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Lazyhound
Mar 1, 2004

A squid eating dough in a polyethylene bag is fast and bulbous—got me?
Literally the first alien I ever talked to tsked over my shameful hardware and handed me a 24-slot A-class rifle multitool.

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Eyud
Aug 5, 2006

Quinton posted:

Do any of the simple floor tile pieces snap to the corridors or prefab rooms or landing pads?

I can connect landing pads to prefab rooms via I / T / X corridors but I can't seem to nicely put together an open-to-the-sky walkway between things.

Am I missing some trick for snapping these things together?

I've run out of blueprints to unlock with the blueprint analyzer, so I think I have all the possible bits handy...

If you build a wall at the end of an open walkway, you can then snap a landing pad to that wall and it creates a door. Unfortunately, if you then remove the wall, it creates a gap between the walkway and the landing pad, so you’re either stuck with a weird wall by itself, or going with enclosed walkways to make it look less weird.

Jaxyon
Mar 7, 2016
I’m just saying I would like to see a man beat a woman in a cage. Just to be sure.
Oh hey apparently the landing on your frigates gives you refined minerals, which I sure didn't know.

The_Doctor
Mar 29, 2007

"The entire history of this incarnation is one of temporal orbits, retcons, paradoxes, parallel time lines, reiterations, and divergences. How anyone can make head or tail of all this chaos, I don't know."

Jaxyon posted:

Oh hey apparently the landing on your frigates gives you refined minerals, which I sure didn't know.

The amount of stuff going on that the game doesn't tell you about is shocking.

Also, I see the new update hasn't fixed the Broken Frigate bug yet.

Thundarr
Dec 24, 2002


Is there anything frigate missions bring back that you can't find otherwise, or is it best to just forgo sending them (and save yourself the hassle of farming di-hydrogen for fuel) and keep them in system for free minerals and backup when pirates hassle you?

Powershift
Nov 23, 2009


I only got my tool because it looked rad and had over 20 slots.

apparently it's really good?

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Thundarr posted:

Is there anything frigate missions bring back that you can't find otherwise, or is it best to just forgo sending them (and save yourself the hassle of farming di-hydrogen for fuel) and keep them in system for free minerals and backup when pirates hassle you?

Where do you pick up the minerals on them?

Jaxyon
Mar 7, 2016
I’m just saying I would like to see a man beat a woman in a cage. Just to be sure.

Thundarr posted:

Is there anything frigate missions bring back that you can't find otherwise, or is it best to just forgo sending them (and save yourself the hassle of farming di-hydrogen for fuel) and keep them in system for free minerals and backup when pirates hassle you?

The NMS reddit has a post up, which is where I learned about the mineral thing. It says that making frigate fuel is a cash cow.

https://www.reddit.com/r/NoMansSkyTheGame/comments/95mcvs/hitchhikers_guide_to_frigate_ownership_your_fleet/

Also I sent my frigate on a Balanced mission for like it's 3rd mission ever and it came back with 3 stacks of trade goods and 1.2m units so that was cool

emdash
Oct 19, 2003

and?
I found out I have the base computer freighter bug (can’t advance main base quest because target computer is unreachable/not where it should be). Are they gonna fix this automatically with a patch? I super do not want to have to put effort into it

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Jaxyon posted:

The NMS reddit has a post up, which is where I learned about the mineral thing. It says that making frigate fuel is a cash cow.

https://www.reddit.com/r/NoMansSkyTheGame/comments/95mcvs/hitchhikers_guide_to_frigate_ownership_your_fleet/

Also I sent my frigate on a Balanced mission for like it's 3rd mission ever and it came back with 3 stacks of trade goods and 1.2m units so that was cool

:wtc:

Why doesn't it tell you any of this

lampey
Mar 27, 2012

emdash posted:

I found out I have the base computer freighter bug (can’t advance main base quest because target computer is unreachable/not where it should be). Are they gonna fix this automatically with a patch? I super do not want to have to put effort into it

I had this bug and after a day or two of warping around, trying multiplayer, and doing other missions it was fixed

Thundarr
Dec 24, 2002


Thanks that's all super useful information. I've been neglecting my fleet in favor of exploration and base building, but maybe I'll need to dive deeper into that too.

