NMS HOT POST 2023/01/31

My final build: "The Hideaway", nestled inside a floating rock island. Verdant planet, frequent storms, no sentinels. Planet has decent clusters of curious deposits. Vy’keen system, Budullangr galaxy. Bowling alley is open!


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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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Orbital made me play different.

Orbital made me play different.

After 500+ hours of mainly flying 1 Sentinel the new update made me play differently. I’m not much of a ship hunter, but now I’ve build my ultimate Explorer model and I’m using it. I’ve never been into the ‘different ships for different purposes’ before, but I’m actually exploring. Making 2500+ LY jumps and finding better hyperdrive upgrades so I can actually explore even further. Same with the Hauler. I’m doing trade routes and using it to go from farm to farm. Next up… The ultimate fighter so I can be a menace to pirates.

submitted by /u/Timu_76_
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Elden Shire

My mega base! I built this a while ago now and haven’t played for well over a year! Looking to get some Inspiration or ideas for another build? It Would be great if there was a bigger variety of structure types like marble or logs for cabins? 🤔 …

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Community

Please explain Voltaic Staff Spawning in 2024.

I’ve been researching staff colors and classes, but it seems a lot of the information I’m finding may be outdated, or I’m just not understanding it correctly. I’ve read that the staff head determines the build, but if I mark a staff terminal for future use, IE. I want to come back when I free up inventory space, I can’t seem to build the same staff again.

Here’s my scenario. I was exploring autophage camps, and found a particular staff color combo I liked. I dropped a save beacon, jumped up to the Anomaly to disassemble an A class MT I wanted to break down rather than exchange away. I then returned to the camp to claim my shiny new staff, but I can’t recreate the build!

In actual fact, this camp had two staff builds I wanted. One was color specific, and the other had a supercharged slot layout I wanted. I cannot recreate either.

For the record, I play on GOG. Do the staff builds vary from planet to planet like regular multi tool cabinets do?

submitted by /u/ForgotPants
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Setting Up Frigate Missions

I honestly don’t know if I’m wasting my time crafting frigate upgrades.

I select frigates that match the mission type, making sure to have a 5-star rating. Most of my ships are S-class now. I add 3 frigate upgrades to each mission (also matching them to the mission type). I have several freighter upgrades that help with various things.

I genuinely don’t know if I’m getting better returns by including the frigate upgrades or not. I left them off yesterday and I actually got more stuff.

I just wonder what’s the best way to maximize the success of frigate missions.

submitted by /u/msallied79
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