NMS HOT POST


Idea: Orbital ship yards

Just as the title says.

A landable (it’s a word I’m sure) Orbital shipyard that spawns in the orbit (duh) of random planets.

Regular ships can and will land here as they do at trade stations but the lure is being able to craft your own freighter.

This includes all current freighter types and classes.

The initial build would probably be time gated somehow like expanding your settlement and the class is upgradeable by LOTS of nantes.

Discuss!

submitted by /u/lmrbadgerl
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Permadeath idiocy

What was the most stupid way you’ve died in Permadeath?

I jumped in my ship in a peaceful planet next to my base (PVP set to off). Realised I had to run into the house (office is in the garage) to do something quick and got distracted so ended up taking 20 mins.

Came back to the home screen. Checked the save file and nada. Worst thing is I’ll never know how it happened.

Luckily it was only a 20hr save.

submitted by /u/tommie2019
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Please make it easier to select star ships aboard a space station. I'd suggest the following:

Hi, this has been a nuisance for me for such a long time. I kept hoping a future update would implement a system that would make the nuisance go away, but here we are, years later, and it’s still a terrible oversight. I have no idea if Hello Games reads this forum still, but if they do, please consider this!

Not having a system in place to select your active star ship while on board of a space station is a plainly bad design flaw. The game has many ways to obtain crashed ships now, through the Minotaur’s scanner, the Nautilon’s scanner or simply through the old communication towers. You can easily collect up to ten of them in, say, half an hour of playing. It’s really not that hard! I sometimes go on a hunt for downed ships, see if I can find anything cool, but usually end up with a bunch of ships that I’d like to see scrapped.

So, say you want to destroy said ships at the Starship Outfitting station inside a space station, you have to: drop your freighter in front of the station, board your freighter, hop in the ship you want to have destroyed, make sure its engines are fixed, get off your freighter, fly it over to the space station, destroy it, return to your other ship and repeat this for any other ship you’d like to turn in. And that’s if you’re lucky, because sometimes you can’t even board the ship on your freighter, because it’s not on display in your hangar. If that is the case you need to go to a planet, summon it, fix the engines and then fly back to the station.

I would really like to see an option on the Starship Outfitter station where I can select my active ship. This would be absolutely ideal for scrapping ships. However, if adding that option to that particular station is not an option for some reason, I firmly believe we need to be able to select our active ship somewhere else. Perhaps on the Station Core station in the back of the space station, the one where you can do an override or repair your standing. Or maybe Hello Games can implement another station somewhere.

Please do this, Hello Games! I implore you! Thank you for reading!

submitted by /u/LeBaiton
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NMS Megathread for Q&A, Item Requests/Giveaways and Friend Requests, etc. Whatever you need, thi...

Hey Everyone,

This is a Megathread for all the people of the sub. If you have questions, Ask away. If you need anything just ask. This is uniform thread where you can ask for pretty much anything (from Questions to Nip Nip) that will be live 24/7 all year around and refreshed every couple of days.

This Megathread is closely monitored by me so if you have a question that no one has answered, don’t worry I will personally get back to you in a reasonable time. I will always be keeping a close eye so no naughty business please.

To make things little bit easier if you could help us make distinction between type of posts that would be great, Which brings us too ….

Rules:

– *Do not put bug reports in this thread.* There is a Bug-Thread pinned to the top of the sub that should be used for them.

– If you are asking a questions please post your question like so : [Question] …. Your Post ….

– If you are requesting something an item, money, etc. please post like so : [Request] …. Your post ….

– If you are offering an item of doing a giveaways (in game items only), user: [Giveaway] …. Your post ….

– Please do not post your friend code in your post. PM/DM them to the person who is helping you. It will prevent people trolling and griefing your saves.

Helpful Links:

– If you need a specific ship, Multitool, Freighter, Frigates or anything a specific color or kind please check out our friends at r/NMSGlyphExchange. They also have a variety of different guides from Freighters to Multitool so if you need help with acquiring something, head right on over there.

– If you are looking for a ride to Anywhere in NMS, Please reach out to our friends at Pangalactic Starcabs, Pangalactic Starcabs is a Volunteer Service, Cabbie Availability may vary!

– If you are Looking for all 16 glyphs on one planet, You can find them in this Guide

And as always, please be civil, be kind and be helpful.

Please Follow all the Sub and Post rules and Thank you all so much!

submitted by /u/Minetitan
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Tech module limit & the confusing naming system

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
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