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

ParityBit

Member
Yeah. I'm in a system with 6 planets, 3 of which I'm missing 1 species each. I've spent several days hopping between them.

They really need to add a general direction finder to the Fauna Analyzer.

At this point I am wondering if I should even bother.


I spend lots of time and fuel flying around
 
1.37 Patch Notes:
Players who find themselves a long way away from their mission destination can now use the log to reset the mission. The mission log will highlight missions and destinations over several thousand light years away with a red icon. Holding R3 or the middle mouse button over this icon will reset the mission to the most recent safe stage, allowing progress to continue..

YES! Thank you!!!
 

ParityBit

Member
The exosuit upgrades gives me an option for slot 49 but I do not see it added to my suit. I did not purchase it. Is that a bug? I thought 48 was max?
 

GribbleGrunger

Dreams in Digital
The exosuit upgrades gives me an option for slot 49 but I do not see it added to my suit. I did not purchase it. Is that a bug? I thought 48 was max?

Are you sure it's not for the extra storage space or the extra tech storage? 48 for suit, 12 for tech and 25 for extra storage space.
 

Ravidrath

Member
They really need to add a general direction finder to the Fauna Analyzer.

Something - ANYTHING - to find fauna species is my single most-wanted feature for the game.

To me it'd make sense to do something with a Signal Booster - build one and use it to locate an uncatalogued creature.
 

witness

Member
Well I got this for my sons birthday tomorrow. He turns 10, hope he likes it. Any tips or info I should be know before he plays?
 

Guppeth

Member
Well I got this for my sons birthday tomorrow. He turns 10, hope he likes it. Any tips or info I should be know before he plays?

All 10 year olds play Minecraft, does he play that on creative? He should play the same in NMS. Some kids don't have the patience to trudge around shooting at rocks. Hell, my 39 year old friend bought the game before creative mode was added. She just wanted to look at lovely planets, but she was hounded to death by sentinels and gave up on the game.

Creative mode!
 

wetflame

Pizza Dog
Something - ANYTHING - to find fauna species is my single most-wanted feature for the game.

To me it'd make sense to do something with a Signal Booster - build one and use it to locate an uncatalogued creature.

I have the feeling that the creatures don't actually exist until you're close enough to see them anyway, so i'm not sure the game would know where to point you.
 
It's so odd looking at the sales on Steam. This game routinely sells 30k plus some days and then loses that 30k a few days later. How much would this have sold without the refund policy? :D
 

belvedere

Junior Butler
New save system will be tested in the upcoming experimental branch on PC.

http://steamcommunity.com/app/275850/discussions/0/2765630416830016499/

Hi everyone!

The following information is for people who are either already synced to Experimental, or plan on syncing to Experimental before our next patch

Later this week, we'll be updating Experimental with patch 1.38. The main focus of this patch will be the introduction of a new save system, which should make managing your saves between modes much easier. As part of this update, save file formats will change -1.37 is forward compatible with 1.38, but 1.38 is not backwards compatiable with 1.37. In other words, you won't be able to use your experimental saves with the current live version of the game.

If you are currently synced to Experimental, when this patch is downloaded and run, it will automatically upgrade your save files to 1.38 while also taking an automatic backup of your 1.37 saves. At this point, if you want to sync back to live you'll need to use your backup saves. Just to be extra safe, you may also wish to take a manual backup of your saves now.

We'll be creating a new Experimental thread as soon as this update goes live, which will detail these and other changes coming in the patch.

Many thanks,
Hohbes
 
I was just on a toxic planet with torrential acid rain that had multiple massive flat plains with trading posts on them, each surrounded by the deepest canyons I've ever seen in the game. I'm talking Grand Canyon level here! I didn't bother with screenshots because they don't do justice to the scale.

Also, my latest Mod Guide will be up soon. Lots of new mods :)
 
2 new screenshots:

9bh4wWh.jpg


ta4GrDc.jpg

Also I just found a system with 2 of the new exotic planets/moons, both with the same creepy music! Spoiler tagged just in case someone doesn't want to see them.

