No Man's Sky Catch-All 2.0

Is this bug caused by reloading? Are you actually meant to reload an older save? I've never seen that option.

It used to be that for a base to be persistent in multiplayer for other players to see, you had to upload it. With BEYOND, that is no longer the case, but there's apparently a bug where if you don't, it may or may not save changes to your base, even when not engaging in single-player.

Unless your game crashes, it appears most likely way to encounter it is to reload a previous save to find missing base changes as I did last night.

Has the Anomaly in multiplayer stabilized? Ive been playing in offline mode for a while due to crashes in there.

polypusher wrote:

Has the Anomaly in multiplayer stabilized? Ive been playing in offline mode for a while due to crashes in there.

Significantly. Apparently even more so if you are on PC, as they released a pretty big bug patch this morning that added further fixes, but as fast as they have been getting pushed out, I have my fingers crossed consoles will also get it before we start the weekend.

Even so, after yesterday's patch, I didn't have any crashes in multiplayer or single player on PS4 last night.

Thanks for the tip. I'd better upload my base.

"It's coming through!"

IMAGE(https://i.imgur.com/jiVAhAo.jpg)

I found the teleporter in the Anomaly today. Why the heck doesnt every teleporter use that same interface? Its so much nicer and more informative.

Is it safe to use again?

Apparently

I found 2 base computers (different planets, I think - maybe the same planet?), just sitting there, all by themselves. Both said “unclaimed”... weird.

My Autonomous mining units are broken. If I leave and come back they fail to store anything.

Having just spent an hour or so setting some up for the first time, I have a sad. Do you have them connected to Silo storage? From looking at those storage units, the game seems confused about them, like it thinks they're batteries, and even though I have mine plugged into my power grid, it has red lightning bolts on all sides as if it's not.

No not built any silos.

https://wallergaming.com/no-mans-sky...

List of 80 tips and tricks, updated for the latest update and grouped by beginner/middle/advanced. Looks pretty good.

strangederby wrote:

My Autonomous mining units are broken. If I leave and come back they fail to store anything.

This is year old news but this used to happen when I played in multiplayer with other people. Something would desync and they'd never actually mine.

IMAGE(https://i.imgur.com/HfslR7Q.jpg)

Found and interesting new ship.

I couple cool moments in no man sky.

I found a planet that had constant thunderstorms which was great cause it was covered with thunder crystals, or whatever they were called. 10 of them sell for about 1.2 million and they are a component in the advance warp fuel. I mine for an hour or two and left with 20 million.

Later while traveling I found a really neat planet. Definitely not a randomly generated one that had a few lore tidbits as well. Short experience but if more planets were like this in no man sky the game would be amazing.

Last I bought myself a new ship and tweaked it out to warp jump very far. Over a 1000 a jump and each jump cost a third as much in fuel. Of course then I did that math and realized it would still cost me 700ish jumps to get to the center. After that I think I've had my fill. Still far from perfect but a good calm way to spend some hours.

Found my first exotic yesterday while doing a missing person quest.

https://nomanssky.gamepedia.com/Ukay...

This thing is FUN to drive. Can't wait to upgrade it and take it out against some pirates.

Also found an A class hauler with 44 slots.

https://nomanssky.gamepedia.com/YI8_...

Thank goodness I'd been playing the cobalt market for a while. Cost me approximately 80M credits but it is worth it. I think a good hauler is the best overall ship for your primary.

bigred wrote:
strangederby wrote:

My Autonomous mining units are broken. If I leave and come back they fail to store anything.

This is year old news but this used to happen when I played in multiplayer with other people. Something would desync and they'd never actually mine.

This is a repeat of a bug they've had when they were first introduced. They mine just fine; you can see it when you start them up. The issue is that both your mined ore and all fuel disappears as soon as you use a teleporter or warp. Right now, you either have to baby sit them - which is slow as F* - stay in-system, or avoid them all together.

