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No Man's Sky - Atlas Rises |OT| Nada, Polo and you no longer fly solo

ParityBit

Member
Anyone have a suggestion? My space is always so full but I have no idea how to know what to keep, what to try and sell and what to just dump.

So how do you know what to sell? I all my slots are full, probably of worthless crap and I am constantly fighting inventory issues. I have a couple of artifact things, do I keep those (Like the daggers)?

So confused.
 

jimminy1403

Neo Member
Anyone have a suggestion? My space is always so full but I have no idea how to know what to keep, what to try and sell and what to just dump.

It's kind of up to you. What are you building what do you need etc? Keep stuff you will always need (red plutonium etc).

Things like the dagger and the cube can be gifted to an alien of a given race to gain standing. And occasionally they're used for a quest but they're not so rare that you should hoard then all.
 

Arttemis

Member
You can trade plutonium in space stations and with other travelers. And if you're passing close to a building, usually there's a pod there used to land and take off without using extra plutonium.

Ah, that's a huge help, actually! I KNEW I had taken off and landed at some point without needing plutonium, but after landing a few times in the wild and then having to scrounge all over again for resources, I thought I was just mistaken. That's the key I was missing. Thank you.
 

RoadHazard

Gold Member
Also, outside of extreme fringe cases, planets and moons don't rotate fast enough to see them do so with the naked eye at a glance. The constant requests for rotation as though it would add a visual bonus in space or the sky make no sense to me. Wanting accurate rotation simulated in some way while on the surface of a world, yeah, since the "sun revolves around the planet" just comes off as weird. But even if the planets were spinning, you wouldn't be able to see it unless you really stood there and stared for a long time. From an aesthetic point of view it would be much more useful to give the planets moving atmospheres visible from space.

Sure, but for example, my current base (the one the story missions make you get) is on a moon, on the side facing away from the planet, so I never get to see the planet from my base. And sure, I will move the base eventually (probably off this rock altogether), but how cool would it be if you could stand at your base and watch the planet rise above the horizon? Pretty sweet if I do say so myself. And the rotation doesn't have to be realistically slow; the current day/night cycle isn't 24 hours anyway.
 

Blackthorn

"hello?" "this is vagina"
That mission is a pain, I had problems with my 48 slots C class Explorer, but the main thing for that mission was to stack up with Zinc and Titanium, go into an asteroid field and take my time, running away and occasionally stopping, turning around and focusing on damaging one enemy, run away a bit, damage them some more etc. They killed me on my first encounter with that mission.



Fantastic writeup, I still haven't tinkered with trading but this will be immensely helpful, thanks!



I would even settle for static planets arranged around a sun. It's the physicality of the arrangement of planets that would really sell the whole open space feel. In practical terms, this would mainly mean that we would either always end up near a station after a hyperjump (and concurrently near one of the planets, as it is now, and like the original Elite) or near the sun (like Elite: Dangerous) but that would mean the extra trip to a station which could get tedious. The other thing would be that space would be much less populated by planetary bodies, so just a sun and several tiny spheres (which requires a whole new targeting system, which frankly this game really needs), and the "planets on the horizon" effect would be a bit more limited to planets frequently having moons, which also isn't that bad and arriving at every new planet might feel a bit more epic.

One thing about the whole rotating business, apart from calculating coordinates and syncing it all for future multiplayer features, it would probably affect the day/night cycles. I mean all planets could rotate at the same speed (or the speed related to their size/position) so all days and nights are the same, or have planets with eternal days etc. Which, again, would be pretty nice, having scorched planets in permanent daylight and stuff like that.

EDIT:


Oh wow, didn't realize you could swap the basic/cargo sections with an already selected item, that makes it a bit more reasonable.
Fuuuuck, I finally beat the sentinals! Got into the rhythm of when to aim and when to boost, and fought them in an asteroid field like you suggested.

It actually got pretty epic, I beat the three that were required for the mission then escaped into the planet's atmosphere, then had an in-atmo fight with the final two.
 

