No Man's Sky Catch-All 2.0

Other finds from the last week:
When in the create terrain function of the terrain manipulator, you can press Z to bring up a menu to change the shape and texture of the terrain you're making. While it defaults to a globe, you can make terrain in a cube which makes it much easier to make level(ish) surfaces. When you use it, hold the mouse button down and you'll get a vertical grid which you can move across to more easily fill in areas or make a wall. You can change the horizontal orientation of the grid using mousewheel up/down. I didn't find a way to change the vertical orientation to help make level floors. If you mess up (because even with all the above it's incredibly clunky to use), you can press R to undo the last batch of terrain you made (each batch is what's made during a single click of the mouse button, however long you held it down) which is much easier than trying to remove it manually with the destroy terrain function. It can take several seconds before the terrain disappears though, so be patient between presses or you might undo more than you wanted to.

Does it support the Steam controller?

The weird thing is that playing on a console makes me think it was designed for PC first. Who does press and hold to select something on a console? That's bonkers to me.

Robear wrote:

Does it support the Steam controller?

Apparently it does according to the 1.57 patch notes:

o Improved the mapping of the Steam Controller

I might try that, then...

Like many, I had gone ahead and rolled a new save for NEXT and was happily going through the tutorial and poking around. But I thought to msyelf, "what would happen if I go ahead and try that old 100 hour save to see where it stands?"

It turns out that so far that old save is awesome. I was able to completely restore my base on a paradise world that occasionally suffers firestorms, including fully stocked storage units with all of my stockpile upgraded to their current counterparts. My Exocraft are accounted for, and working perfectly. The previous hydroponic farm I had of graviton balls and albumen pearls is still in place, and I was able to harvest them all and sell them for a nice little boost of income right off the bat. I have lost many of the acquired blueprints I had, and of course all of the modules are obsolete technology now, but still pretty happy overall.

Of course, now it seems that the entire "Awakenings" quest is not available on that save, but I do see that the Atlas path, the Base buidling and a new Freighter / Fleet Management quest are all now active. I may just stick with playing on this save rather than messing around with the opening game in that other save.

Patch 1.57 just released for PC. Consoles soon to follow.

Previous Patches: https://www.nomanssky.com/release-log/

Patch Notes:

August 17, 2018.

Hello everyone,

We are continuing to address the highest priority stability issues reported by the community, as well as gameplay fixes and improvements. As always, thank you for playing the game and taking the time to report any issues you encounter!

We have now released update 1.57 to PC, which includes the fixes detailed below. We’ll be rolling out these fixes to other platforms as soon as possible.

Bug fixes:
•Fixed an issue that prevented planets from being added to the Discovery timeline when exiting certain ship models
•Fixed an issue that prevented players from using the Pulse Engine to escape between waves of Sentinel space fighters
•Fixed an issue that could cause base NPC workers to become unresponsive after moving / deleting your base
•Substantially increased the length of time fuel lasts in the hydroponic trays
•Prevented an occasional crash on Xbox One X in scenes with a high node count
•Fixed a crash related to creatures
•Fixed a crash related to terrain generation
•Fix for an issue with PC shader compilation when the game is first booted which would occasionally result in a crash
•Various performance improvements
•Various improvements to load times (approximately 5-10% improvement to warp times, 30% improvement to initial game load)
•Fixed an issue that incorrectly limited the number of storage containers that could be built on the freighter
•Fixed an issue that could prevent construction in the freighter base
•Fixed an issue that could cause the ‘Nearby buildings’ scan on the signal booster to fail
•Fixed an issue that prevented exploration-focussed frigates from charging their scanners
•Fixed an issue that prevented damaged frigates from being completely repaired
•Fixed an issue that could cause the lobby not to display all available games on PS4
•Marked icons are now automatically cleared on arrival at the marked target
•Fixed a number of cases where the HUD would prompt to mark icons that did not need marking
•Improved target locking for ship PvP
•Improved the appearance of HUD markers on player ships
•Fixed a number of visual issues around using the Analyser Visor in very specific circumstances
•Improved the mapping of the Steam Controller
•Removed an obsolete building product from the blueprint analyser
•Combat music now triggers when fighting biological horrors
•Slightly increased the damage dealt by biological horrors
•Fixed an issue that could cause expedition rewards to artificially increase after save/loading
•Fixed an issue where the Personal Forcefield could be deployed on 0% charge
•Fixed an issue where the Mining Beam and other weapon effects displayed the wrong colour in multiplayer
•Fixed an issue where the screen on the Multi-Tool would display the wrong ammo count for the Blaze Javelin
•Fixed an issue where the Multi-Tool was invisible in Photo Mode
•Fixed an issue where the Personal Forcefield would remain in-world forever when cycling Alt Weapon modes
•Fixed an issue where meleeing while sprinting could cause an animation glitch
•Improved the appearance of clouds in 4K/1440p modes
•Visual improvements made to some exotic biomes
•Visual improvements made to the space station technology merchants
•Increased the visibility of underground toxic hazards
•Visual improvements to buried technology modules

