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

If you die on a planet and respawn very far from your grave, and you get into your ship, the waypoint for your grave disappears from the mini directional radar at the top of the screen :( You have to fly and land to see how far/close you are. When you land and exit, it reappears. Odd decision there no?
 
Lol, there were always clouds before 1.3. Crap clouds, but clouds nonetheless.

What was 'coming later' was 'new cloud tech'.

*Checks old footage*

Literally the first thing I saw in NMS was clouds! :D

It has to be a good thing though, like they are getting ready to implement a better system.
 

mokeyjoe

Member
*Checks old footage*

Literally the first thing I saw in NMS was clouds! :D

It has to be a good thing though, like they are getting ready to implement a better system.

Well, you'd think so. What's puzzling is that the clouds remain in the PC version.

Between this and the trees, it's certainly odd to lose features that were in the launch version.
 

Rhaknar

The Steam equivalent of the drunk friend who keeps offering to pay your tab all night.
havent played in a few days, this armory mission in the base questline where you have to
fight a bunch of fighters
kinda broke me and soured me on the game :/
 
Well, you'd think so. What's puzzling is that the clouds remain in the PC version.

Between this and the trees, it's certainly odd to lose features that were in the launch version.

Hold on...trees? Now, I know I've seen trees...? :D

Does anyone remember when waypoints had a limit of 6? When did they change it? I've just gone though my first save and I can now view all the names I uploaded. I'm certain it was still 6 for 1.3, because I remember looking at it in the new menu.
 
Man, I feel this is taking forever for me to get anywhere. About 30 hours in to a new save, have a tiny 22 slot ship, no exosuit upgrades aside from more space, just managed to hit 2.5 million credits and half a base.

Just trying to get through the new campaign right now, so far it's pretty good actually.
 

Hawkian

The Cryptarch's Bane
Man, I feel this is taking forever for me to get anywhere. About 30 hours in to a new save, have a tiny 22 slot ship, no exosuit upgrades aside from more space, just managed to hit 2.5 million credits and half a base.

Just trying to get through the new campaign right now, so far it's pretty good actually.
Kinda funny how perspective affects the notion of "getting somewhere"

With half a base and any progress at all through the new campaign you are much "further along" than me on a 120+ hour save.
 

Sarcasm

Member
Man, I feel this is taking forever for me to get anywhere. About 30 hours in to a new save, have a tiny 22 slot ship, no exosuit upgrades aside from more space, just managed to hit 2.5 million credits and half a base.

Just trying to get through the new campaign right now, so far it's pretty good actually.

Oh man totally forgot about exosuit upgrades.

So you have to build a signal booster?


I have a 23 slot s class hauler and no base. Only two mil in money too.
 
Kinda funny how perspective affects the notion of "getting somewhere"

With half a base and any progress at all through the new campaign you are much "further along" than me on a 120+ hour save.

I guess I shouldn't feel too bad then lol


Oh man totally forgot about exosuit upgrades.

So you have to build a signal booster?


I have a 23 slot s class hauler and no base. Only two mil in money too.

A signal booster is required for one of the earlier base building missions. One of the first few actually. It helps to find decent stuff seeing as the scanning in this game is borked as all hell.
 

Sarcasm

Member
I guess I shouldn't feel too bad then lol




A signal booster is required for one of the earlier base building missions. One of the first few actually. It helps to find decent stuff seeing as the scanning in this game is borked as all hell.

Yes but can I fly and find the suit upgrade by chance?
 
Common bug for mission markers to not update to the next objective? For example, guy in my base says "Go find a weapons dude!" Accept/Deny, but the marker stays on the guy in my base and just keeps looping to the same Accept/Deny message.
 

Trojan

Member
Are biodomes worth the up-front cost? Do they bypass having to painstakingly refill every planter with energy and do they auto-collect resources?

Secondly, for the auto-miner...do I need to set this up near a mineral deposit or can I just randomly place it on a planet? Worth it?
 

Dan

No longer boycotting the Wolfenstein franchise
Are biodomes worth the up-front cost? Do they bypass having to painstakingly refill every planter with energy and do they auto-collect resources?
Bio-domes don't require fuel, so you don't have to do that. There is no automatic collection of resources, however.

So how in the hell do I find
fellow travelers
?

Are they not in every system?
I'm not sure there's any tried and true way to find them.

I've spotted them in random shelters and trading posts. I'm pretty sure I ran into one on a space station, too.
 

SJRB

Gold Member
I feel that the crafting system is working against the player a lot of times.

Want to craft [object A], you need [object B, C and D]. But to make [object B] you need [object E and F and G] and to make [object C] you need [H and I].


