New patch just now, woohoo!
submitted by /u/Pumptruffle [link] [comments] |
submitted by /u/Pumptruffle [link] [comments] |
Patch 4.04 for No Man’s Sky has finally rolled out. The community can now officially enjoy the additional free bonus slots, beefed up module stats, ability to lock yourself out of changing game modes and more! 👍
Patch notes: https://www.nomanssky.com/2022/10/waypoint-patch-4-04/
submitted by /u/Chaniyth
[link] [comments]
2022-10-15
Hello everyone, Thank you to everyone playing the Fractal Update, especially those taking the time to report any issues they encounter via Zendesk or console crash reporting. We are listening closely to your feedback, and have identified and resolved a number of issues. These fixes are included in patch 4.13, which is live on Steam…. View Article
The post Fractal 4.13 appeared first on No Man’s Sky.
2023-03-08
https://www.nomanssky.com/2023/03/fractal-patch-4-13/ On Steam now, listed as coming to Xbox/PlayStation soon. Bug fixes Fixed an issue that caused incorrect options settings to be saved out for currently non-applicable options. Fixed an iss…
2023-03-08
Big patch on the Experimental branch today, these fixes should go public soon.
Including
Full List:
https://steamcommunity.com/app/275850/discussions/0/6516193260167070838/
Experimental Branch 15/06
Players are now able to rebind movement to the cursor keys without that automatically resulting in them moving around while navigating the quick menu.
Fixed an issue that prevented the cursor from rendering while re-binding controls in the Game Mode options screen.
Fixed an issue that caused a number of options to be missing from the options menu, or some options to appear when they should not.
Fixed an issue that caused the Terrain Manipulator menus to scroll the wrong way in VR.
Fixed a rare issue that could leave player-owned Interceptor ships without any installed technology.
Fixed an issue that could cause the starship’s landing gear to be incorrectly raised after save/loading within a landed ship.
Fixed an issue that caused first-person cockpit exit animations to fail to play.
Fixed an issue that could prevent the Singularity expedition from converting into a Normal mode save after it was completed.
Fixed an issue that caused the ship at the start of the Singularity expedition to be missing its Vesper Sail.
Fixed an issue that caused incorrect collision on outpost landing pads.
Fixed an issue that could cause players to be ejected from the Multi-Tool comparison screen when attempting to pin repair instructions for a Multi-Tool they do not yet own.
Fixed a rare issue that could cause players to be erroneously told their inventory was full when claiming the reward for “Wayfarer” milestone.
Fixed a rare issue that could cause the galaxy map Mission Path to point to the wrong destination system.
Fixed an issue that prevented starship distress beacons from animating correctly.
Fixed an issue that could cause Multi-Tools belonging to other players to become attached to NPCs.
Fixed an issue that could result in players becoming permanently stuck to the chair in the Guild Envoy’s area of the Space Station.
Fixed an issue that caused Sentinel Interceptor ships to be worth 10x as much as other ships when salvaging.
Fixed an issue that allowed too many Communication Stations to spawn on expedition planets.
Fixed a rare issue that could cause the current expedition to end early.
Fixed a Mac-only issue that caused large bases to be loaded very slowly.
Fixed an issue that prevented some freighter engines from being correctly recoloured when choosing a new engine trail.
Fixed an issue that could cause the depth of field effect to be applied far too strongly on some platforms.
Fixed an issue that could cause black speckles to flicker across the screen during interactions that made use of the depth of field effect.
Fixed a graphical glitch that could occur in the Atlas’ particle effects when playing on Switch.
Fixed an issue that caused eyeballs to be positioned incorrectly within a specific Traveller-style head in the Appearance Modifier.
Fixed a graphical issue that could cause the player to briefly appear while teleporting.
Introduced a rendering optimisation for VR.
Fixed an issue that could allow too many creatures to spawn when playing in multiplayer.
Introduced a memory optimisation related to planetary creatures.
