic Spoiler Outlaws 3.87 broke the only 3x3 first wave exotic identified by research that was still working. I found the wreck. Guishu-Flo XVI Abdiceneso Yuzak 3x3 Yellow Exotic +33.96, -48.53 face bird diplo dragonfly sunset bird bird voxel eclipse galaxy boat voxel Treasure: Firstwave 1x3 Exotic Spoiler 1x3 First Wave Blue Exotic. Not 100% consistent, but the best I've been able to find on my own that is still working. Edited April 27 by OrionSR Link to comment Share on other sites More sharing options...
deadx23 Posted May 25 Share Posted May 25 (edited) New expedition!, Leviathan https://www.nomanssky.com/2022/05/expedition-seven-leviathan/ Edited May 25 by deadx23 Link to comment Share on other sites More sharing options...
deadx23 Posted July 20 Share Posted July 20 New update!!! https://youtu.be/JSvwcneTNu4 https://www.nomanssky.com/endurance-update/?cli_action=1658333972.134 AZAZEL 1 Link to comment Share on other sites More sharing options...
Jason Posted July 20 Share Posted July 20 Had a quick gander, some good stuff w/ the freighters but they mucked about with some stuff and gated it behind progression which has kinda messed with peoples freighter bases somewhat until they adapt it to the new update. Overall it's a nice update though, I preferred to use my freighter as my homebase so happy to see that part of the game get some love. Now if they can just get a Starfield like ship builder update out and they'll be Link to comment Share on other sites More sharing options...
Coleco Posted July 27 Share Posted July 27 I like the amendments to the Freighters and this is kinda timely, considering I'm on a voyage to the centre of the Galaxy so I'm spending most of my time on my ship. Shame the angled ramps have gone though. Ladders in the middle of a corridor doesn't seem like the best way to navigate a huge ship. And the new rooms are great, but I'd like something that wasn't so overly fussy with panels and wires and glowing stuff. I'd like to decorate rooms myself, thanks. Surprised that you can jetpack off into space and die/clip through the freighter and die though. Considering there's a designated build area for the Freighter base, would it be so difficult to add a blocking volume around it in case someone accidentally walks off the edge when base building in Permadeath mode? I play in Creative so it doesn't affect me but it might be a real kick in the nether-regions for someone else. I really like that your fleet crew and wingmen can be seen walking around the ship now though - this really helps feel like the ship is alive, as opposed to being a gigantic labyrinth of corridors and nothing as it was before. If we could have the same faux-population for planetary bases that'd be great Link to comment Share on other sites More sharing options...
Jason Posted July 27 Share Posted July 27 The new Freighter stuff is mostly great, but some changes were a bit ??? if you ask me. Putting teleports, appearence change and trade terminals behind rooms instead of stations you can put down is a poor change IMO, I'd like to have the choice at least. Also the new freighter corridors are really nice but the shape of them makes decorating them a bit difficult, and when placing new decorations they don't seem to lock onto walls like the I remember them (tho I'm perhaps misremembering) meaning you have to do a lot of manual adjusting your self. Also the lighting in the new corridors doesn't seem too great, I was trying to create a bright and vibrant feel to my freighter, almost like Star Trek style corridors, but it all feels a bit dim unless I go mental with the lights. And yea, the ladders are absolutely sh*t and the ramps need to come back ASAP. The rest, however, is pretty fantastic. My freighter is a bit of a mess right now, my first floor is the old style freighter and room layouts with my old farm, where as the my upstairs is the new style, of which I've learned some good lessons about already with how to lay them out. So I think perhaps a full reset is in order and a clean slate. Overall though, great update that's been a good refresher for an increasingly dated section of content, they've really helped players like my self who treat their freighters as their home base. Multi crew ships and a ship builder like Starfield would cement this game as one of the all time great space exploration games for me now. Link to comment Share on other sites More sharing options...
FrikkenZz Posted August 19 Share Posted August 19 Ive been playing this game since the outlaw update (played 100 hours on my day one normal save). And I really like all the new stuff. What I have been really been enjoying tho is the expeditions. They make me focus on a few a things instead of trying to amass resources for everything at once. I have not yet gotten into base building (I did try once in creative a few years ago), as Im not sure what to build and I am too fond of moving around. I do like the new expedition that focuses on freighters. As that makes sense in a star trek kind of way, that your ship is for in system/local flying and freighters for between system flying. My biggest gripe is a bug Ive also had once before in another expedition, and that is that somehow Im locked out from the base are of the freighter because of parts that is blocking the way (probably another players freighter overlapping or something). The first time I couldnt reach the command area at all and therefore couldnt do anything as I wasnt in the build area and couod not edit. The other time, in this expedition I was locked out from the building area and because I was too close I could edit/delete. I could reset the base this time tho, which was a bit lame also, as I lost the already set up parts that was there from the start. Its not a big problem, but annoying. Link to comment Share on other sites More sharing options...
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