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Welcome to the new daily Q&A thread for NMSTG! You can now drop a question, provide answers or j...

Below are a few popular questions that we’ve received from our past FAQ thread. As always we ask that everyone be respectful and we welcome everyone’s contribution so have fun!

Q- I’m keen to start a new passive money making pursuit. What are some good ideas or guides post-Waypoint?

A#1-Gold farm, then take that stack and sell it at a terminal (not traders) in systems that sell gold. Sell all your gold to the terminal and crash the economy. Then buy it all back at 80% off discount. You just got free money and keep all the gold. All this takes is an initial investment on a gold farm, then you carry all that gold with you and just sell/buy back when you get to another system that sells gold. With 50 stacks in my ship’s cargo hold, I can make somewhere around 150 million units in each system I do this in.

A#2-Start a Farm, Fusion Igniters or Statis Devices Farm which will increase your profits to 100- 200 mil fairly quickly and you can even send out multiple freighter missions which will help you get aronium, magno-gold, Enriched carbon and more which will increase the profits even more.

A#3-Quickest way I’ve found to make a TON of units: Harvesting Storm Crystals. Find a VERY hot planet that has frequent fire storms. DURING STORMS ONLY – you can see the bright white light from Storm Crystals if you fly around low enough. Fly to them, land, quickly harvest them, get back in your ship and fly to the next before you burn up.

Q-How do I get the Advanced Mining Laser? I don’t have the option to craft one, and the multi-tool upgrade vendor at the space station doesn’t have the blueprint for sale.

A-In order to get it, you have to look for the blueprints in crashed ships or abandoned facilities. You get it from the main story (awakenings) or you can buy it on the anomaly.

Q-What do I actually do in the game? I finished the tutorial, is there anything else beside gathering stuff, building a base and repeat?

A#1-It’s really whatever you want, there’s a base story, (assuming you haven’t completed it already), follow the quest log and you’ll figure it out, but things You’d want to do for end game? You can collect multiple multitools, ships, built a fleet for your freighter, etc.

Q-Is there a planet that is populated by many players, and they built their base close to each others like a city?

A- Yeah its the Galactic Hub Project, Its a place where many people have bases and each day the numbers grow. Please help yourself. There are many factions in NMS that do this, even NMS Pirates Hub.

Q-I’m still pretty early into the game, just making my way to the center of the galaxy, what should I be spending my credits on?

A-Go hang around a outlaw/pirate trading post. Cheapest S-class start at around 8-8.5 million without a trade-in. I recommend Vikeen pirate, as then you have two good and 1 remote chances at high-maneuverability S-class: fighter, solar, exotic.

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Such a Thing as "Too Rare"

In general, I’m pretty content with the rarity of things in this game – it all feels like, if you do properly search and play the system, you can get what it is you want, regardless of type, Class, whatever.

The exception, in my eyes, is different Multi-Tool types.

I have scoured all A-Class Multi-Tools of thirty-four systems at this point. That is, I have scoured the A-Class Multi-Tool… of EVERY planet… in THIRTY-FOUR systems… and have found not a single Experimental, not a single Alien, not a single Royal, not a single Staff, not a single Atlantid…

… in fact, after fine-combing thirty-four systems’ A-Class Multi-Tools, I have found three Sentinel Multi-Tools and otherwise only Rifles and Pistols.

While I generally seriously appreciate the rarity of the game’s greatest and most desirable things… too much is too much. This really is ridiculous.

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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.

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Expedition Omega FAQ

Having finished the expedition (and watched the questions in this forum) here’s a handy FAQ!

General tips

  • Read all the tasks – they don’t have to be done in order. Some of them you can get out of the way early on. (scanning flora / fauna, learning words, pictures of different environments..)
  • At every space station, especially in the rendevous systems, scroll through all the other bases. Some of them will have super helpful names like “Airless photo op” or “Sunken Freighter here” or a list of available resources.
  • Most of the time it’s better to not be in multi-player mode – that will mean that resources others have gathered, beings in stations that have been talked to, ships that have been found – all these will still be available to you, where they probably won’t be in multi-player. However, whenever you visit the Anomaly it is nice to be in multi-player.
  • You can craft ammo out of ferrite. Super helpful for those pesky sentinels. Speaking of Sentinels, you can tunnel underground or dive into the water to escape them. Usually.
  • Once you go through the back hole, immediately go to the space station in that system and use the station teleporter to get back to your base or the previous system. Do NOT try to warp back to the 3rd rendevous, it will just make you frustrated.
  • The very first system you spawned in on has a planet that will work for the hot planet pic.
  • If you are reading this on Feb 19, Tier 5 community research isn’t done yet. If you want the rewards for that, don’t complete the expedition until that is done.

What do I take with me?

  • If you are a new player, not to worry! you will be able to collect what you need. Also look for other bases that are offering things (see tips above) The rest of this guide is for folks who aren’t starting a new save for the expedition.
  • If you have a main save, and want to bring stuff over – here are some things to consider.
    • Basic building blocks: 9999 stacks of carbon, ferrite, sodium, oxygen, chromatic metal, silver, tritium, di-hydrogen, ect
    • Special items: things to claim an interceptor (inverted mirror), things to make liquid explosive (acid, unstable gel), cadmium, salt
    • Things to make or save money: wiring looms, salvaged data, exosuit inventory modules, runaway mold or tainted metal to make nanites, high ticket items to sell (hot ice, floral samples, stasis pods, ect.)
    • Tech row: eh. not as helpful as you’d think, especially if you are bringing over things for nanites and selling. You could drop some S class stuff here for the exosuit? but especially if you plan to “buy” a copy of your multi-tool and ship, those should already be tricked out.
    • In general, the items and upgrades you really need to complete the tasks will be given to you or will be possible to obtain. For instance you start out with a portable refiner. Don’t buy the special star warp upgrades from the Anomaly – you’ll get them as a reward.

What can I take back?

  • All the expedition rewards will be available from the quicksilver booth in the anomaly on any save.
  • If you transferred from your main, you can use the same storage system to send stuff back (like companion eggs, other stuff you’ve collected that’s hard or expensive to get, resources if you want to)
  • Here I found the tech slots much more useful, taking back upgrades for use on other starships/multitools.
  • You will be able to buy back the ship you are in and the primary multi-tool you are carrying, so if you brought stuff over from your main, make sure you are back in them going back. You’ll be able to claim the reward ship and atlas staff at the quicksilver station.
  • Yeah, for real, you can only take back one ship and one multi-tool. so be sure the ones you want are the ones equipped.

What about my money / nanites / bases?

Ok – disclaimer. I haven’t actually completed the expedition yet, I’m waiting for the Tier 5 community research to complete. So I don’t know FOR SURE about this, but here’s what I’ve read.

  • Your bases will be available from your main.
  • Some of the stuff you didn’t take back with you will be converted into units and nanites.
  • Anything you buy with quicksilver on the expedition will also be available to claim on the main.
  • if someone who has completed the expedition wants to chime in with what happened to their units/nanites/quicksilver, that would be much appreciated!

Anything else interlopers? Feel free to chime in with tips or ask questions in the comments!

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Community

I am absolutely blown away by how good this runs on Switch

I’ve got about 2000 hours between Xbox and PC. I bought the Switch version on launch and it was so-so. I mean I didn’t really expect MUCH in the way of performance.

Must have been one of the recent updates, but holy HELL how did the developers do this!? Between game engine optimization and the raw talent of the HG team, I am beside myself.

I don’t want to reach too deep into my pocket full of dreams but I hope Light No Fire comes to Switch as well. I was literally about to sell my OLED last week until I fired up NMS again.

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