Fixed a crash related to synchronising freighters in multiplayer.
Fixed a crash related to the Multi-Tool.
Fixed a hang related to reloading missions.
Fixed a crash related to base part rendering.
Fixed a rare crash related to the mission log.
Fixed a rare crash that could occur in VR.
Fixed a PlayStation 4 crash related to reporting bases.
submitted by /u/_No_Mans_Skywalker_
[link] [comments]
2023-06-15
Tagged spoiler just in case, not sure how spoiler-y this is though.
I’ve seen some people on here upset that they can’t complete missions that require scrapping a ship for the autophage because their ship roster is full, and they (understandably) don’t want to sacrifice any of their ships.
This won’t help Switch players, or players that don’t have access to multiplayer (e.g., playing on PS but not subbed to Plus), but everyone else, this might help.
The key is that you don’t have to actually scrap a ship. You just need to have the required value’s worth of ship scrap items, such as starship AI valves or compressed indium scraps and the like, in your inventory.
You can even do multiple missions with the amount of stuff you get from one scrapped ship.
So if your roster is full and you have a friend willing to help, have them scrap a ship and give you the junk. Or hang around in the anomaly until someone starts handing out AI valves or something. Then just go turn in at the autophage who gave you the mission.
To be clear, I don’t know if this is INTENDED behavior, so there might be a future patch that reworks how the missions operate. But until then, this is an option.
submitted by /u/Zig_Justice
[link] [comments]
2023-08-28
Press the Vortex Cube to activate/deactivate. LCD stays on for 10 seconds (but I can change that). Build on a small wooden box so I can put a battery bank in with the controller chip and make it portable, or run the usb cable out the side to a wall adapter. It’s also hooked in my home automation (Home Assistant) so i can change any of the light colours or send custom messages. Hoping to have it announce patches and things like that with a unique Knowledge Stone colour associated with it, maybe the water/lava colour too. Overall pretty happy with it. I’ll probably mess around with the decorations and such. It’s been something I’ve wanted to do for a while, glad it’s done. 😁 submitted by /u/Canno_NS |
2024-02-29
Here’s the sentinel ship from the system my home’s in ^_^ submitted by /u/Valkyrie_Dohtriz |
2024-05-19
When you wear a cape, you can still use your jetpack. Would be cool to not need one at all. Some of them are super bulky and throw off my aesthetic. submitted by /u/Grisshroom [link] [comments]
2024-05-19
submitted by /u/notsowinner2 [link] [comments]
2024-05-19
I always build my bases next to a minor settlement. It’s got a landing pad for other trade ships (or for me to use to save on launch fuel in early game)… and an easily accessible trading hub inside.
Any fun little tips you have for bases?
submitted by /u/nightdares
[link] [comments]
2024-05-19
submitted by /u/tosk777 [link] [comments]
2024-05-19
Probably a dumb question, however I just wanna know how this works before I commit to doing this.
If you find a MT(multi-tool) at a sentinel pillar could you build and upload a base to servers near that pillar for people to grab the MT, or would it be a thing of once someone grabs that multi-tool its just gone and can not be gotten by anyone else? Just wanna know if it’s better to do the base thing or just share the glyph codes for the planet in which I have found a B-Class royal MT.
submitted by /u/Dragon_Blood23
[link] [comments]
2024-05-19
So I’m trying to put down the storage boxes. However, no matter what I try, they always end up being slightly misaligned when I use the snapping function. I already excavated the ground away underneath and placed a floor for them to sit on. What am I doing wrong? submitted by /u/Herefornow211 |
2024-05-19
submitted by /u/MegaForceUSA [link] [comments]
2024-05-19
Somebody’s turned a trade outpost into a base and stuck this huge skull on it. I want one! What is this, a mod or something? Anybody seen one of these before? submitted by /u/Showmebobs |
2024-05-19
submitted by /u/AcoupleofIrishfolk [link] [comments]
2024-05-19