 
Is it better to ask for a base location or find my own? I am not sure what to say.
Letting the game find one for you is easier, but you could end up like me and start your base on the worst possible planet type making the base building missions an absolute nightmare.

I'd at least save before and if it gives you a shitty planet, just load up the old save and find one yourself.

It's worth noting that there were issues with base missions when I was doing them which made moving to a new planet not an option, but I'm pretty sure they fixed things up and made them better now, so even if you do choose a bad planet you should be able to relocate and continue.
 
I was just on a toxic planet with torrential acid rain that had multiple massive flat plains with trading posts on them, each surrounded by the deepest canyons I've ever seen in the game. I'm talking Grand Canyon level here! I didn't bother with screenshots because they don't do justice to the scale.
i was just cruising through canyons two nights ago

video with video timestamps for a few photomodes here and here and here (or, alternatively, an imgur album)

was pretty fun trying to speed through the canyons though i wouldn't call them grand canyon scale hehe but it was just like beggar's canyon back home~
 
1 of my favorite post-Atlas systems:

Dasetni-Neyag V
Gek / High Voltage / Mild Conflict
3 Planets & 2 Moons
Galactic Co-ordinates: ODDU:0BA5:0081:021A:0232

1 planet and 1 moon are rare exotic planets
1 moon is a paradise with multi-colored grass and easy sentinals
 

Blackthorn

"hello?" "this is vagina"
Are there still normal distress signal missions from freighters? I've only come across the large scale battles but I can't afford those freighters, even with a discount.
 

mokeyjoe

Member
I have the feeling that the creatures don't actually exist until you're close enough to see them anyway, so i'm not sure the game would know where to point you.

They don't, but they have set spawn points, the same way building types do - so it could point you towards one of them.
 

Dan

No longer boycotting the Wolfenstein franchise
I've still never encountered naturally-occurring Omegon.

Stumbled on a damaged S-class fighter with 38 slots, so swapped out my A-class 38 slotter. Spent $46m fixing all the slots, hah.

It's also crazy that I've been to nearly 150 systems and still don't have some of the blueprints. Thanks to the last update I'm finally getting the remaining product formulas though, and those super high end ones are kinda fun to make in conjunction with missions.
 
PvedaRV.jpg


LAST UPDATED: 21st Sep 2017 (Added Faster Farming, Dismantle Core Components, Space Station Colors, Monolith Colors, Space Anomaly Colors, Cubesnap, Paving Flattens Terrain, Big Garage Door, Freighter Landing Beam Range and Mission Tech Reward Duplicates Fix mods; replaced Shaidak's Pulse Jump mod with Solid Spaceship mod; removed obsolete Flight Atmosphere and Tag Icon Replacer mods; recategorized a few mods; updated descriptions; updated performance tips. *Warning: E.T. Ecology and Starship out of Range mods will crash or bug your game on startup if you don't have the latest versions*)

I have tested all the mods together with Atlas Rises 1.37 but there is no guarantee they will work perfectly for everyone. Always check the mod descriptions to make sure they are compatible with your current game version, especially after a new patch has been released. FPS impact should be minimal with most mods except where noted. Please report any bugs or broken links so I can investigate.

WARNING: Backup your save game and main cache files first (AppData/Roaming/Hello Games). Rename DISABLEMODS.txt file to ENABLEMODS.txt in the PCBANKS folder if it exists and delete the contents of the SHADERCACHE folder each time before loading the game with new mods (and also after each new patch). Mods are placed in the PCBANKS/MODS folder. Delete older versions of mods before loading the game with newer versions. Also make sure you last saved on a space station, freighter or inside your base because sometimes new mods can cause problems if you are in your ship or standing on terrain when they first load.