As soon as I finish building my chlorine grow-op. Did you know that medium refiners auto snap to the center of large rooms? I found this out after I built several with the plan of putting four refiners in each. Probably for the best that the refiners are out on the lawn now, that much chlorine in an enclosed space might have been dangerous.

GrumpyGoesWest
Apr 9, 2015

Powershift posted:

I only got my tool because it looked rad and had over 20 slots.

apparently it's really good?



Goddamn that is a sexy multitool. :blastu:

Kikas
Oct 30, 2012

quote:

NEXT Experimental Branch 08/08
Hello everyone,

After the initial round of addressing high priority stability and performance issues, the team have been working intensely on a large number of gameplay fixes and improvements, which we have now finished QA testing and are ready to release to Steam Experimental.

As always, thank you for playing the game and taking the time to report any issues you encounter! We appreciate your patience and understanding while we tackle the highest priority issues first.

Please note that due to the large number of changes in this patch, there is always the possibility it may introduce new issues that haven't been caught in test. We'd like to recommend that all players back up their save files, by making a local copy of the st_[userid] folder found here:
C:\Users\[Username]\AppData\Roaming\HelloGames\NMS\st_[userid])

Note that we don't anticipate any issues here. However, performing your own backups could mean the difference between resuming play immediately, or waiting for the next patch.

Feedback and reports of new bugs/issues being found on Experimental are welcome, so please post them here, or submit a ticket to Zendesk[hellogames.zendesk.com] with the phrase "Steam Experimental 08/08" in the ticket title.

To play in Experimental, right-click on No Man's Sky from the Steam library page and select "Properties". Among the available tabs will be the "BETAS" tab. Select "Code: 3xperimental" in the dropdown menu under "Select the beta you would like to opt into".

Latest changes on Experimental (08/08):
Fixed a memory leak in the UI
Fixed a number of crashes to do with freighters
Fixed a crash that affected particular planets
Fixed a crash that could occur while creating a race track in a borrowed Exocraft
Reduced texture memory usage to improve overall stability

Fixed an issue where players would get stuck in The Purge mission
Fixed an issue where players would get stuck in the Ghost in the Machine mission
Fixed an issue where players would receive incorrect mission instructions while returning with the Mind-Arc
Fixed an issue where Sentinels would chase players forever if they did not complete the final Weapon Specialist mission
Fixed an issue that was causing dialogue and rewards at certain found buildings to repeat (including Traveller graves and portal glyphs)
Fixed an issue that caused players upgrading their save to not have any primary missions if they were on the tutorial for expanding their inventory when they upgraded to NEXT

Fixed an issue where legacy saves would not know the recipe for microchips, the large refiner and some advanced survival products

Fixed an issue where trade commodities were not available for sale in the space station

Fixed an issue where player ships could shoot themselves in multiplayer

Fixed an issue where some base parts were not available in the blueprint analyser
Fixed an issue where players would get stuck if they died before using the Navigation Data in the tutorial

Fixed an issue where the labels of hot / cold thermal protection upgrades were the wrong way around
Fixed an issue where the Efficient Launch Thruster upgrade was not learnable in space stations

Fixed an issue where terrain edits caused by building parts would regenerate in multiplayer
Fixed an issue where Base Computers placed inside other bases could not be deleted

Fixed some instances of an issue where ships would all spawn on the same landing pad

Fixed a number of incorrect refiner recipes
Expanded the available refiner recipes

Removed the chance to get nanites from Buried Technology Modules
Reduced the frequency of storms in some situations
Slightly increased the cost of launch fuel, but made one canister entirely refill the thrusters
In normal mode, slightly reduced the base rates of hazard and life support fuel usage
Slightly reduced the radius at which Sentinel drones will investigate players
Reduced the time required to scan discoveries with the Analysis Visor
Increased the recharge rate of the jetpack when onboard a Space Station

Farm plants now grow in real-world time (rather than game time), allowing farms to continue growing while you are away from the game. As a consequence, adjusted farming times + prices.