Im not sure the mining units thing is universal. I've had Paraffinium going on my home planet for a bit (a trial to see how it all works) and through various adventures and misadventures its been working ok, filling up the silo storage reliably. I've definitely seen some major quirks in building bases with a big footprint, some old advice seems to no longer apply and even cause trouble, so Ill put down what I've found.

* If you want to be able to reach from one spot to a distant spot (and connect the power), you'll need to stretch a single base's footprint out. Start with a single base computer and use power lines to extend where the game considers your footprint to be. You can see the boundary of your base expand if you go out with the build menu up until a bunch of your options disappear, thats your boundary. Now if you go back inside the boundary and start building electric cables you can keep going. Do small segments like 20-40u at a time. If you go bigger the far side won't be in the new boundary and it won't have expanded the limits. (Old advice was to build multiple base computers, but NMS doesnt let you connect the power grid on what it considers multiple bases, so you can't have centralized power such as with Electromagnetic Generators.

** I'm not sure if the game remembers this stretched footprint when you leave and come back, which could f*ck some sh*t up. atm its working with already constructed buildings. It hasnt disconnected them or anything, so plan on doing most of your building all in one go. You can always stretch the borders with powerlines, which are free.

* You can't continue building a supply pipe out if you stop it somewhere between two objects. Take 2 silos, put them 10u apart, build a supply line up to 5u, then cancel it, you will see that you can't pick it up where you left off. This is super annoying. So you have to gather the materials for as many segments as you're going to need to connect the two

* You have to pay attention to your power. I think the easiest way to review your power usage is to build a battery connected to the network. In its interface you can see the total demand vs the total generation. If you have time-of-day dependent generation (solar) you'll have to do some math to see if you're going to be covered all day. Solar generation starts and ends the day low (26? I've only looked at it on one planet) and around noon they're generating about 2x as much) so keep that in mind. I would guess that if mining doesnt seem to be working, its because power isn't sufficient all day.

All these little things make it pretty hard to build a sprawling mining outpost, and the outpost has to sprawl to be able to connect electromagnetic power to distant mining machines, the two types of hot spots just wont be that close to each other. Right now I have a fragile Indium and Uranium mine going, powered by an electromagnetic hotspot. At first I had this as 4 bases to cover all of the territory, then I learned the power supply can't connect a building from one 'base' with another.

If they'd change that one little thing, this would all be easier.

Edit: Oh and the naming of stuff in the game is ridiculous. If you dont name something before you upload it, its too late. If you name a base any time, it doesnt seem to recognize your preferred name in the teleport interface. If you have 2 separate bases on one planet and you look at the UI tag for them, both will just say 'Your Base' instead of your custom name. Stupid. This makes keeping track of what is what a lot harder than it should be.

The game forgetting about the expanded extents of your base buildable area is the worst. If you dont have everything you need to expand a base in your first session (and how could you since you can't really build a shopping list of things you're going to build like you can in, say, Satisfactory) you're just hosed. I ended up building a sh*tty little solar network for an extension to the miners at the indium mining outpost. Its just easier than trying to stretch electromagnetic power generators over... which makes those buildings useless except for establishing that first set of buildings.

So I've been collecting random food items for a while. Finally got round to building a Nutrient processor and started refining it. I just took a look at the value of some of these dishes and basically I'm rich now.

This marks the second year in a row where I needed an hour to figure out how to change to first person mode.

Protip, (on PC) if you press X (?) and navigate to the option to change first/third person, you can then assign a 1-10 keybind to it. You hit shift+number or control+number or something, there's an onscreen hint.

You can also do the same thing in your ship, though it's a separate keybind. Really handy in dogfights to be able to quickly swap view modes.

I'm pleased with my skybase.

polypusher wrote:

The game forgetting about the expanded extents of your base buildable area is the worst. If you dont have everything you need to expand a base in your first session (and how could you since you can't really build a shopping list of things you're going to build like you can in, say, Satisfactory) you're just hosed. I ended up building a sh*tty little solar network for an extension to the miners at the indium mining outpost. Its just easier than trying to stretch electromagnetic power generators over... which makes those buildings useless except for establishing that first set of buildings.