If you experience any issues, let us know by submitting a bug report.

Thank you,

Hello Games

It looks like my game is bugged. On the Artemis Path quest, I get told to use the signal beacon to triangulate my position. I've already done it twice, and if I know anything about triangles, the third should be my final one. Except the signal beacon won't let me do it. Just doesn't even have the option. I've tried a few things and so far nothing works. I've seen people with similar problems online, but no one with quite the same so I'm not sure if it's just me doing something wrong or it's just really obscure. Fortunately there's no shortage of other content to get through, but it's still a little disappointing.

I've found a fair amount of people stuck where you are.
Each triangulation attempt needs to be done in a specific location, so if the third attempt doesn't give the option to triangulate I'd guess the game thinks you're not in the correct spot for it.
Make sure the quest is the active one, follow whatever prompt it gives you. You might need to to into space and call Artemis using the ship communicator. One suggestion I saw was to use the placed signal beacon to scan for structures, go find whatever comes up and return to the beacon and it might give the triangulation option. Another was to land where the quest tells you, hop out to autosave, then reload your game.
If you're in the right location, maybe try picking it up and redeploying it in a slightly different spot? Or building a second beacon nearby or scrapping the first and making it again?

I had a quest tied to my base computer, and I was notified it was ready to advance. The quest locked up; I was at the base computer, but no luck. I left that location, landed at a nearby outpost, and boom, the base computer lit up red and the quest advanced.

In this case, maybe try teleporting to a different system and back? Or look on the Galaxy map to see if it shows the quest location?

Is the quest line selected in your Log, so it's active?

I've tried all of the above, still no luck. The mission is definitely the active one. When I go to the galaxy map and filter it to the active quest it says 'destination reached'. Interestingly, it says this even in different systems. There's no quest marker or guide or anything either. And I can't call Artemis.

I'm thinking I may have done something silly like go to the required location, get distracted then fly off without doing the scan. And I travelled through a black hole at some point so maybe I've lost it for good.

You should be able to reset the quest while looking at it in the quest log.

Originally posted on Qt3, but I thought I might you guys' brains as well:

So I finally set up a proto-base with cylindrical room and all that on a Paradise planet named Ehra that has mild climate, no storms, abundant flora and fauna (although I can’t seem to find more than 6 out of 10 of them), but for the life of me I CANNOT find a trading post on the damn thing, and it’s generally boring AF as the kids say. It does have lots of copper to mine. For now I’ve set up my proto-base next to a transmission tower.

BTW, my cylindrical room is on a round floor/platform which raises its level above the ground itself. I can’t seem to find a metal ramp/stairs small enough to make it easy to just walk/run in, so I have to use the jetpack. There is a metal ramp available to build but it’s huge. What am I missing?

Try adjusting the terrain manipulator to add terrain, then set it to the smallest cube you can get instead of the sphere. Then you can gently raise the land under the door so that it forms a makeshift ramp.

Robear wrote:

Try adjusting the terrain manipulator to add terrain, then set it to the smallest cube you can get instead of the sphere. Then you can gently raise the land under the door so that it forms a makeshift ramp.

Thanks for the reply. That's not a bad plan in the meantime, but I can't believe there's no way to build a small ramp that goes up to a slightly raised doorway maybe the equivalent of two or three feet off the ground. The installations you find everywhere are lousy with them.

Papageno wrote:
Robear wrote:

Try adjusting the terrain manipulator to add terrain, then set it to the smallest cube you can get instead of the sphere. Then you can gently raise the land under the door so that it forms a makeshift ramp.

Thanks for the reply. That's not a bad plan in the meantime, but I can't believe there's no way to build a small ramp that goes up to a slightly raised doorway maybe the equivalent of two or three feet off the ground. The installations you find everywhere are lousy with them.

I am pretty sure there are ramps. Try buying more blueprints.