Placed the Space Anomaly marker on the entrance to the Anomaly rather than the centre of the model
Fixed an issue where mission markers would not attach to the correct base

Reduced the number of whispering eggs around Abandoned Buildings

Fixed an issue with rain audio
Added audio to the target tagging UI

Fixed a bug in the auto-aim system concerning large creatures
Reduced the critical hit zone for biological horrors
Fixed an issue in creature replication that could cause creatures to freeze
Fixed an issue where mordite would not be awarded to the correct player when killing creatures in multiplayer

Fixed an issue that could cause the third person camera to turn sluggishly

Fixed an issue where players respawning in Survival mode would have no life support and rapidly die again

Fixed an issue where some of Nada + Polo's missions had untranslated text
Fixed an issue where some of the procedural missions given by NPCs had untranslated text
Fixed an issue where some exotic biomes incorrectly reported their weather as fine or calm
Fixed an issue where chairs did not display their text correctly

Fixed an issue where the launch fuel tutorial did not trigger correctly
Fixed a number of incorrect timings of mission update messages

Fixed an issue where activating the torch did not close the quick menu

Fixed an issue where Infra-Knife accelerator projectiles would originate from behind the player's ship.
Fixed an issue where the freighter would not be visible to other players in multiplayer

Fixed a number of issues where expeditions would reward the wrong player in multiplayer
Fixed an issue where fleet frigates would return to the wrong location on completion of an expedition.
Fixed an issue where changing between first and third person camera while on a ladder would break player animations.
Fixed an issue where players would lose access to the main menu after reloading a save just after upgrading to NEXT
On PC, pressing P will default to opening the Log rather than Options. Options continues to be the default option for Esc.
Fixed an issue where Korvax eye textures would become misaligned.

Fixed an issue where falling animations would not play
Fixed an issue where the player would play the sliding animation while swimming
Fixed an issue that would stop players from firing or reloading their Multi-Tool in specific situations
Fixed an issue where Multi-Tool lasers would bend in the wrong direction.
Fixed an issue where the Multi-Tool glitched while going into the Analysis Visor

Fixed a number of issues for players in specific timezones

Thank you,

Hello Games

This patch is live in the Steam experimental branch :holymoly:

ToastyPotato
Jun 23, 2005

CONVICTED OF DISPLAYING HIS PEANUTS IN PUBLIC
Farm up your infested eggs quick. :stare: I will probably just do that until the patch hits since so many other things that are broken for me might actually be fixed with this patch.

Oasx
Oct 11, 2006

Freshly Squeezed
I am happy to see the Ghost in the Machine quest get fixed.

Blowjob Overtime
Apr 6, 2008

Steeeeriiiiiiiiike twooooooo!

quote:

Removed the chance to get nanites from Buried Technology Modules
Reduced the frequency of storms in some situations
Slightly increased the cost of launch fuel, but made one canister entirely refill the thrusters
In normal mode, slightly reduced the base rates of hazard and life support fuel usage
Slightly reduced the radius at which Sentinel drones will investigate players
Reduced the time required to scan discoveries with the Analysis Visor
Increased the recharge rate of the jetpack when onboard a Space Station

All of these sound good, but thank christ no more nanites in buried tech modules. God drat is that a disappointment.

I had the base computer bug, and going to another system with my freighter, then returning and going to the base computer (without calling the freighter back to the original system) fixed it.

However, the two ships I claimed in the original system didn't pop into my freighter when I moved it to the other system. Are they gone forever?

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

quote:

Reduced the number of whispering eggs around Abandoned Buildings

You've bankrupted me Sean Murray

ScentOfAnOtaku
Aug 25, 2006

I have no control, I just keep eating, and eating.

Jaxyon posted:

The NMS reddit has a post up, which is where I learned about the mineral thing. It says that making frigate fuel is a cash cow.

https://www.reddit.com/r/NoMansSkyTheGame/comments/95mcvs/hitchhikers_guide_to_frigate_ownership_your_fleet/

Also I sent my frigate on a Balanced mission for like it's 3rd mission ever and it came back with 3 stacks of trade goods and 1.2m units so that was cool

What I don't get about the Frigate expeditions is why they only reset every 24 hours. There are so many better ways to make easy money in the game right now, it seems foolish to gate it behind a timer, especially when there are timers built into the system itself. It takes 4 hours to complete the longest missions I have right now, and they happen when I'm offline, so why not reset the list when all 5 missions are complete? There are so many little things that just don't add up in the design.

Another one that gets me is there is no way to easily get salt/ferrite. The best method for salt is to put an autonomous miner on a vein, but that only seems to work for 1 stack of 250, then because of yet another bug, it usually changes to whatever metal is on the planet (Copper, Indium, etc.). So you have to rebuild a new miner every single time.