You don't need everything to extend base the first go around. Find the extent of the base then place a wall. Move out from the wall you placed and when the building menu disappears and only shows portable tech, back up just a bit until the building craftables are available back then place another wall. Rinse and repeat until you have the range of your base that you want. Then go upload the base and the and you are free to gather and expand as needed.

For example, I was just farting around and I found an S class Oxygen spot (which I've been looking for to make a Oxygen farm to do a chlorine loop refinery) with an B class electromagnetic field pretty close but outside the base area. I plopped a base computer down, a solar panel, a battery, and a warp portal and then spaced walls out between the 2 spots. Took me all of 10 minutes. I logged for the night and then the next day came and completed my farm.

It now gives me a steady supply of oxygen which I then combine into a large refinery with chlorine to produce...MORE CHLORINE. This is called a Chlorine loop refining. For every 2 oxygen and 1 chlorine, you get 6 chlorine in the refinery. Visit once a day, gather the Chlorine that you refined the day before (leaving enough to max the next refining process), add the Oxygen, then start refining and go about your business. I'm sitting at a couple billion units as we speak.

Here's a link to the video I watched on how to do it. https://www.youtube.com/watch?v=onJ1...

Beyond Development Update 3

October 30, 2019.

Hello Everyone!

There’s been a lot going on since our last development update. The team has been working hard to bring you bug fixes and quality of life improvements, with a huge number of things fixed in the three updates since our last blog post.

You’ve all been hard at work too: producing amazing artwork; building spectacular bases; and unlocking the first community goal of Beyond, a brand new Vy’keen-inspired suit of armour. Even now, you’re making great progress on the second event to unlock the likenesses of Travellers Gemini, Mercury and Ares.

Patch 2.15 releases today on all platforms. It introduces a number of new features to bring the community together and highlight the amazing work you do: a showcase for the best community bases, and brand new weekly missions.

Weekend Missions

Very shortly, the Space Anomaly’s first weekend mission will go live. Nada’s spacetime loom has detected a concerning pattern resonating across the universe, and they need help from their explorer friends to investigate. Readings indicate a disturbance in reality, where an anomalous – and possibly sinister – force has begun to leak through to this universe…

These weekend missions, which bring explorers together on a specific planet, will tell a story that will unfold over the coming months. They also offer significant quicksilver rewards…

Travellers who wish to participate will find a new chapter available at the Nexus each week, from Friday evenings (GMT) until early Monday morning.

If you miss a weekend, don’t worry. These missions will continue to run for the foreseeable future. We are so excited to see what happens when you all start exploring a single planet together!

Featured Bases

One of the things we like seeing most is the ingenious bases that you folks build. We watch the community closely and it’s always a joy – and a surprise! – to see the things you use the game to create. We wanted to find a way to highlight this brilliant work and bring it to the greatest number of players.

From now on you will be able to visit the Space Anomaly Teleporter to see a selection of the best bases we’ve come across. We hope it will showcase all you talented builders, and bring every player an ever-changing cycle of spectacular planets and architectural creativity.

We remain on the lookout for ever-more imaginative bases which we can feature in future. If you’d like your base to be featured, please include your portal coordinates, current galaxy, username and platform when you post it. This will help us find it quickly and bring it to wider attention. We can’t wait to see what you make!

Development Update

Beyond brought a lot of new players into the game, as well as drawing back in a large number of old friends. We’ve been seeing some of our highest player numbers since launch, and with a wide variety of playstyles: VR and non-VR, lone travellers and multiplayer mini-factions, base-builders and explorers.

The wishlist of improvements and features continues to grow ever longer as our community grows. Your feedback – and your love for the game – are a vitally important part of the No Man’s Sky journey.

While today’s update shows off a pair of new features, other members of the team have been hard at work on an update that will address a whole heap of community requests. We hope to be able to release this fairly soon. We take your suggestions and priorities very seriously when working out what to work on, so if there are things you want to add to ever-evolving list then please let us know through the usual channels.