OmegaDL50

Member
How many tech slots are there? You could put the 3 underwater, shield or jetpack techs together. 6 health and 3 stamina can go together if there's that many slots.I think everything else requires the unmoveable techs for bonuses.

6603B9q.jpg

I believe there is an upgrade beyond TAU but it's incredibly rare. OMEGA, however only three of them exist.

Combat Amplifier Omega which is a damage booster for the Mining Beam.
According to the data-mined info from the PC version there is also a Warp Reactor Omega, unfortunately it doesn't seem to be technically "active" in the existing game outside of just being in the code itself.

So I guess at this point TAU is the defacto highest level, beyond the one Omega Mining laser upgrade.
 

MaKTaiL

Member
Fuuuuck, I finally beat the sentinals! Got into the rhythm of when to aim and when to boost, and fought them in an asteroid field like you suggested.

It actually got pretty epic, I beat the three that were required for the mission then escaped into the planet's atmosphere, then had an in-atmo fight with the final two.
I'm having a problem with this mission. I died during the fight and now the sentinels aren't showing up anymore. How am I supposed to fight them again?
 
Fuuuuck, I finally beat the sentinals! Got into the rhythm of when to aim and when to boost, and fought them in an asteroid field like you suggested.

It actually got pretty epic, I beat the three that were required for the mission then escaped into the planet's atmosphere, then had an in-atmo fight with the final two.

That sounds awesome, glad you made it! It's pretty cool when the game manages to create situations like that.

I believe there is an upgrade beyond TAU but it's incredibly rare. OMEGA, however only three of them exist.

Combat Amplifier Omega which is a damage booster for the Mining Beam.
According to the data-mined info from the PC version there is also a Warp Reactor Omega, unfortunately it doesn't seem to be technically "active" in the existing game outside of just being in the code itself.

So I guess at this point TAU is the defacto highest level, beyond the one Omega Mining laser upgrade.

It's actually Theta that's the highest (+3), Tau is +2. Yeah, the whole Omega thing with the Mining Beam is weird.
 

Dan

No longer boycotting the Wolfenstein franchise
Any cool strategies for organizing the giant containers at your base? Can you build two story things? Wouldn't mind a two-story wall of them if you can put some kind of walkway on the second story.

It's obnoxious that the containers don't apply to your item pool when building at your base. Also obnoxious that you can't directly transfer items from your ship to your containers.

If you move your base, do you have to redo all the recruitments and/or missions?

Can you eventually build a landing platform?
 

mokeyjoe

Member
Sure, but for example, my current base (the one the story missions make you get) is on a moon, on the side facing away from the planet, so I never get to see the planet from my base. And sure, I will move the base eventually (probably off this rock altogether), but how cool would it be if you could stand at your base and watch the planet rise above the horizon? Pretty sweet if I do say so myself. And the rotation doesn't have to be realistically slow; the current day/night cycle isn't 24 hours anyway.


This. You don't need planets to orbit to do this either. Simply rotating on their axes would get planets and moons rising and setting.

But even though this would be nice, I can't help think that there are other things i want addressed first. Flora and fauna for instance. I suppose it depends on how much of a technical hurdle roation is.
 

TheMan

Member
This. You don't need planets to orbit to do this either. Simply rotating on their axes would get planets and moons rising and setting.

But even though this would be nice, I can't help think that there are other things i want addressed first. Flora and fauna for instance. I suppose it depends on how much of a technical hurdle roation is.

You'd think it wouldn't be a big deal, but they took it out for some reason.
 

BSpot

Member
My Amorer Specialist wants me to engage and Destroy Sentinel Spacecraft. I have the mission selected... I've flown up to space... nothing has been happening. Do I need to seek them out? Where are they?

[edit] Also can I really only transfer shit from my Exocraft to my Starship and then from my Starship to my Exosuit??!
 
