NMS HOT POST 2022/11/4

Big list of fixes in today’s (03/11) Experimental Patch


  • Plaque interactions will no longer loop back to the first piece of history for that planet's race after completing every interaction.

  • Abandoned building interactions will no longer loop back to the beginning of the first story after completing every interaction.

  • Players joining a friend's game directly from the frontend but without a valid save slot will now have the option to customise their difficulty settings.

  • Fixed an issue that could cause invalid text to appear in various mission information fields when several Planetary Drop Pod missions were active at the same time.

  • Fixed an issue that could cause all planetary Drop Pod missions in the same system to complete when loading a save where one had been recently completed.

  • Fixed an issue that clamped the craftable amount for an item at the size of its current stack – crafting amounts can now be adjusted up to the current free inventory space.

  • Fixed an issue that caused some UI elements to overlap the bottom of the inventory screen.

  • Fixed a number of issues that could cause the shortcut button to take players directly to a newly unlocked guide entry to fail to work correctly.

  • Fixed a number of issues that could cause inventory numbers to spill outside of their icon in particular languages.

  • Fixed a rare issue that could cause invalid items to be awarded from derelict freighter containers.

  • Fixed an issue that could cause the wrong inventory to be increased when unlocking new slots.

  • Fixed an issue that could cause some journey milestone guidance missions to become stuck in a loop.

  • Fixed inventory readability issues caused the background to be too transparent in VR.

  • Fixed an issue that could cause the shortcut button to take players directly to a newly discovered mineral/plant/creature to fail to work correctly.

  • The shield strength, hull strength, and combat manoeuvrability of hostile starships now scales correctly with the space combat difficulty setting.

  • Fixed an issue that could allow players to interact with hidden inventory items while using the expanded inventory.

  • Fixed a rare issue that could leave some Multi-Tools with unremovable broken technology after that technology was repaired.

  • The non-functional companion summoning options have been removed from the starship Quick Menu.

  • Fixed an issue that could cause the Stasis Device and the Fusion Ignitor crafting steps to spill beyond the edges of the screen.

  • Fixed a collision issue affecting some Alloy door parts.

  • Fixed an issue that caused the living frigate "Feed" options to appear when talking to standard frigate captains aboard your freighter.

  • Fixed a number of visual glitches that could occur while using the Appearance Modifier.

  • Fixed a number of rendering issues affecting Oculus/Meta VR headsets.

  • The visual quality of FSR 2's Ultra Performance mode has been increased.

  • Fixed a number of particle flickering issues in VR.

  • Fixed a rare hang that could occur when summoning the Space Anomaly using a hotkey.

  • Fixed a crash related to playing custom ByteBeat tracks.

submitted by /u/_No_Mans_Skywalker_
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Source: No Man's Sky | Reddit

関連記事

Building on Console is Terrible

Seriously – what is the deal with snap placement? I can’t get anything to snap and place where I want it to. I don’t remember it being this bad – is this something Hello Games is going to address?

And while I’m on the subject, trying to rotate objects and get them to be straight is INSANELY impossible. For someone with OCD like me – I can spend hours on a simple build just trying to get decor to look “professional”

Love this game, but my favorite aspect is damn near infuriating..

/rant

submitted by /u/MikeyBakes
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PSA: Don't choose to transfer your base when claiming a pirate freighter (at least on Switch)

I play on Switch and this might be a Switch-specific bug, but wanted to post a warning to others just in case: I spent 20+ hours over a couple of weeks save-scumming for an S class pirate freighter. After dozens of space battles and a disheartening number of C classes, I finally found an S class. I went up to the captain to claim the ship, elected to transfer the base from my current freighter to my sweet new S class pirate freighter…and the game crashed. Restore point and autosave were from prior to defeating the freighter and it had changed to a C class when I reloaded and tried again.

It was pretty damn devastating…

So I dismantled my current freighter base and as a test I tried claiming the next pirate freighter I encountered (C class…of course), and sure enough I had no problem when I chose to claim the freighter and said “no” to transferring my existing base.

Like I said, maybe it’s only a Switch problem but pretty horrible if you encounter it. Especially since my base isn’t all that special so if I knew the bug existed, I gladly would’ve ditched my existing base.

Importantly in my test I accidentally left a couple materials from dismantling my freighter base in the core freighter storage, so I got an additional warning about the freighter inventory before the base transfer question. So out of paranoia I’m leaving 1 carbon in my freighter inventory so the next time I find an S class, I’ll be replicating the exact scenario where it didn’t crash. But my guess is the inventory warning doesn’t matter.

FWIW I have reported the bug on ZenDesk, not the most critical bug but pretty frustrating for people in my situation.

submitted by /u/TriforksWarrior
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Community

Pirate Freighter friends, let's talk about what we're inheriting here...

So, aside from lighting that’s way too Klingon (clearly these pirates are Star Trek fans), I’m wondering if anyone’s taken a space walk to check things out. I did. And I found 3 armed anti-freighter torpedoes under the main bridge and hangar. You know, where our entire base is. It’s sitting on top of a massive cache of mass destruction. Booby trap for the interloper who dares to force them into submission? Or a smart move, and if the latter, where’s the detonator? Who has the launch codes? Are they still on board? Let’s figure this out. And while we’re at it, figure out how to get the gun turrets on this mighty vessel to actually do something in a fire fight…

Note: no regrets. I had come to loathe the star destroyer-lite freighter that used to be the coolest thing in space. It felt good to make a huge change like this, and docking is considerably easier and more enjoyable now. But those torpedoes… damn. Sense of unease intensifies.

submitted by /u/Jupiter67
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Useful Tip for escaping Sentinel ships

If you’re in space and want to escape sentinal interceptors without fighting them, and you’re past the anomaly part of the story, you can summon the anomaly and jump inside, and it will remove your wanted rating.

Space stations work too, but depending on how far away they are, it can be a pain with a disabled pulse drive.

I figured this one out a few weeks ago, and I use it all the time if I’m not in the mood for a prolonged sentinal space fight.

submitted by /u/kane8997
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How did you make your first billion units?

I started playing this game last Christmas and it took awhile for me to get the hang of it. Eventually I found myself drawn to Gravitinos and started farming them exploring between harvests (mostly looking for silver). I learned base building this way and made my first billion units. I know making money isn’t the point of the game but it felt like an accomplishment for me and I was curious how everyone else made their first billion?

submitted by /u/Korenaut
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