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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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Community

Is there any reason to make a ship with more than 800 ly hyperdrive range?

I spent a little time, built my first S-class explorer, set it up for max. hyperdrive range ending up at 1400 ly with upgrades… but the map doesn’t want to let me warp more than four jumps at a time, and one jump is typically 200 ly.

Have I overdone it? Would it make sense to just re-collect the parts (they’re nothing special, just arclight wings) and get something with the other stats a little higher?

submitted by /u/mjfgates
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Underground Base Build

Underground Base Build

Piscu-Duca Outpost, Euclid

Been wanting to post this base for eons. It’s my virtual pride and joy. Probably 5 years old so far (I seriously wish there was a way we could see how much time has been invested in a base). I don’t play nearly as often as I used to but random inspiration will strike out of the blue and I’ll lose 3 hours to adding new sections, areas, etc. I can’t imagine ever being finished. Oh! This base predates the new base parts. It was probably half the size when the parts were updated and if you look hard enough, I’m sure you could find a few of the old wooden pieces somewhere. As hard as I worked, I’m sure I missed a swap somewhere.

At my base you’ll find:

  • 8500+ part build
  • No glitch, though a fair amount of overlap
  • Over 60% underground and in preexisting caves
  • Base staff apartments (Scientist, Exocraft tech, and Weapons tech spaces are finished. Overseer’s spot isn’t. The botanist lives on my freighter, though he does have a carbon lab on base)
  • Hidden apartment accesses
  • “Secret” trophy room
  • Above ground Conservatory, access via underground pathing though
  • Underground farming
  • Underground Exocraft garage
  • 2 underground condos
  • Chill planet, though toxic, very green\grey, and otherwise pretty drab. Used to have ancient bones but the reset a few years ago took away that perk.
  • Nearly all wooden construction
  • Solar farm
  • And more…

Do pay me a visit and let me know what you think. I’m sure there’s another 8000 base parts worth of ideas left to be pulled out of this place.

submitted by /u/musiker58
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