Any cool strategies for organizing the giant containers at your base? Can you build two story things? Wouldn't mind a two-story wall of them if you can put some kind of walkway on the second story.

It's obnoxious that the containers don't apply to your item pool when building at your base. Also obnoxious that you can't directly transfer items from your ship to your containers.

If you move your base, do you have to redo all the recruitments and/or missions?

Can you eventually build a landing platform?

Containers: yes, you can place them on top of each other and build a platform between the two levels, although this is actually less accessible than just doing a hallway of 5 cuboid rooms with the containers lined up along both walls. And yes, container transfer is one more area of inventory annoyance (out of many specific to inventory).

If you move your base, your progress stays. You can remove or rebuild specialist terminals at any point without losing progress. However, there is a glitch where claiming a new base while in the middle of a specialist mission will end with you being unable to continue or complete that mission. For right now, I would advise against changing your base until that issue is confirmed fixed.

You will get a blueprint for a landing platform, yes. You can build multiple, and NPC ships will use them. The one drawback is that they don't automatically link to your galactic trade terminal, so you still have to juggle inventory to sell it all, but that's a minor quibble.
 

8byte

Banned
Sure, but for example, my current base (the one the story missions make you get) is on a moon, on the side facing away from the planet, so I never get to see the planet from my base. And sure, I will move the base eventually (probably off this rock altogether), but how cool would it be if you could stand at your base and watch the planet rise above the horizon? Pretty sweet if I do say so myself. And the rotation doesn't have to be realistically slow; the current day/night cycle isn't 24 hours anyway.

An option would be ideal, but in that case it would be best left off by default. It's pretty clear they're really trying to simplify things for the core base, so adding rotation would go against a lot of their design choices up to this point.

It would be cool, but could also be pretty irritating. If planets spun according to their current day / night cycles you'd end up chasing some of the way points, plus I assume it would be pretty obnoxious to walk / jet pack in the opposite direction of the sun and have pretty short day / night cycles.

I dunno. It SOUNDS really cool, in theory, but I can see why they would opt out of it for what they have now.
 

Dan

No longer boycotting the Wolfenstein franchise
Containers: yes, you can place them on top of each other and build a platform between the two levels, although this is actually less accessible than just doing a hallway of 5 cuboid rooms with the containers lined up along both walls. And yes, container transfer is one more area of inventory annoyance (out of many specific to inventory).
Hmm, true. I was just thinking about space, but I suppose there's plenty to spare.

If you move your base, your progress stays. You can remove or rebuild specialist terminals at any point without losing progress. However, there is a glitch where claiming a new base while in the middle of a specialist mission will end with you being unable to continue or complete that mission. For right now, I would advise against changing your base until that issue is confirmed fixed.
Cool, I think I'll try to finish the base stuff before moving to a better planet. I don't think I chose very well.

You will get a blueprint for a landing platform, yes. You can build multiple, and NPC ships will use them. The one drawback is that they don't automatically link to your galactic trade terminal, so you still have to juggle inventory to sell it all, but that's a minor quibble.
Sweet, even if not perfect, that's cool.
 
Anyone have a suggestion? My space is always so full but I have no idea how to know what to keep, what to try and sell and what to just dump.

The game is kinda always like that, even with my fully expanded Exosuit, 48 slot ship, freighter and storage containers, it's always a bit of a struggle to keep your inventory with at least some free slots. It depends on what you're doing and what are your goals at the moment. The builders quests and the new story will require various resources so you can craft new technology and learn new blueprints.

As for the moment to moment, basic requirements, check out this list. The names are now outdated for the rarer and more advanced resources, but the top 9 are the ones you will be using a lot as they usually fuel your ship, shields, life support systems and are used to craft some of the basic items like Warp Cells or for on-the-field tech like Signal Boosters used for finding points of interest.