Ferrite just doesn't seem to make sense to me, cause as of right now I can make infinite chromatic metal/condensed carbon/ionized cobalt/chlorine/sodium nitrate in refiner loops. If I can make Indium, etc. I should be able to make the most basic material in the game.

EDIT: Fixed a number of incorrect refiner recipes
Expanded the available refiner recipes

Well maybe that at least just got fixed, wish I knew what recipes were added.

ScentOfAnOtaku fucked around with this message at 21:25 on Aug 8, 2018

Duzzy Funlop
Jan 13, 2010

Hi there, would you like to try some spicy products?
gently caress me, the second I find something lucrative myself, the devs announce it to be patched out like an hour later? t:mad:

Jaxyon
Mar 7, 2016
I’m just saying I would like to see a man beat a woman in a cage. Just to be sure.

Blowjob Overtime posted:

However, the two ships I claimed in the original system didn't pop into my freighter when I moved it to the other system. Are they gone forever?

I claimed a Class B hauler and it was there when I logged out and back in, despite me not fixing anything at all on it, even engines.

That' was 3m in trade-in value, which I wasted on a Class C dope-looking explorer craft.

Steve Yun
Aug 7, 2003
I'm a parasitic landlord that needs to get a job instead of stealing worker's money. Make sure to remind me when I post.
Soiled Meat
Gotta stretch that thin content out longer

ToastyPotato
Jun 23, 2005

CONVICTED OF DISPLAYING HIS PEANUTS IN PUBLIC

Duzzy Funlop posted:

gently caress me, the second I find something lucrative myself, the devs announce it to be patched out like an hour later? t:mad:

It's not on the live patch yet, so get it in while you can.

What is usually the timing from experimental to live? Would be cool if I could empty them out a few times before then.

Happy Noodle Boy
Jul 3, 2002


Also in the notes: they’re fixing underground bases getting swallowed up by terrain and switching farming to real-time instead of game-time.

GruntyThrst
Oct 9, 2007

*clang*

ToastyPotato posted:

It's not on the live patch yet, so get it in while you can.

What is usually the timing from experimental to live? Would be cool if I could empty them out a few times before then.

For the most recent patches it's been about a day or two, but they were comparatively much smaller.

Libluini
May 18, 2012

I gravitated towards the Greens, eventually even joining the party itself.

The Linke is a party I grudgingly accept exists, but I've learned enough about DDR-history I can't bring myself to trust a party that was once the SED, a party leading the corrupt state apparatus ...
Grimey Drawer
There was a bug preventing reloading sometimes? Man, and I thought I was just too dumb to reload my multi-tool. No wonder I got almost killed when I went on a factory search tour yesterday to get some blueprints. Something about my new 22-slot tool triggered this bug multiple times

Also nothing about the name-reversion bug? Welp, I guess I keep on not naming things until that bug is fixed.

Stare-Out
Mar 11, 2010

Ooh hell yeah that patch. I hope whatever it breaks isn't something cool or terribly necessary.

Chalks
Sep 30, 2009

So what's the best way to make money? I tried the glowing egg thing but it's so tedious I only did it a few times before swearing off it.

Bruceski
Aug 21, 2007

The tools of a hero mean nothing without a solid core.

Chalks posted:

So what's the best way to make money? I tried the glowing egg thing but it's so tedious I only did it a few times before swearing off it.

I like doing Freighter missions for a Planetary Harvester (preferred) or Depot. Park your freighter over the target, blow the door, run in, run out, fly back to safety before the authority ships can spawn. The harvester's preferred because even if the mission points you to the same place as before you can finish it (and sometimes the door doesn't respawn letting you walk right in). Depots are a bit harder to dodge incoming fire, and can be buggy.

Rewards are generally half a mil in credits, but if they're offering items instead you can easily score 2-10 mil.

Bobby Cox
Nov 3, 2006


College Slice
I'm still making a poo poo load of money after tossing 3 S-class scanners on my multitool and putzing around new planets and scanning all I can. Before that, to afford the newer multitool, I mined chlorine on a planet where it was native / refined salt into it. It's pretty easy if you can find a planet with it.

Thundarr
Dec 24, 2002


Yeah I found a toxic world where some of the large rocks naturally have chlorine as their main component. Though once you have 250 chlorine, 250 oxygen, and s medium or large refiner, you basically have an infinite supply as long as you can keep enough on hand to start further reactions.

