Found a space station that stands with Ukraine
submitted by /u/Witty-Krait [link] [comments] |
submitted by /u/Witty-Krait [link] [comments] |
submitted by /u/Complex_Tomorrow4367 [link] [comments]
2023-04-02
I was Just wondering what do you guys think No Mans Sky could improve on moving forward, I personally think it could improve on the Ship aspect by maybe introducing Ship Building , for we spend a lot of our time in our space ships and there isn’t that much diversity of them ?
submitted by /u/Wishydjl1
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2023-11-08
submitted by /u/Jakobre [link] [comments]
2021-05-31
Hello, I’m just putting it out there that I’m not sure if this method has been discussed or not.
So a bit of background about how how I think mods stat are determined. When any mod is generated it gets it’s stat percentage (0 -> 100% where 100 is max stats in every category) from a random number generator. This generator essential has a set seed meaning the order of percentages are going to be the exact same across saves and reloads.
Knowing this we can essentially record in advance when we are going to “receive” a 95% roll and use that roll on any X Class mod we want.
What you need:
1. A number of X-class suspicious hazard protection modules (the ones that grant 2-10% for all hazard types). I like 10 because it fills a row of your suit tech slots 2. A large number of C class upgrade modules. 3. Any X-class modules you want to install.
Steps:
Example:
I install 10 hazard modules in my suit and from left to right I find a modules that rolled (9 x1 and 10x 3) in the 6th slot and another (9 x2 and 10x 2) in the 9th slot. I then reload a save and fill in 5 C class modules and then install a x class hyperdrive with (311 ly / 100% efficency). I then fill in 2 more C class modules and install another X class hyperdrive with (300 ly / 100%) and then install 1 more C class to fill in my 10th module. I then delete all the C class modules and create and save and then repeat.
This is a long and tedious process but it beats the rng of X class modules and I should note that it will work with S class but they isn’t really a point to it except the shield / health modules as X class modules rarely get above their S class counterparts.
submitted by /u/MulberryDeer
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2022-11-17
submitted by /u/JP070791 [link] [comments]
2023-08-11
-Introduction- Archaeology in its current state is interesting, but feels like a bare-bones (pun intended) concept that could be expanded on. Implementing the following ideas would make archaeology a much more interesting and lucrative venture. -New Ancient Ruins Models- More model variation for explorable ruins would obviously make things more interesting. Locked doors requiring material charge or specific keys would also add to the intricacy of searching for artifacts. Behind these locked doors would be bonus loot. Having new cave and underwater ruins that can’t be discovered with planetary maps, only monoliths or random exploration. These ruins would have better odds of having an incredibly valuable artifact. -Remove Visor Scan Indicators- Getting rid of the indicators revealing the location of the underground keys and chest would require you to physically excavate the area to locate the keys. This would cause players to reveal more of the ruins’ structure instead of just digging tiny holes to the keys, making it feel more like true excavation. Making artifacts more valuable and adding random loot containers would make it worth the additional time spent digging. -Planetary Archive Changes- Planetary Archives become a player community hub for artifact collection. Instead of the artifact swap system currently in place, you would put the artifact into the device and it would be scanned and recorded and then can be taken back out to be sold like normal. A new option will be available at the computer terminal in the archive structure that allows you to view all artifacts uploaded into that specific archive as well as which “scientist” contributed the discovery. This would allow groups of friends to work together to gather a large collection of rare artifacts and anyone who visits the archive could view what was there, sort of like a museum. It would also be neat if you could store other “artifact” type items like salvaged scrap, ancient bones, and deep space oddities. -Nanite Rewards- Introduce a new NPC artifact collector that is located at any “Planetary Archive” point of interest that sell ruins maps and keys to unlock doors in ancient ruins to access bonus rewards. They would also buy artifacts for nanites, which can be done after uploading the data to the archive. -Conclusion- An archaeology overhaul would be a fun and interesting content update and would be relatively simple to implement into the game. “` submitted by /u/Hefty_Surprise_5524 |
2023-12-05
I have built some shacks here and there, but this is my first time really getting into the details. I wanted to get the feel of an old outpost turned storage yard. Found this planet while on the hunt for my first living ship and thought I’d settl…
2024-05-16
submitted by /u/AcoupleofIrishfolk [link] [comments]
2024-05-16
submitted by /u/blackbarry88 [link] [comments]
2024-05-16
submitted by /u/dougsbeard [link] [comments]
2024-05-16
submitted by /u/AcoupleofIrishfolk [link] [comments]
2024-05-16
submitted by /u/Zane_Aqualarious [link] [comments]
2024-05-16
submitted by /u/413X85 [link] [comments]
2024-05-16
submitted by /u/Prestigious_Deal5604 [link] [comments]
2024-05-16
It always bothered me somewhat that we have these plants we can cultivate for the purpose of building or crafting further items (or making loads of money on the market in the case of NipNip buds), but the plants you want to gather from for ingredients remain wild and untamed.
It’d be nice to be able to set up a farm base proper or have a microfarm on a freighter for your heptaloid wheats or impulse beans…
submitted by /u/MayaSanguine
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2024-05-16
For scale, I’m the little person on the left in the first picture, massive formation. submitted by /u/Majestic-Iron7046 |
2024-05-16