To try to make this as short as possible (isotopes - red - fuel, power, oxides - yellow - shields, power and fuel, silicates - blue - mostly ingredients for basic and advanced crafting recipes):
Isotopes (red):
Carbon - Life support and multitool recharging. Extremely easy to find, basically every plant is Carbon, larger trees are a good quick resource.
Plutonium - Fuel for the landing gear and weapons. Red crystals, can find it everywhere, but due to the 25% takeoff cost, always needed.
Thamium9 - Charge multitool equipment and life support. Red flowers, common but in smaller quantities, kinda like Zinc. Often needed for some basic crafting recipes so it can sometimes be annoying if you don't have enough.

Oxides (yellow):
Iron - Fuel for the Pulse Engine (flying from one planet to another), extremely easy to find, every rock is basically Iron, also asteroids. Useful to have a bit stored, but you can get it anywhere in like 10 seconds.
Zinc - Recharging shields and tech. Yellow flowers, pretty common but in smaller quantities. Usually always useful to gather a few when you find them around.
Titanium - Like Zinc but rarer and more potent. Yellow crystals, much rarer than Zinc.

Silicates (blue):
Heridium - Most used and most common. Blueish columns of mineral deposits. This, as well as the other two Silicates are used in a whole bunch of crafting recipes. Relatively easy to come by though.
Platinum - Kinda like Zinc and Thamium9, pretty common but in smaller quantities. Blue flower, used in a bunch of recipes.
Chrysonite - Rarer and needs an Advanced Mining Laser. Blue crystals in smaller quantities, also used in a bunch of recipes.

All nine of these resources are also used for a lot of crafting recipes, but you'll mostly worry about getting enough of the larger mineral deposits, plants and rarer artifacts like Aqua Spheres, Vortex Cubes and the like.

Important to note that pretty much all of these can also be bought from station terminals or NPCs, so if you have a bit of cash (not that much), you can easily stock up on, for example, Zinc, Thamium9 and Heridium by trading with a bunch of NPC pilots while docked or with the station trading terminal.

Pugneum (from killing Sentinels), Mordite (from killing creatures) and stuff like Tropheum and Herox (from killing space ships) are always easy to come by. The first two are sometimes used in crafting, but very easy to come by. You can just sell the Tropheum and Herox.

The junk and goop you get from opening green boxes or cleaning up abandoned terminals doesn't seem to be used for anything, so you can just discard those.

The rest are mostly large mineral deposits like Nickel, Iridium, Copper, Aluminium etc, and plant resources like Marrow Bulb, Solanium, Frost Crystal, Fungal Mould and so on are used in all kinds of crafting recipes, but you'll just have to get used to them while looking at the recipes you have and what you want to craft next. I used to keep track of which materials were most used, but lots of stuff has changed over the last couple of patches so not that sure.

I'd say Marrow Bulb, Frost Crystals and Cactus Flesh are some of the most important plants.

There's probably more useful stuff that can be said about the resources, but it's really about what you need next, what tech you want to craft etc. so the more tech you install, the less you'll need some of the more exotic stuff.
 

This is fantastic. Thank you for the write up.

Is there like a chart somewhere that clearly defines "if you bought from this economy type, sell in this one"? The "buy from rich, sell in medium" part seems straightforward, but I'm not quite clear on what economy types want stuff from the other economy types.
 
Is there like a chart somewhere that clearly defines "if you bought from this economy type, sell in this one"? The "buy from rich, sell in medium" part seems straightforward, but I'm not quite clear on what economy types want stuff from the other economy types.

If there is, it's probably somewhere on reddit. But this stuff is so new to all of us (and fairly complex) that I'm not sure anyone has it totally figured out yet.

One thing I'd like to know is if economies are isolated by system, or if for instance adjacent systems might have prices reduced for Emeril if you flood a nearby system with a ton of Emeril. Based on what I know of the procedural generation, each system is probably isolated, but I would love it if the whole galaxy was interconnected.
 
Real talk: does putting like upgrades and technology next to eachother make ENOUGH of a difference that I should be going through the hassle?

"The bonus goes up at an ever-increasing rate as additional compatible modules are placed adjacent to each other."