Quality of Life Mods:

Tiny Inventory Changes & Faster Actions (faster clicking, improved 3D model orientation, scale and lighting on inventory screens, optional smaller cursor, "medium speed" version recommended to avoid accidental clicks) - http://www.nexusmods.com/nomanssky/mods/462/
Increased Walk, Sprint, Jetpack & Swim Speed ("slower version" recommended to maintain gameplay integrity) - http://www.nexusmods.com/nomanssky/mods/393/
More Visible HUD indicators (Shield/Jetpack/Stamina/Scanner icons easier to see against light and dark backgrounds) - http://www.nexusmods.com/nomanssky/mods/424/
Silence Tip Chirp Sound (removes the annoying mission tip sound effect) - http://nomansskymods.com/mods/silence-tip-chirp-sound/
Old Binocular Background (reverts back to the pre-Atlas Rises version) - http://nomansskymods.com/mods/old-binocular-background-for-atlas-rises/
Wordstone Range and Icons (scanner picks up more Knowledge Stones, removes Knowledge Stones activation flash, changes Sentinal loot icon, adds Knowledge Stone/Health/Shield icons) - http://www.nexusmods.com/nomanssky/mods/505/
Faster Farming ("Only Slowest" file recommended to maintain game integrity. *"Compatibility" version" recommended to avoid Galaxy Map Encomy text bug*) - http://www.nexusmods.com/nomanssky/mods/464/
Dismantle Core Components (adds ability to dismantle all exosuit and starship tech, "No Blueprints" version recommended to maintain game integrity) - https://www.nexusmods.com/nomanssky/mods/329/



Space Mods:

Space Dream Mod Pack (mod compilation to make space look more realistic including Starry Nebulae Sky, True Space Lighting, Crescent Worlds, Binary Planets, Clean Skies, Rotating Cloud Shader, Dark Space, *Black with Nebulae version recommended for best balance of visuals and realism*) - http://www.nexusmods.com/nomanssky/mods/451/
Ringed Planets - (*compatible with Space dream mod pack*) - http://www.nexusmods.com/nomanssky/mods/449/
Eclipses - (*compatible with Space dream mod pack*) - http://www.nexusmods.com/nomanssky/mods/475/
Colored Starfields+Starry Nebulae Sky (correct colors for all star systems on loading screen and galaxy map, *compatible with Space Dream mod pack*) - http://www.nexusmods.com/nomanssky/mods/445/
Better Asteroids ("MOD_DUD_Asteroid_v13001.pak" and "_MOD_DUD_AsteroidEffects_v13001.pak" files add increased asteroid view distance, increased minerals, more realistic spacing between planets, improved weapon impact particle effects, less camera shaking and improved asteroid break up and movement after explosions - https://www.nexusmods.com/nomanssky/mods/507/
No More Extreme Speed Lines - http://nomansskymods.com/mods/no-speedlines/
No More Space Dust and Space Plasma - http://www.nexusmods.com/nomanssky/mods/457/


Cloud Mods:

True Clouds (better looking and colored clouds than vanilla, *can sometimes cause pixellation near the horizon due to the game's poor cloud tech*) - http://www.nexusmods.com/nomanssky/mods/448/
Better HD Clouds (higher resolution clouds when viewed from space, 2K and 4K options) - http://www.nexusmods.com/nomanssky/mods/460/


Starship Mods:

Solid Spaceship (increased cruise, boost & pulse speeds, decreased pulse delay, optional improved AI handling, "SolidSpaceship-Low-1S\SolidSpaceship3X" and "SolidSpaceshipAI-Low-Optional" variations recommended to maintain gameplay integrity) - http://www.nexusmods.com/nomanssky/mods/490/
Starship out of Range (boosts starship inventory transfer distance) - http://www.nexusmods.com/nomanssky/mods/439/
Better Ship Seat Position - http://www.nexusmods.com/nomanssky/mods/484/
Custom Ship Monitors (higher quality starship monitors, 3 to choose from) - http://www.nexusmods.com/nomanssky/mods/456/
Ian's Blue Ship HUD (blue colored ship monitors to match the post-Atlas center console) - http://www.nexusmods.com/nomanssky/mods/397/


Terrain, Water & Vegetation Mods:

