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Core to Core Jumps: How to Travel To New Galaxies Faster

So I decided I was going to go visit Eissentam finally, and starting in my home galaxy of Calypso, I figured hey, I’ll do the thing everyone suggests, go through center, find ancient ruin, find portal, input glyphs that warp near center, go through center, rinse and repeat.

Well, I figured I’d visit an Atlas station first, thinking that if I “recreate the galaxy” again, I could just select paradise systems and I’d find Eissentam. I visited an Atlas station right near the center of Calypso, however, despite having a new Heart of the Sun, it wouldn’t let me recreate a new universe — instead, the quest log just tells me to locate a black hole. Which I did, but obviously didn’t do much since I was already near the center, and actually just erased the Atlas Path quest from my log.

I tell you this because the process of going through a black hole triggers a bit of a glitch.

When I went through the center of the galaxy and dropped into the new one, I was about 3500 LY from the new galaxy’s core.

Turns out, this is an actual thing: it’s called a Core to Core jump. If you enter a black hole before entering the galactic center, you will enter the new galaxy about the same distance that you were when you went into that black hole. This stays active, you don’t need to visit new black holes — I’m jumping my way to Eissentam right now: go through center, fix and fuel ship’s hyperdrive, go through center. No locating ruins, no inputting portal coordinates.

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RIP

To my fallen perma-death save. I was climbing out of radiation water with no O2 and depleted hazard protection. One click away from salvation and I hit some kind of achievement. That few milliseconds to clear the annoying achievement modal prevented me…

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Tech module limit & the confusing naming system

Typically you’re able to install up to 3 tech modules; exceeding that limit will result in a “tech overload” which renders all mods inoperable until you uninstall the excess mods.

Simple enough, right?

But for some reason, NMS has truly confusing naming conventions for some of these modules, and has resulted in some really odd inconsistencies regarding this limit.

For example, I have 4 Launch Thruster Upgrades installed and they run without issue. This violates the 3-limit rule, but as far as I’m able to tell, this is thanks to how some of the mods are named.

2 of the mods are labeled as “Starship LAUNCH THRUSTER Upgrades”, and the other 2 are “Starship LAUNCH SYSTEM Upgrades”. One of the latter 2 is the Auto-Charger which allows passive charging of your thrusters, which is different from the usual Launch Cost/Boost improvements, so I’d be willing to let that slide since it’s almost like a totally separate thing. But the other “Launch System” mod affects Launch Cost, same as the other “Launch Thruster” mods. It does the same thing as the others, and yet it’s given a different name. What gives?

Another example is my Pulse Engine. 4 mods, and yet all are working fine with no overload. 2 are labeled as “Pulse Engine UPGRADE and the others are “Pulse Engine AUGMENTATIONS” What on earth is the difference between an Upgrade and an Augmentation, and how does this impact the module limit?

These naming conventions are just bizarre. Or maybe there’s something I’m not understanding, which is probably the case. Any help would be most appreciated.

Cheers!

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Community

What's new in No Man's Sky?

Hello all,

I haven’t played No Man’s Sky for a good while. I played the game partially during the Waypoint update, but can’t recall if I played any of the more recent updates.

So, with that in mind, what’s new to the game? Any new features to look out for? What’s the best game mode? Should I use my old character or just start a new one?

Also, since I’m debating doing a run with some friends; what’s the co-op potential of the game? (All that I recall of my last co-op experience was that there really wasn’t that much to do! Though, I don’t know if I was just missing something.)

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I'd really appreciate some kind of "vault" for MTs and ships.

I’m a collector, and I like keeping unique things. I have a couple of expedition ships, as well as the Atlas Staff from the last expedition. The staff and ships are not in my regular use pool of stuff, but getting rid of them appears to mean that I can’t ever get them back. At the expedition rewards vendor, all these things say “previously claimed.” which I’m assuming means they’re one and done. With such a small number of ships and MT’s that we’re able to keep (relative to the massive number of cool looking stuff you can collect.) I feel like a lot of very precious space is getting eaten up by keeping these unique things.

I feel stuck between a rock and hard place. I want to keep the cool looking unique stuff that I don’t think I can get back if I scrap, but I also would like more room.

Even if we can’t keep anything other than the most essential tech on them in “storage” I think it would be great if we had some way to keep more than just 6 MTs and 12 ships. For a game that’s primarily about seeing everything and discovering stuff, we don’t get much in the way of space for the things that matter.

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