"Place your strongest module(s) (Theta) centrally in your grid of upgrades to maximize the number of adjacent modules and subsequent synergy bonuses."

"Place base technology modules and the weakest upgrade modules (Sigma) in corners (or at the ends of 1xN grids), where those modules' weaker initial effects will minimize the loss of synergy bonuses experienced by such limited grid positions."

Source: https://nomanssky.gamepedia.com/Upgrade_bonus
 
My gf hasn't played since February, and she pressed "free explore" at the first atlas prompt. Is she SOL now if she ever wants to do the story (not that it'll happen I think)?

Wait for a Space Anomaly to appear then ask Nada for the location of the nearest Atlas Station. Although in the past the Atlas Path has been a bit buggy but barring a major bug you can eventually find your way back to the Atlas Path.

Just a tip I read somewhere: Make sure you craft the Captured Nanode before nearing the end of the Atlas Path. Apparently it's the only crafting recipe reward that matters for the storyline.
 

Seiniyta

Member
The new strange biomes are pretty amazing. That being said besides the obvious rivers/waterfalls of various liquids I'm surprised we don't have biolumiscent plants/trees yet on the planet surface. Game should have biolumiscent version of sll their flora and fauna with the colour varying per planet.

Also mushroom types that aren't the toxic/nuclear kind. A biome with giant tall mushrooms could be pretty amazing.
 
The new strange biomes are pretty amazing. That being said besides the obvious rivers/waterfalls of various liquids I'm surprised we don't have biolumiscent plants/trees yet on the planet surface. Game should have biolumiscent version of sll their flora and fauna with the colour varying per planet.

Also mushroom types that aren't the toxic/nuclear kind. A biome with giant tall mushrooms could be pretty amazing.
There are bioluminescant plants and animals though?
 

davepoobond

you can't put a price on sparks
The new strange biomes are pretty amazing. That being said besides the obvious rivers/waterfalls of various liquids I'm surprised we don't have biolumiscent plants/trees yet on the planet surface. Game should have biolumiscent version of sll their flora and fauna with the colour varying per planet.

Also mushroom types that aren't the toxic/nuclear kind. A biome with giant tall mushrooms could be pretty amazing.


my guess is there will be more than one reset of the universe in the future as they add more variety.
 

MaKTaiL

Member
Just when I thought I've seen it all in this game (granted I've been playing for only 2 days) it manages to surprise me even more. Underwater exploration is a photo mode fest! Luckily my home planet is 80% water with a bunch of exotic green islands. There is no fauna or hazard environment either. I think I got lucky. As soon as I got my exovehicle I tested it out on the ocean... And it actually works!

jmU7vwf.jpg


x46rWLW.jpg


iqkbszJ.jpg
 
Just when I thought I've seen it all in this game (granted I've been playing for only 2 days) it manages to surprise me even more. Underwater exploration is a photo mode fest! Luckily my home planet is 80% water with a bunch of exotic green islands. There is no fauna or hazard environment either. I think I got lucky. As soon as I got my exovehicle I tested it out on the ocean... And it actually works!
That's beyond awesome. You should post those in the screenshot thread, they're stunning.
 

Hawkian

The Cryptarch's Bane
Just when I thought I've seen it all in this game (granted I've been playing for only 2 days) it manages to surprise me even more. Underwater exploration is a photo mode fest! Luckily my home planet is 80% water with a bunch of exotic green islands. There is no fauna or hazard environment either. I think I got lucky. As soon as I got my exovehicle I tested it out on the ocean... And it actually works!

jmU7vwf.jpg


x46rWLW.jpg


iqkbszJ.jpg
Gonna be honest, while I would not have said I had "seen everything" despite over 100 hours (in fact I'm sure I haven't because of the new story/MP stuff)... I am surprised to see an entire kind of thing that just hadn't occurred to me yet.

Completely awesome. Biggest reason yet for me to build at least a simple pack n' go base.
 