Shaidak's Generation (enhances biomes with more diverse flora including unused game assets, increased size and optional increased density, *fps intensive*) - http://www.nexusmods.com/nomanssky/mods/407/
NoFade FPS Booster (reduces the black pixellation fade-in effect of terrain & water at the cost of more pop-in, increases fps on some PCs, *use Terrain-only file if you also use True Water mod below, unfixable bug: terrain glitches while mining*) - http://www.nexusmods.com/nomanssky/mods/441/
True Water (reduced foam so water no longer looks like concrete, adds reflections, removes fully transparent water from high altitude) - http://www.nexusmods.com/nomanssky/mods/458/
Tides & Waves (makes water animated) - http://www.nexusmods.com/nomanssky/mods/459/


Flora & Fauna:

Creature Distance ("_MOD_DUD_CreatureDistance_v13001.pak" file for doubled creature view distance) - https://www.nexusmods.com/nomanssky/mods/507/
E.T. Ecology (increases the unit reward for scanning and uploading flora & minerals, and increases the 100% Scan payout to make Exploring a viable profession like Farming, Trading and Guild, *only use 1 of these explorer mods at a time*) - http://nomansskymods.com/mods/e-t-ecology/


Multi-tool:


Multitool Panel Fix (higher quality multi-tool HUD panels) - http://www.nexusmods.com/nomanssky/mods/483/
B]Multitool Hud Revamped[/B] (adds custom multi-tool HUD panels with useful info like ammo count, * requires the Multitool Panel Fix mod above to work*) - http://www.nexusmods.com/nomanssky/mods/84/
No Blue Flash (removes the bright flash when using the mining beam) - http://www.nexusmods.com/nomanssky/mods/474/


Visual Quality Mods:

Clean UI (disables Vignette/Chromatic Aberration/Scan Lines, reintroduces pre-Atlas UI jagged line smoothing) - http://www.nexusmods.com/nomanssky/mods/395/
Lens Flare Remover - http://nomansskymods.com/mods/lens-flare-remover-atlas-edition/
ReShade (my own personal settings to improve the game's washed-out contrast, colors and antialising blur, all files and README included, easily tweakable, before and after screenshots included) - http://www.dropbox.com/s/5xw9edaw7nqb9ly/NMS ReShade.zipdl=0
Space Station Colors (adds custom color to space stations, choose from 8 colors, *only select a file from the "Textures Only" folder in the zip because the files in the "Textures and Lights" folder crashes with Atlas Rises until the mod is updated*) - http://www.nexusmods.com/nomanssky/mods/285/
Monolith Colors (adds custom color to monoliths, choose from 8 colors, *only select a file from the "Textures Only" folder in the zip because the files in the "Textures and Lights" folder crashes with Atlas Rises until the mod is updated*) - http://www.nexusmods.com/nomanssky/mods/284//
Space Anomaly Colors (adds custom color to space anomalies, choose from 8 colors, *only select a file from the "Textures Only" folder in the zip because the files in the "Textures and Lights" folder crashes with Atlas Rises until the mod is updated*) - http://www.nexusmods.com/nomanssky/mods/286/


Base Building:

Cubesnap (enables infrastructure paving and cube to snap onto cuboid rooms) - http://nomansskymods.com/mods/_cubesnap-infrastructure-floor-tiles-cube-snapping-to-cuboid-rooms/
Paving Flattens Terrain (paving snaps flat over uneven terrain) - http://nomansskymods.com/mods/small-paving-block-flattens-terrain/
Big Garage Door (makes the garage door big enough to fit any size exocraft) - http://nomansskymods.com/mods/big-garage-door/


Exocraft & Frieghter Mods:

Exocraft Headlight Upgrade (brighter exocraft headlights, *unfixable bug: headlights stay on permanently*) - http://nomansskymods.com/mods/exocraft-headlight-upgrade/
Freighter Landing Beam Range (decreases freighter landing beam size so you don't get sucked back in by accident) - http://www.nexusmods.com/nomanssky/mods/387/


Other:

