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...