NMS HOT POST 2021/05/11

I got this dialogue for a crashed ship and happened to find these MTs on the same planet. I’ve seen a lot of these MTs with bones attached to them, and just now possibly connected that this is a sign of a ‘Pirate’ MT vs a regular one. Anyone else connected this before or have any thoughts?


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Big Experimental Branch patch - June 15 2023

Big patch on the Experimental branch today, these fixes should go public soon.

Including

  • Fixed an issue that could prevent the Singularity expedition from converting into a Normal mode save after it was completed.
  • Fixed an issue that caused the ship at the start of the Singularity expedition to be missing its Vesper Sail.
  • Fixed an issue that caused Sentinel Interceptor ships to be worth 10x as much as other ships when salvaging.

Full List:

https://steamcommunity.com/app/275850/discussions/0/6516193260167070838/

Experimental Branch 15/06

  • Players are now able to rebind movement to the cursor keys without that automatically resulting in them moving around while navigating the quick menu.

  • Fixed an issue that prevented the cursor from rendering while re-binding controls in the Game Mode options screen.

  • Fixed an issue that caused a number of options to be missing from the options menu, or some options to appear when they should not.

  • Fixed an issue that caused the Terrain Manipulator menus to scroll the wrong way in VR.

  • Fixed a rare issue that could leave player-owned Interceptor ships without any installed technology.

  • Fixed an issue that could cause the starship’s landing gear to be incorrectly raised after save/loading within a landed ship.

  • Fixed an issue that caused first-person cockpit exit animations to fail to play.

  • Fixed an issue that could prevent the Singularity expedition from converting into a Normal mode save after it was completed.

  • Fixed an issue that caused the ship at the start of the Singularity expedition to be missing its Vesper Sail.

  • Fixed an issue that caused incorrect collision on outpost landing pads.

  • Fixed an issue that could cause players to be ejected from the Multi-Tool comparison screen when attempting to pin repair instructions for a Multi-Tool they do not yet own.

  • Fixed a rare issue that could cause players to be erroneously told their inventory was full when claiming the reward for “Wayfarer” milestone.

  • Fixed a rare issue that could cause the galaxy map Mission Path to point to the wrong destination system.

  • Fixed an issue that prevented starship distress beacons from animating correctly.

  • Fixed an issue that could cause Multi-Tools belonging to other players to become attached to NPCs.

  • Fixed an issue that could result in players becoming permanently stuck to the chair in the Guild Envoy’s area of the Space Station.

  • Fixed an issue that caused Sentinel Interceptor ships to be worth 10x as much as other ships when salvaging.

  • Fixed an issue that allowed too many Communication Stations to spawn on expedition planets.

  • Fixed a rare issue that could cause the current expedition to end early.

  • Fixed a Mac-only issue that caused large bases to be loaded very slowly.

  • Fixed an issue that prevented some freighter engines from being correctly recoloured when choosing a new engine trail.

  • Fixed an issue that could cause the depth of field effect to be applied far too strongly on some platforms.

  • Fixed an issue that could cause black speckles to flicker across the screen during interactions that made use of the depth of field effect.

  • Fixed a graphical glitch that could occur in the Atlas’ particle effects when playing on Switch.

  • Fixed an issue that caused eyeballs to be positioned incorrectly within a specific Traveller-style head in the Appearance Modifier.

  • Fixed a graphical issue that could cause the player to briefly appear while teleporting.

  • Introduced a rendering optimisation for VR.

  • Fixed an issue that could allow too many creatures to spawn when playing in multiplayer.

  • Introduced a memory optimisation related to planetary creatures.

  • Fixed a crash related to synchronising freighters in multiplayer.

  • Fixed a crash related to the Multi-Tool.

  • Fixed a hang related to reloading missions.

  • Fixed a crash related to base part rendering.

  • Fixed a rare crash related to the mission log.

  • Fixed a rare crash that could occur in VR.

  • Fixed a PlayStation 4 crash related to reporting bases.

submitted by /u/_No_Mans_Skywalker_
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Just made 33K nanites with food made from a single Bio Dome of Fungal Mold - and how that compares t...

So I started a new Permadeath save after my previous PD save grief period ended and I wanted to try different ways of doing things. There’s a nice cooking guide that I read a few years ago if anyone’s interested. TLDR at the end

https://www.reddit.com/r/NoMansSkyTheGame/comments/g4fynb/lazy_cooking_for_nanites_guide_updated/

So the simplest way is using 200 fungal mold and turn them into 50 delicious vegetable stew with at least 4 nutrient processors. I built 16 so I could get it done faster (4 full runs at a time). Total harvest from the bio dome was 1296 fungal mold that became 324 delicious vegetable stews.

With 55k nanite I went to the anomaly and gave them all for Chronos to taste and now I’m at 88k nanites, 33k richer than before. It takes 20 minutes for the whole cooking process to happen from fungal to stew, so I spent around 40 minutes as it took me 2 runs on the 16 nutrient processors. The first part is a very chill thing to do – fill the processors and wait. I took my time to read a nice book in the intervals of filling processors. There’s also mods that makes refining and cooking instant, so that’d save a lot of time for PC players.

The second part is giving it to Chronos and that is too repetitive. Took me some 25 minutes to give it all to him and I paused at every 1/3 of the way because it was very boring. I spent an hour scrapping A class cheap ships (eventually s classes too) and while I got a little more nanites and lost some cash it wasn’t as tedious as giving him all that stuff. But considering that the first part you’re relatively “free” to do other stuff, it goes like 25 minutes of super boringness against an hour of regular boringness so it still is a better alternative, at least for me.

Scrapping ships have their additional perks tough – enough storage augmentations and you can make quite some cash getting an eventual s class ship to 48 slots, gaining a 100+million units surplus in the process while still hoarding some S class upgrades from the eventual S class ships you’ll stumble upon.

TLDR: So if I’ve got my fleet all patched up I’d go for delicious vegetable stews, if I want some upgrades then it’s ship scrapping time.

submitted by /u/Luisectoid
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Community

How many bases do you have? Really though?

I have developed the habit of constantly building bases on any planet that interests me, even a little bit. I almost never return to most of them, except to avoid lengthy travel or to harvest a resource when I can’t find enough in trade. I think I have twenty-five or more bases now. Should I delete them and try to just keep one base? How many bases do you have and/or use regularly? Edit: autocorrect

submitted by /u/oblex1312
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