Mission Tech Reward Duplicates Fix (fixes mission tech reward bug that gives you tech you already have, *if it is a duplicate you won't see the new tech you get until you turn in the mission*) - http://nomansskymods.com/mods/mission-tech-rewards-bugfix-and-no-duplicates/
Atlas Rises Splash Screen Logo - http://nomansskymods.com/mods/atlas-rises-splash-screen-logo/
Azerty Keyboard Fix (remaps the controls for AZERTY keyboard users) - http://www.nexusmods.com/nomanssky/mods/368/
French Translation (translates all the text in the game to French) - http://www.nexusmods.com/nomanssky/mods/503/


STILL NEEDS UPDATING FOR 1.37

For Science (increases the unit reward for scanning and uploading fauna, flora & minerals with vanilla 100% Scan payout to make Exploring a viable profession like Farming, Trading and Guild, *only use 1 of these explorer mods at a time*) - http://nomansskymods.com/mods/for-science/


Performance Tips:

This is my config file for a mostly 60fps+ stutter-free VANILLA No Man's Sky at 1080p on a mid-to-high end PC (old overclocked i7, 16Gb slow DDR, 1070 GTX overclocked). Higher resolutions require a beast PC. Some mods will obviously impact the fps. For Nvidia Users: in Nvidia Inspector I set Prefer Maximum Performance, Frame Rate Limiter to 90 (60 gives me stutter and Max overworks the GPU), Anisotropic Filtering to User Defined and 16 (set to 1 in-game because Nvidia's is better). For people struggling with low fps: try lowering Reflections and Shadow Detail and disabling Light Shafts first. TAA and Texture Detail have a greater impact on visual quality so only lower them if you really need to. HBAO doesn't appear to impact fps much. "MouseClickSpeedMultiplier" has been lowered from the default to improve UI interaction speed. The Base Building limit tweaks are optional because huge complex bases can create bugs and massive fps drops. If you have less than 4gb VRAM leave "TexturePageSizeK" at the default of 64. If you get lots of stuttering and/or tearing, enable vsync and triple buffering in the drivers but keep vsync disabled in-game. BACKUP YOUR SAVE GAME & MAIN CACHE (AppData/Roaming/HelloGames) AND CURRENT CONFIG FILES FIRST JUST TO BE SAFE.

TKGRAPHICSSETTINGS.MXML:

<xml version="1.0" encoding="utf-8">
<Data template="TkGraphicsSettings">
<Property name="Version" value="2" />
<Property name="FullScreen" value="false" />
<Property name="Borderless" value="true" />
<Property name="Monitor" value="0" />
<Property name="MonitorNames">
<Property name="MonitorNames_00" value="0|NVIDIA GeForce GTX 1070|Alienware AW2310 (Digital)" />
</Property>
<Property name="UseScreenResolution" value="true" />
<Property name="ResolutionWidth" value="1920" />
<Property name="ResolutionHeight" value="1080" />
<Property name="VsyncEx" value="Off" />
<Property name="GSync" value="false" />
<Property name="ShadowDetail" value="High" />
<Property name="TextureDetail" value="Ultra" />
<Property name="GenerationDetail" value="Normal" />
<Property name="ReflectionsQuality" value="Medium" />
<Property name="AntiAliasingEx2" value="TAA" />
<Property name="MotionBlurQuality" value="Off" />
<Property name="MotionBlurStrength" value="0.000000" />
<Property name="AnisotropyLevel" value="1" />
<Property name="FoVOnFoot" value="100.000000" />
<Property name="FoVInShip" value="100.000000" />
<Property name="Brightness" value="60" />
<Property name="MaxframeRate" value="90" />
<Property name="NumHighThreads" value="2" />
<Property name="NumLowThreads" value="4" />
<Property name="TextureStreamingEx" value="Off" />
<Property name="TexturePageSizeKb" value="4096" />
<Property name="ShowRequirementsWarnings" value="true" />
<Property name="RemoveBaseBuildingRestrictions" value="true" />
<Property name="BaseBuildingLimit" value="6000" />
<Property name="MouseClickSpeedMultiplier" value="0.200000" />
<Property name="AmbientOcclusion" value="HBAO" />
<Property name="UseHDR" value="false" />
<Property name="UseLightshafts" value="false" />
</Data>


