NMS HOT POST 2023/12/22

What’s the deal with Sentinels?


There’s something I’m confused about when it comes to the Sentinels and their policing of worlds. They scan things and get upset when they catch you messing with the natural world, but seem totally fine with any building you or others put up. Sentinels have seen Trading Posts and Archives and Minor Settlements, but they just scan them and move on, no harm done. But if they catch you mining something or wrecking things, they attack you. Is there an in-universe reason for this or is it just cuz of game design? I don’t get it.

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Does anyone else get obsessed over the electrical design of their bases?

I’ve been making my floating island base bigger and better before I move on with the storyline, and the thing that absolutely tickles me the most is fiddling with the electrical systems.

The core of the base is a 4-story tower made of round Deepwater modules with lots of branching arms connecting other rooms in a series of stacked figure-eights. Top floor is my office, big teleport portal, and save point. Bottom is entrances and a short teleport to the top. Middle floors have staircase access from the outside and one is the “power room” with 8 batteries. Those batteries are charges by a collection of 11 solar panels mounted on the roofs of 3 of the outlying modules. But you see, that’s only the backups. A measely 275kp!

No, waaaay down below my floating island, and on the shore of the lake beneath it, there was a power hotspot just barely inside the base range. That’s where I built the “power plant.” A gorgeous wooden building with sail roofs that houses nine Electromagnetic Generators pumping out a combined 1300kp. This feeds into a distribution panel with control lights that lets me switch the main power off and on at will. And then this runs through a single battery acting as a test rectifier, and then flows down a cable on the lakebed until it runs right under the edge of the floating island, where I built an underwater “power sub-station” in a natural crevice at the bottom of the lake. This facility is a single deepwater chamber holding six batteries and a short range teleporter that connects to the power plant for maintenance. A small, T-shaped tower projects just above the water’s surface with ladders and an access hatch from the lake itself. And in the upper section is a set of 8 Biofuel Reactors that can supply emergency power.

And then I ran miles of wires and complicated circuits that let me control all of this energy flow from my desk at the top of the base tower. Switching from main, to auxiliary, to backup, or even putting the whole base on lockdown. There’s even a booby trap for prisoners. It’s a short range teleporter that looks important but only turns on if the base is in lockdown mode, and if anyone steps into it they get teleported into a single glass cuboid on the bottom of the lake, where a proximity switch circuit sees them and shuts off the teleporter inside so they can’t get back out.

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Stuff I Really wish I'd known....

Just browsing and some of the “well duh” and “are you serious???” Things I REALLY wish I’d known earlier.

— note: feel free to shout out more stuff, I’ll keep updating this list, the idea is to have a one stop shop for us to keep the stuff we really wish we’d known.

Additional sources;

https://www.reddit.com/r/NoMansSkyTheGame/comments/hp438i/the_index_for_things_i_wish_i_knew_when_starting/.

https://nmsassistant.com/

1 – You can up the qty of things you build at once (on ps4/5 it’s the r1, l1 buttons) – Verified.

2 – The indium drive includes a cadmium and emeril. You only need 1 drive, this one. – verified

3 – Atlas pass 3 will unlock atlas 1 and 2 doors/containers. – verified.

4 – You need an indium drive to use a galactic centre for any galaxy after the first 8 – semi-verifed.

5 – Residual goop -> viscous fluid -> living slime -> runaway mould -> nantes (refining) – verified.

6 – rusted metal refines into ferrite dust

7 – When you’re offline every system is a first contact (some expeditions need this) – verified. – note, offline here means disconnect your PC/Console from the internet, so unplug its’ network cable, or switch off its’ wifi.

8 – you can upgrade your exosuit for next to nothing using a scanner mod on the Nomad exocraft (guide below by Fitz & Yarnham) – Verified

9 – You can use the Catalouge to filter your scanner to specific elements – DEBUNKED – it will provide a tool tip to tell you where you’re likely to find it, but won’t filter the scanner.

10 – Adding oxygen or carbon to a large refiner will up the output significantly – unverified

11 – there are 50 slots in a nutrient processor where you can store food and food type items. – verified

12 – you can refine salvaged data into nanites – Verified – 15 nanites per data

13 – mods on sale in a station re-stock when you reload the game. – unverified

14 – make the beam on your terrain manipulator small, you get a lot more resources. – Verified – on PS4/5 select terrain manipulator, and repeatedly tap L1 to make it as small as possible, you’ll need to refuel it more often.

15 – Terrain Manipulator can be refuled with silicate {don’t waste ferrite!!!} – Verified

16 – one that’s come up a lot in the other threads… You. Can. Sprint. – verified.

17 – the “Base Archive plans” mission in your log is a good way to pad out your blueprints without spending salvaged data, and it will unlock storage boxes. (Guide below by AcrazyDude) – Verified.

18 – Melee’ing then using your jetpack {as the animation is still going} will push you further in your initial jump. – Verified

19 – Planets that have “Curious deposits” contain deposits of “runaway mould” – this refined directly into Nanites – these planets really need to be saved, build a base here!!

20 – Grab the glowing cubes on the tables – can be exchanged for planetary charts – Verified.

21 – your multi-tool mining laser will be much more effective just before it overheats, if you pulse it on and off as it’s really hot to let it cool down, but not too much, you’ll mine much faster – Verified.

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Community

What types of missions would give me a Doctor Who roleplay feel?

I’m still pretty new to the game, just got my first freighter and settlement. I love exploring.

But the specific roleplay experience I’m looking for is to: Go somewhere, maybe random
Land my ship on a planet and generally not rely on it for inner atmosphere travel or saving my ass
Find someone who needs help or that something needs to be improved, which I’d be able to do without leaving the planet and not just pulling the fix from my inventory
Then I make my way back to my ship having “saved the day” and off to find someone else in need

Are there missions which fit this experience, either that the mission sends me there or that it’s something to do when I find a settlement which I’m not the leader of? If there’s these types of on-planet missions settlements give, I could warp into a system, search the closest settlement, land there, and do whatever local dangerous things they need.

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Looking to get sandworm as a pet

Hi! Just like the title says, I am looking for a sandworm to tame. I am aware that having a pet sandworm was made possible through a quest, and I’m wondering if anyone has a spare sandworm egg they’d be willing to part with (if that is a thing since I have no idea if your pet sandworm can have gestation induced). I’d be happy to compensate you for it – I can offer valuable in-game items in exchange.
Thank you!

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Freighter Spawn Help

I know you need to have 3 in game hours and jump 5x to trigger a space battle. (I have 76hrs) Why won’t one spawn? What are the pre requisites? (E.g. active missions/inactive missions/bugs) I can’t get one to spawn at all. I don’t know what I’m doing…

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