Just make sure you don't let the merchants guild know you are selling your oxygen-thinned chlorine at full price.

Ape Agitator
Feb 19, 2004

Soylent Green is Monkeys
College Slice
Was watching a stream and the guy could determine the type of resource deposit from a distance (like at least 300 units). And they weren't in line of sight either, behind hills and such. He's much further into the game than I am though (S class everything). Is there a visor upgrade that does this or am I visoring "Resource Deposits" wrong? Is it stacking Sensor upgrades to increase range? Because I was hunting for Cobalt as a lowbie to repair Drop Pods and it's all Salt or Copper and there's no way to check other than hoofing it. But I saw him just look through his visor and it named them for him clearly as the type of deposit.

ToastyPotato
Jun 23, 2005

CONVICTED OF DISPLAYING HIS PEANUTS IN PUBLIC
I got S class scanners so quickly that I don't know the answer. With two mods I was always able to see what a resource was, even if it was through a mountain.

Powershift
Nov 23, 2009


Ape Agitator posted:

Was watching a stream and the guy could determine the type of resource deposit from a distance (like at least 300 units). And they weren't in line of sight either, behind hills and such. He's much further into the game than I am though (S class everything). Is there a visor upgrade that does this or am I visoring "Resource Deposits" wrong? Is it stacking Sensor upgrades to increase range? Because I was hunting for Cobalt as a lowbie to repair Drop Pods and it's all Salt or Copper and there's no way to check other than hoofing it. But I saw him just look through his visor and it named them for him clearly as the type of deposit.

my scanner range is up to 970 units. when you go into the scanner you'll see the cloverleaf type thing indicating a resource, if you center your scanner on it, it will tell you what kind of resource it is.

Jaxyon
Mar 7, 2016
I’m just saying I would like to see a man beat a woman in a cage. Just to be sure.

Thundarr posted:

Just make sure you don't let the merchants guild know you are selling your oxygen-thinned chlorine at full price.

I figure my chlorine gets stepped on 2-3 times before it gets to the addicts.

PittTheElder
Feb 13, 2012

:geno: Yes, it's like a lava lamp.

Is there a consensus on how to adjust your flight controls on PC to not make it feel janky as gently caress? I haven't spent more than 5 minutes flying so I could just need to adjust, but something feels very off about it relative to every flight game I've ever played.

Viperix
Apr 21, 2006
So apparently if you pulse engine toward a planetary marker, you'll drop out of pulse automatically upon reaching the marker and dive into the planet. Not a problem since you can't take damage, right? Well, that's true. But if there happens to be a cave opening right there, your ship can slam straight in getting stuck. Apparently ships don't have reverse thrusters in atmosphere either. Super. Fortunately, my last save wasn't that far back.

ToxicSlurpee
Nov 5, 2003

-=SEND HELP=-


Pillbug

Ape Agitator posted:

Was watching a stream and the guy could determine the type of resource deposit from a distance (like at least 300 units). And they weren't in line of sight either, behind hills and such. He's much further into the game than I am though (S class everything). Is there a visor upgrade that does this or am I visoring "Resource Deposits" wrong? Is it stacking Sensor upgrades to increase range? Because I was hunting for Cobalt as a lowbie to repair Drop Pods and it's all Salt or Copper and there's no way to check other than hoofing it. But I saw him just look through his visor and it named them for him clearly as the type of deposit.

If you have your scanner up and point right at the icons it will tell you what they are. Goes for things that aren't deposits too.

PittTheElder
Feb 13, 2012

:geno: Yes, it's like a lava lamp.

Speaking of, if I have my scanner up and look at something in the distance, there's a message that says "Press E to tag", which I assumed would mark it somehow on the HUD compass; pressing it seems to do nothing however. Am I missing something?

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Jaxyon
Mar 7, 2016
I’m just saying I would like to see a man beat a woman in a cage. Just to be sure.

PittTheElder posted:

Speaking of, if I have my scanner up and look at something in the distance, there's a message that says "Press E to tag", which I assumed would mark it somehow on the HUD compass; pressing it seems to do nothing however. Am I missing something?

You have to hold it, and then it will show it on the HUD but I believe it only can mark one thing at a time so your previous would be unmarked.

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