Screenshots:

Modded Screenshots - http://imgur.com/a/LTPn9
ReShade before & after screenshots - http://imgur.com/a/EoQjr
 
I'm slowly moving through the story so I just
entered my first portal and arrived on exotic planet with lots of bubbles and aggressive sentinels. Then I got transported again and finally "met" Artemis and I'm very curious to discover what is going on

Two screenshots:

First time seeing that kind of asteroid

Sunset on my planet
 

witness

Member
All 10 year olds play Minecraft, does he play that on creative? He should play the same in NMS. Some kids don't have the patience to trudge around shooting at rocks. Hell, my 39 year old friend bought the game before creative mode was added. She just wanted to look at lovely planets, but she was hounded to death by sentinels and gave up on the game.

Creative mode!

Yes he does play Minecraft that way. Thanks for the advice, I'll have him start his game that way in NMS.
 
had this crazy epic 50+ starship battle the other night :O

https://youtu.be/RsDI_7Am8eQ?t=29274

i think somehow a freighter warped in and it spawned a Space Battle, but somehow that bugged the 'friendly NPC starship spawn' and it ended up with what seemed like a absolute huge swarm of ships .... lagged my PS4 pretty hard.

it was pretty epic
some pics :D
dxLnRnp.png

f9xkCrt.png

6cFmbfl.png
and then after the freighter battle, they all made this massive b-line for my freighter .... like 50 ships all flying side by side across my screen

best part was I was flying around my freighter with them and I got attacked my a pirate... (the video link above)

and they ALL just turned and absolutely rekt the two pirates haha

anyhow whole thing starts around here

https://youtu.be/RsDI_7Am8eQ?t=28392
 
Wait...did I miss something...are there ringed planets now?!

Space Dream mod pack. That, Shaidak's Generation and the Water mods in particular show just how easy it would be for Hello Games to make the game look a whole lot better. It took them a year to add better textures, Low Flight and Atmosphere effects but those have been around in mod form since just after the game was released. But at least they are willing to look to what their users want and consider incorporating them into the game eventually.

Did they changed something in the planets with the latest update? The planet where my base is located used to have ice storms but now it's toxic.

The Atlas update did a biome do-over.
 
I don't think Omegon actually exists on planets anymore, sadly. I read that they took it out way back in the 1.03 update.

Don't you need it for some of the blueprints?!

But yeah of the original purple elements I have only encountered 1 so far post 1.3

Btw did 1.3 also introduce e.g plants giving you two different elements? Got some sulfur stuff you could only get from the atmosphere otherwise.
 
Don't you need it for some of the blueprints?!

But yeah of the original purple elements I have only encountered 1 so far post 1.3

Btw did 1.3 also introduce e.g plants giving you two different elements? Got some sulfur stuff you could only get from the atmosphere otherwise.

Yeah you do, but Omegon has been rarely available from traders. I've never personally seen it for sale, but others have.

And I don't know about plants, but scanning rocks can give you a bit of a secondary element when you mine them. Haven't heard of plants doing the same, but maybe.
 

Dan

No longer boycotting the Wolfenstein franchise
Yeah you do, but Omegon has been rarely available from traders. I've never personally seen it for sale, but others have.

And I don't know about plants, but scanning rocks can give you a bit of a secondary element when you mine them. Haven't heard of plants doing the same, but maybe.
I've gotten all my Omegon from trade terminals. It's out there, not frequently but I've definitely found it a few times.. I didn't need to find it in nature, I just wanted to since it's something I hadn't seen.

I even unintentionally arranged it so that the trading terminal I built on my freighter sells Omegon and resets in each system. I assume that was based on what was for sale in in the initial system when I constructed the terminal.
 