Patch 2.15 is live on all platforms today, with the notes available below. There is much more coming very soon.

Thank you so much for playing. It really means a lot to us.

Sean

2.15 Patch Notes
•Added Featured Bases to the teleporter on the Space Anomaly.
•The list of featured bases will change periodically to highlight the best the base building community has to offer.
•The Featured Bases lists allows anyone aboard the Space Anomaly to easily visit and be inspired by other base creators.
•Bases featured in the list are protected to keep them as their architect intended.
•Added a new series of story-based mission to the Nexus.
•These missions are available each weekend and will advance over the course of the coming months.
•These missions are highlighted when viewing the Nexus mission board and reward a large amount of Quicksilver.
•Missions will involve using a portal to travel to a unique destination. This destination is shared across the entire community.
•Fixed an issue that caused galactic generation on PS4 to be out of sync with other platforms. This caused some system to vanish with the arrival of Beyond. These systems have been fully restored. As a result, however, some of the new and erroneously-created systems have been hidden on the galaxy map. These systems can still be visited via teleporter if bases have been established there.
•Fixed a number of issues related to the display of base screenshots in the Space Anomaly Teleporter list.
•Fixed an issue that caused reported bases to linger in the save-game of those who reported them.
•Allowed bases to be reported via the Build Menu, for instances where the base computer is not locatable.
•Added an autosave when handing in a mission on the Nexus.
•Added a community goal progress tracker above the Quicksilver shop in the Space Anomaly.
•Added a notification to clarify that your position is not saved while undertaking a multiplayer mission from the Nexus.
•Added the name of the current galaxy to the Galactic Map.
•Increased the stack size of Living Pearls.
•Added an icon to Kelp Sacs that appears when scanned, similar to sodium and oxygen-rich plants.
•Fixed an issue that caused long load times and poor performance around bases with complex power and wiring setups.
•Fixed an issue that caused tagged markers not to clear when their object was used.
•Fixed an issue that caused glitches in water rendering when entering the atmosphere.
•Fixed an issue where players could get stuck when performing a gesture while seated.
•Fixed an issue where NPC ship pilots would get out of their ship and become stuck within its landing gear.
•Fixed a number of issues that prevented switches being used when visiting other bases.
•Fixed an issue where background missions can update and disrupt a Nexus mission.
•Fixed an issue where Ares had the wrong head.
•Fixed a crash in network replication.
•Fixed a number of rendering crashes.
•Fixed a crash that could occur when viewing discoveries.

This game has been eating my brain. I went in basically blind and haven't had this much fun since Minecraft.
Got my first exocraft and immediately upgraded it to include the scanner modules. I can now scan for Depots and Drop-pods on demand. Game changer!

Things I learned that I wish I had known sooner:
Placeable tech is cheap, but if you don't manually place a beacon you will never find it again.
Your ship scanner will find and highlight only one unknown building within range, even if there are many.
Summoning your ship is basically free (given solar launch recharger), no need to run back.
Early sentinel drones are deaf, dumb, blind, and fragile. I have never been discovered if I jump into my ship and slowly circle the area.
Remember to pick up missions and get rewarded for the stuff you do anyway.
You can choose what kind of inventory slot you add by switching tabs after repairing drop pods!
Inventory management sucks. Adding the suit refiner module can save your life!
You can talk to random NPCs twice, once for dialect help and once to practice. Practice can fail and lower race rank.
At some point NPCs can give you missions! 40+ hours of none of that, and suddenly I ran into two at minor settlements. One Depot attack and one locate missing person. Fun!

What was I doing?

Yeah, I just happened to relaunch the game last night for the first time in months. It was great to be back in the world and have another new look at what I could do. Revisiting my large base that I named "Echo Base 2" on an ice planet was fun, but now that everything needs power the base was unlit and unusable. No teleporter, no farm going, all the lights off, it was an eerie experience to see a place I had viewed as vibrant and welcoming seem so lifeless.

I'm looking forward to getting back in there, providing power and services and seeing what else I can expand in that base now.