Gonna be honest, while I would not have said I had "seen everything" despite over 100 hours (in fact I'm sure I haven't because of the new story/MP stuff)... I am surprised to see an entire kind of thing that just hadn't occurred to me yet.

Completely awesome. Biggest reason yet for me to build at least a simple pack n' go base.

Yup. It's extra nice because the underwater locations aren't something that are really focused on by players, alot of them won't see it, yet it's obvious that HG have put a good amount of work into that.
 

Garou

Member
So I played a lot during 1.0 and just started back up. In my inventory I have 7 Atlas stones taking up a lot of space, am I supposed to keep those or should I sell them?
 
Gonna be honest, while I would not have said I had "seen everything" despite over 100 hours (in fact I'm sure I haven't because of the new story/MP stuff)... I am surprised to see an entire kind of thing that just hadn't occurred to me yet.

Completely awesome. Biggest reason yet for me to build at least a simple pack n' go base.

I really think they must've added quite a bit to the flora in 1.3, I'm seeing things I've never seen before, like those ring mushrooms in the first pic.

Yup. It's extra nice because the underwater locations aren't something that are really focused on by players, alot of them won't see it, yet it's obvious that HG have put a good amount of work into that.

Well, prior to the exocrafts players didn't have much opportunity -- your suit breathing upgrades are paltry. I was constantly running out of air when I just wanted to float around and look at swaying seaweed. The exocraft are nice to have, but kinda wish they'd just do away with the underwater breathing crafting requirement completely.

I hope they can eventually add more things to do down there...sunken treasure, underwater ruins, etc.
 

Hawkian

The Cryptarch's Bane
I really think they must've added quite a bit to the flora in 1.3, I'm seeing things I've never seen before, like those ring mushrooms in the first pic.


Well, prior to the exocrafts players didn't have much opportunity -- your suit breathing upgrades are paltry. I was constantly running out of air when I just wanted to float around and look at swaying seaweed. The exocraft are nice to have, but kinda wish they'd just do away with the underwater breathing crafting requirement completely.

I hope they can eventually add more things to do down there...sunken treasure, underwater ruins, etc.

Oh, don't you get like 5 minutes of breathing time with all the upgrades installed?
 

Cess007

Member
So I played a lot during 1.0 and just started back up. In my inventory I have 7 Atlas stones taking up a lot of space, am I supposed to keep those or should I sell them?

I remember you are supposed to keep those as they are important; no idea if that has changed
 

Hawkian

The Cryptarch's Bane
I lost my antimatter in the starting system somehow. Should I hang out in the station and try all the merchants until one has it or just restart?
Did you craft a warp cell and load your hyperdrive by any chance? Just make your first jump if so and then scan, you should get directed to a building with the blueprints.
 
Oh, don't you get like 5 minutes of breathing time with all the upgrades installed?

Actually I don't have the Theta upgrade because I've never seen an AquaSphere in all my hours. Related, I've also never seen Omegon on a planet or for sale. Which has basically locked me out of several Theta-level upgrades.
 

Hawkian

The Cryptarch's Bane
Actually I don't have the Theta upgrade because I've never seen an AquaSphere in all my hours. Related, I've also never seen Omegon on a planet or for sale. Which has basically locked me out of several Theta-level upgrades.
No kidding. Seen both. In paticular Aquaspheres were a great source of early game money for me on one planet where they were just everywhere.
 

Grinchy

Banned
I didn't know you could drive the cars into the water like that. Now I just need to find a planet with some water on it.
 
No kidding. Seen both. In paticular Aquaspheres were a great source of early game money for me on one planet where they were just everywhere.

Huh, weird. I had started to wonder if Omegon even existed in the game. The RNG is such a cruel mistress.

As someone who would like to be a trader most of the time, I'd really like to see hardware vendors that will sell all the tech without having to craft. Sure, make them really expensive, but it's better than hunting all over the galaxy for a material, or in my case just never being able to access the top-tier items.
 
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