MrCow

Member
quick question Artemis quest spoilers:
i think I'm at the end of the Artemis quest now with only 16 left and the number seems to go down every warp I make... do have to reach the center by then and if not what will happen? I kinda just want to upgrade my stuff first my ship can't even do multiple warps so I'm never going to reach the center on time
 
Space Dream mod pack. That, Shaidak's Generation and the Water mods in particular show just how easy it would be for Hello Games to make the game look a whole lot better. It took them a year to add better textures, Low Flight and Atmosphere effects but those have been around in mod form since just after the game was released. But at least they are willing to look to what their users want and consider incorporating them into the game eventually.



The Atlas update did a biome do-over.

Sorry I did not mean the Atlas update, I meant the 1.36 or 1.37 patch.
 
Sorry I did not mean the Atlas update, I meant the 1.36 or 1.37 patch.

Not that I'm aware of. Could be a shader bug I guess.

Yeah you do, but Omegon has been rarely available from traders. I've never personally seen it for sale, but others have.

And I don't know about plants, but scanning rocks can give you a bit of a secondary element when you mine them. Haven't heard of plants doing the same, but maybe.

Gases and Omegon can sometimes be bought in large quantities at Trading Posts and AI Freighters. Not sure if it's linked to Economy type... Best to stock up every chance you get if have the credits and storage space.
 
Yeah you do, but Omegon has been rarely available from traders. I've never personally seen it for sale, but others have.

And I don't know about plants, but scanning rocks can give you a bit of a secondary element when you mine them. Haven't heard of plants doing the same, but maybe.

I definitely got small amounts of gas elements from plants on two different planets. Only certain plants, too. I think the scanner can tell you about secondary elements but not sure.


btw. how did pricing change for freighters? I thought they wanted to adjust it but after a long space battle and being invited on a C class freighter it still costs 110 million...
 

Osiris

I permanently banned my 6 year old daughter from using the PS4 for mistakenly sending grief reports as it's too hard to watch or talk to her
I definitely got small amounts of gas elements from plants on two different planets. Only certain plants, too. I think the scanner can tell you about secondary elements but not sure.


btw. how did pricing change for freighters? I thought they wanted to adjust it but after a long space battle and being invited on a C class freighter it still costs 110 million...

They fixed a bug that allowed people to get Freighters for less than a million units
 
Gases and Omegon can sometimes be bought in large quantities at Trading Posts and AI Freighters. Not sure if it's linked to Economy type... Best to stock up every chance you get if have the credits and storage space.

Yeah, but like I said I've never seen Omegon in my hundreds of hours of play, even in 1.3. I don't doubt it's out there. I mean I haven't found any of the new biome types, either. Nor have I found a wealthy system. And I've probably been to 15 systems since 1.3. Just luck of the RNG in this game, but it's annoying when that bad luck locks you out of high-level recipes.

They fixed a bug that allowed people to get Freighters for less than a million units

I have a feeling they must not test their code much. They've had this freighter price problem more than once. I know procedurally generated data is harder to test, but surely they'd at least add bounds checking to prices in their algorithms?
 

belvedere

Junior Butler
I've decided I'll be settling for a non-capital freighter for a bit. I've already had the Star Destroyer type and while the sentinel type freighters look amazing, I'll be going with this (if I ever find another one).


 

belvedere

Junior Butler
Also, holy changes! (PC experimental)

https://steamcommunity.com/app/275850/discussions/0/1496741765127199235/

New save system

In this patch we’re introducing a new save system, which should make managing your save files between game modes much easier. Here’s what to expect:

You will now be presented with 5 save-game slots (each of which can be used for any game mode) - your existing saves will be mapped into these slots
Selecting an empty slot will start a new game, allowing you to pick which game mode to play from the mode select menu
There are now 2 sub-slots for each save-game (instead of 3) - one for auto saves, and one for manual saves
Starting a brand new game with no existing saves will take you directly to mode select
Note for experimental: while 1.37 saves are forwards compatible with 1.38, 1.38 save files are not backwards compatible with 1.37. For this reason, when you first run 1.38, an automatic backup of your 1.37 save file will be stored in your save folder, in case you wish to return to 1.37. See this thread for more info: http://steamcommunity.com/app/275850/discussions/0/2765630416830016499/

