“The ship is too big. If I walk, the movie with be over.” – President Skroob. Space-Balls
submitted by /u/Comprehensive-Base49 [link] [comments] |
submitted by /u/Comprehensive-Base49 [link] [comments] |
I start with the "ok now I just need to walk back to my ship… Do I have enough fuel to take off?" submitted by /u/Melokhy [link] [comments]
2023-10-16
Ok so I have a theory that Hello Games is setting up a No multiverse that will be capped off in a third game. The reason being is due to the naming conventions of these last two: “No Man’s Sky” and “Light No Fire” Notice how the “No” has started …
2023-12-11
A guy I met brings me to a base he has next to an S Class Start ship, and something on his base hit me with some heat laser shit and I started dying over and over and I lost all of my inventory lmao I’ve recently learned about how lots of players can have crazy stuff on them and there is a lesson about who to trust when going into their base, these guys make Indiana Jones trap type shit lol
submitted by /u/Statbran
[link] [comments]
2023-01-28
submitted by /u/Cheater42 [link] [comments]
2023-04-20
I initially was lead to believe by others that they were related to Korvax Prime, however with Echoes and subsequently the Autophages and the corrupted planets seemed to sink that theory as they instead are what’s most connected to Korvax Prime and the…
2023-12-27
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!
submitted by /u/Azmaeth
[link] [comments]
2023-07-17
submitted by /u/AcoupleofIrishfolk [link] [comments]
2024-05-09
I wanna know where i can find the starwing wings but without the fin (basically the x-wings of no man sky) and what name should i give my two builds? submitted by /u/deviondark [link] [comments]
2024-05-09
Euclid system submitted by /u/Mukables [link] [comments]
2024-05-09
Euclid system. submitted by /u/Mukables [link] [comments]
2024-05-09
submitted by /u/Huldera [link] [comments]
2024-05-09
I was lucky enough that the second one I found was S-class as well! submitted by /u/Wordenskjold [link] [comments]
2024-05-09
submitted by /u/KMheamou [link] [comments]
2024-05-08
submitted by /u/AiloRegular [link] [comments]
2024-05-08
submitted by /u/Huldera [link] [comments]
2024-05-08
submitted by /u/Huldera [link] [comments]
2024-05-08