I guess that's the ticket. I think I've bought most of the important ones and even a lot of cosmetic ones, but there always seem to be more to be had.

Wow, I have no clue where this game is going, but I just played the first hour. That was crazy fun. I ended the segment just getting airborne and landing on a second planet.

I ended up having to use the space editor to fix that issue I was having. Not ideal, but it got the job done. Good thing I have the PC version, I suppose.

Papageno wrote:

I guess that's the ticket. I think I've bought most of the important ones and even a lot of cosmetic ones, but there always seem to be more to be had.

I think the creative mode unlocks everything from the get go so you could start a save just to get an idea what's available in the game. Never tried the mode myself.

I just unlocked an automatic miner. I looked it up to get a better idea of what it did before I bothered building it since it was slightly resource intensive, at least for me. From all reports you have to set it on a deposit and then leave it to just do it's thing before going back to pick it up. Posts were also saying that you could harvest more yourself in 10 seconds than that thing does in 10 minutes. Not really sure why I'd bother using one unless I could just churn out a dozen of them and fly from resource location to resource location leaving them behind. Has anyone else used them?

Kehama wrote:

I just unlocked an automatic miner. I looked it up to get a better idea of what it did before I bothered building it since it was slightly resource intensive, at least for me. From all reports you have to set it on a deposit and then leave it to just do it's thing before going back to pick it up. Posts were also saying that you could harvest more yourself in 10 seconds than that thing does in 10 minutes. Not really sure why I'd bother using one unless I could just churn out a dozen of them and fly from resource location to resource location leaving them behind. Has anyone else used them?

The benefit is they don't use up the resource. So you could set them up on mining spots around your base and collect them periodically. Plus, you could do this on multiple planets/bases and use a portal to get to them whenever you need a specific resource. I haven't done this yet myself but seems like a good idea to me.

NathanialG wrote:
Papageno wrote:
Robear wrote:

Try adjusting the terrain manipulator to add terrain, then set it to the smallest cube you can get instead of the sphere. Then you can gently raise the land under the door so that it forms a makeshift ramp.

Thanks for the reply. That's not a bad plan in the meantime, but I can't believe there's no way to build a small ramp that goes up to a slightly raised doorway maybe the equivalent of two or three feet off the ground. The installations you find everywhere are lousy with them.

I am pretty sure there are ramps. Try buying more blueprints.

There's definitely wooden stairs available early on. Probably a neater looking solution that making a ramp out of terrain would be to use them. To connect the basic pieces to the prebuilt rooms, just connect a corridor to a basic wall where you want them to transition. Once the wall's placed (it'll automatically have a field-type door in it from the corridor) you should be able to build stairs going down from it. I just got metal floors become available, so I imagine there'll be metal stairs too.
I found a nice "overgrown" world that's primarily oceans with fairly small islands. I built a wooden building because the prebuilt ones weren't lining up well with the ground (doors were too high from the ground to just walk in), then built a walkway and set of stairs down to the water. I tried started building down into the water, but was having issues with the water still being inside the room I made, so I scrapped that and worked out how to connect the basic pieces to the pre-built metal rooms (the method above) since they mostly don't snap to each other and used those to build down into the water. Visibly the water was still there, but mechanically it wasn't (I wasn't swimming or using oxygen reserves). Hopefully it won't visibly be there either when I load the planet next time. I didn't go all the way to the bottom, that'd take another couple thousand pure ferrite, but I built a little landing platform to make it easier to get into the base from underwater.
When I went back to the island part of my base, there was some random dude just spraying his terrain creator everywhere. I didn't even bother asking what he was doing and kicked him from my game and set to removing what he added.

JeremyK wrote:
Kehama wrote:

I just unlocked an automatic miner. I looked it up to get a better idea of what it did before I bothered building it since it was slightly resource intensive, at least for me. From all reports you have to set it on a deposit and then leave it to just do it's thing before going back to pick it up. Posts were also saying that you could harvest more yourself in 10 seconds than that thing does in 10 minutes. Not really sure why I'd bother using one unless I could just churn out a dozen of them and fly from resource location to resource location leaving them behind. Has anyone else used them?

The benefit is they don't use up the resource. So you could set them up on mining spots around your base and collect them periodically. Plus, you could do this on multiple planets/bases and use a portal to get to them whenever you need a specific resource. I haven't done this yet myself but seems like a good idea to me.