Other changes and fixes

Improved the accuracy of text describing planetary weather
Storms on humid/lush planets are no longer toxic; humid/lush planets now have a chance of their rain being very hot.
Made the temperature range of dead planets more varied
In-flight weather effects now vary in strength based on height
The Analysis Visor can now be used to scan farm plants and see the remaining growth time
Analysis Visor can scan ships to determine their class, type and value at a distance
The Analysis Visor can be used to see the approximate distance of resources discovered with the Scanner
Added error message when no outpost is found by the economy scanner
Added the ability to skip black bars when discovering a planet or solar system
Fixed an issue where some delivery missions would continuously tell players to visit other systems
Fixed an issue where the requirements to complete some missions could change as you spoke to NPCs
Prevented the cursor being reset to the center of the page as you switch between pause menus
Fixed scaling issues with creature feeding icons
Fixed an issue where mining units would occasionally incorrectly produce Heridium
Prevented mining units being placed inside each other
Fixed an issue where base parts, including storage containers, built outside the base building radius in unlimited building mode would not be transferred when the player moved to a new base
Trade outposts now provide hazard protection
Added a chance for pirates to spawn earlier than usual when a player warps into a certain systems, to add more variety to exploration and trading
Fixed an issue where the terrain manipulator audio would occasionally continue after terrain editing completed
Fixed an issue where the terrain manipulator hologram would remain in one location after subtracting from the terrain
Fixed an issue where the terrain manipulator would occasionally create longer lines than intended
Fixed an issue where the ship crosshair would appear at incorrect times
Fixed the Upload All button on the discovery page not deactivating after being used
Corrected button prompts in the ship combat wiki
Restored Spectral Class to the galaxy map text
Galactic map now respects user mouse sensitivity settings
Galactic map now respects user control inversion settings
Prevented trade terminals having a negative quantity of stock
Made trading terminal stock values replenish over time
Separated stock levels for trading posts and space stations in the same system
Lush biomes in survival mode occasionally exist without an aggressive sentinel presence
Reduced cursor UI slowdown when using a pad
Prevented users occasionally falling outside the trading post platform when exiting their ship
Prevented traders from attacking pirates which are far out of their range
Fixed an issue where NPC ships would stop outside the entrance of freighters and space stations in systems with no trade routes
Improved NPC ship target selection in space battles, prevented them reacting to accidental player fire
Fixed an issue where smaller freighters and containers could not be destroyed
Added exotic ship audio for AI and NPC ships
Added ability to transfer items to and from containers in your base or freighter
Corrected Roamer and Rover inventories appearing incorrectly in the transfer window
Added protection to allow the Mind Arc step of the Artemis story to be completed even if a player deletes their base
Fixed issue where a blue eye icon would occasionally appear over the crosshair
Added tooltip text to explain the planet icons on the discovery page
Fixed an issue where the Space Anomaly could remain in the player's home system indefinitely
Added ability to sell items from ship cargo slots at terminals
Fixed an issue with dismantling tech on ship compare screens not correctly destroying the tech
Added ability to transfer items from cargo slots during maintenance interactions
Fixed an issue where unbinding a key would exit the control menu
Fixed an issue where selecting a new key binding could accidentally result in it being set to a mouse button
Improved trading by giving NPCs independent stock levels
Fixed an issue where the Space Anomaly mission had no objective text in the log.
Made NPCs who give directions refer to a wider spread of locations
Added ability to rebind the discard key
Fixed an issue where some players who should have been able to restart distant missions were unable to do so
 

Oh damn, that's quite the list of changes. I hope that new save system will make it to PS4.

I hope to Atlas this means freighter friendly fire also??
Improved NPC ship target selection in space battles, prevented them reacting to accidental player fire

Good to see them add back the spectral class to the galaxy map, should help those with color blindness, and it's just nice to have more nerdy info there.

Not to look a gift horse in the mouth, these sound like a ton of good changes, but every update I scan the list hoping for the teleporter custom names bug to be fixed and it never is. It seems like such a simple fix...do most people not name their systems, and thus don't see the bug?
 
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