Yup. I've got one on a copper deposit right next to my main base. It'll mine 250 in about 10 minutes. Sure I could go deposit hunting and get way more than that in 10 minutes, but this never runs out and is in a location I visit frequently.

Stengah wrote:
JeremyK wrote:
Kehama wrote:

I just unlocked an automatic miner. I looked it up to get a better idea of what it did before I bothered building it since it was slightly resource intensive, at least for me. From all reports you have to set it on a deposit and then leave it to just do it's thing before going back to pick it up. Posts were also saying that you could harvest more yourself in 10 seconds than that thing does in 10 minutes. Not really sure why I'd bother using one unless I could just churn out a dozen of them and fly from resource location to resource location leaving them behind. Has anyone else used them?

The benefit is they don't use up the resource. So you could set them up on mining spots around your base and collect them periodically. Plus, you could do this on multiple planets/bases and use a portal to get to them whenever you need a specific resource. I haven't done this yet myself but seems like a good idea to me.

Yup. I've got one on a copper deposit right next to my main base. It'll mine 250 in about 10 minutes. Sure I could go deposit hunting and get way more than that in 10 minutes, but this never runs out and is in a location I visit frequently.

So do you have to go turn it on and then wait 10 minutes to collect? By never runs out does that mean that the copper "respawns" after a day or two? How often can you collect from it?

You plop it down on top of the deposit, fuel it up with carbon (or condensed carbon) and it just runs. 10 minutes later it's got 250 copper in it you can take, and if you refuel it it'll start right back up and have another full load 10 minutes after that. The deposit isn't actually affected at all. I could still mine it normally, but that'd destroy it and I'd have no more deposit to put the mining unit on.
Generally I'll collect its contents and put fuel in it when I first get to the base, then go do whatever I'm there for, and collect/refuel before I leave. If I'm there for awhile, I'll check it periodically and clean out whatever it has / top its fuel off each time. Like the hydroponic bays for plants, it goes by system time, not game time, so it operates even while you're not playing the game.

Do miners have an exclusivity zone, or can you stack ten on one vein, like heroin needles?

The patch rollout for NMS is so strange: 1.56 shipped for the console very quickly, meanwhile 1.57 is nowhere to be seen on consoles. I'm looking forward to the discovery log fix.

About 20 hours in, and I'm starting to feel pulled in different directions: should I start building up my base, look for a better place for a base, or do the Atlas path...

So I found a distress beacon which led me to a crashed ship in need of repairs. I thought it would be fun to try to fix it up, so I claimed it, fixed a few things, and built a base at the site to find it again to continue repairs later. Then I went and did a few of the main story missions. I came back to my base to start working on the ship again except the damaged ship is gone.

I Googled a bit and someone said it can get sent to a freighter, but all I own is my original ship. Am I totally hosed on this? Kind of a bummer because I had fixed up quite a few things on it already.

(I get that it might be better to trade up in ships, but I was intrigued by the fix-it-up project.)

EDIT: I don't appear to have lost it. It shows up if I access the Quick Menu and select Summon Other Ship. At the moment it says it can't land where I am, but in any case I don't appear to have lost it.

Godzilla Blitz wrote:

So I found a distress beacon which led me to a crashed ship in need of repairs. I thought it would be fun to try to fix it up, so I claimed it, fixed a few things, and built a base at the site to find it again to continue repairs later. Then I went and did a few of the main story missions. I came back to my base to start working on the ship again except the damaged ship is gone.

I Googled a bit and someone said it can get sent to a freighter, but all I own is my original ship. Am I totally hosed on this? Kind of a bummer because I had fixed up quite a few things on it already.

(I get that it might be better to trade up in ships, but I was intrigued by the fix-it-up project.)

EDIT: I don't appear to have lost it. It shows up if I access the Quick Menu and select Summon Other Ship. At the moment it says it can't land where I am, but in any case I don't appear to have lost it.

Yeah, I don't like that. The same thing happened to me and I panicked cause I had already spent a lot to repair engines and thrusters. I wish that the ships would just stay where you left them when you log out or move to another area.

Also, I found that upgrading your scanner is probably the best thing you can do initially when you get around 2M to spend. The first thing I did was buy a ship but then my buddy told me to go ahead and upgrade my scanner/weapon. Not only do I harvest a lot faster (thus earning a lot more faster) but the one I found also has 18 storage slots which is just 2 less than the ship I bought. Oh, it also kills the swarm things in like 2 shots so harvesting eggs is easy now.