I'm constantly looking for something so I can make something to use for making something else. It's getting frustrating.
 

Aenima

Member
Landed in this hot moon, ground textures was the best i have seen in the game so far. A mix of rock and sand that u can see untill the horizon. And it was running on a base PS4.

ZcU3qVa.png
 

Trojan

Member
Man, I feel this is taking forever for me to get anywhere. About 30 hours in to a new save, have a tiny 22 slot ship, no exosuit upgrades aside from more space, just managed to hit 2.5 million credits and half a base.

Just trying to get through the new campaign right now, so far it's pretty good actually.

The grind is real in this game, but I find it very relaxing. I'm probably not the only one from all the activity in this thread. But yes it's Grindfest 2017 to get to the highest rewards.

Everything feels far off if you focus on the end goal, but there's a lot of progress to make in the short term and if you enjoy exploring new planets it makes it interesting.
 

Acorn

Member
Argh keep falling through the ground whenever I almost mine an entire exotic resource deposit.

Last save was from before I even started mining. God damn.

Also atlas v2 & v3 is still mia, I've got 90% of the blueprints and those 2 are the only ones I give a shit about.

Edit
I feel that the crafting system is working against the player a lot of times.

Want to craft [object A], you need [object B, C and D]. But to make [object B] you need [object E and F and G] and to make [object C] you need [H and I].


I'm constantly looking for something so I can make something to use for making something else. It's getting frustrating.
I know right.
 

Donos

Member
What is bothering atm are how the game handles the spots on the planet you already have visited and which not. Really get confused if i already landed there (white circle) or not. Did waste over dozens of landings for places i have been to.

Maybe I'm just not understanding the system so far but no map doesn't help.
 
This is a low atmosphere planet T'voirda in my current base system. I liked the minimal composition of this shot.


Argh keep falling through the ground whenever I almost mine an entire exotic resource deposit.

Last save was from before I even started mining. God damn.

Also atlas v2 & v3 is still mia, I've got 90% of the blueprints and those 2 are the only ones I give a shit about.

1. This was a bigger problem pre-Foundation, but mostly went away until 1.3. Don't be greedy or you'll fall through. The fact that it has returned makes me think they had a separate branch of code they've been working on for a while with all the 1.3 stuff, and the new terrain code brought back some old bugs.

2. Atlas v2 and v3 are mostly useless. They open up some rooms with some trivial crates and whatnot, nothing you really need by the time you actually get them.
 
yooo I just discovered on the PS4 you can hold down R3 in your ship and look around the cockpit, providing a close-up view of your HUD. Was this always there? Don't know how practical it is, but it's cool.

There really should be a planetary mapping system in place, no excuses imo.

No excuses? I'd say there's plenty of excuses given the development challenge of a 20-person indie team creating a terrain mapping system that can handle procedurally generated areas the size of continents that is somehow able to save all this data and POIs in an efficient and bugfree way. I mean it's not impossible, but I think they have plenty of lower-hanging fruit.
 

Unicorn

Member
yooo I just discovered on the PS4 you can hold down R3 in your ship and look around the cockpit, providing a close-up view of your HUD. Was this always there? Don't know how practical it is, but it's cool.



No excuses? I'd say there's plenty of excuses given the development challenge of a 20-person indie team creating a terrain mapping system that can handle procedurally generated areas the size of continents that is somehow able to save all this data and POIs in an efficient and bugfree way. I mean it's not impossible, but I think they have plenty of lower-hanging fruit.

Newly added feature.

Also holy shit I just noticed the credit boost for scanning now. It's also immediately credited. I thought people were daft when they said people were making millions, as uploading items is still paltry, but now as soon as you scan you get the credits and the amount pops up on screen. Got 150k for scanning one animal and almost 50k for each plant I scan. Fuuuuuck.

In other news, mods are cool:
 

Acorn

Member
This is a low atmosphere planet T'voirda in my current base system. I liked the minimal composition of this shot.





1. This was a bigger problem pre-Foundation, but mostly went away until 1.3. Don't be greedy or you'll fall through. The fact that it has returned makes me think they had a separate branch of code they've been working on for a while with all the 1.3 stuff, and the new terrain code brought back some old bugs.

2. Atlas v2 and v3 are mostly useless. They open up some rooms with some trivial crates and whatnot, nothing you really need by the time you actually get them.
Thank you.

I still want those passes, it's a weird thing with me and games. I hate locked doors that I know are accessible some way, it's why I end up spending far too long lock picking/hacking etc in rpgs lol.
 
HDR is so nice in NMS.
My wife started playing on our vanilla PS4 on a non HDR screen and it made me realize how good this game looks on a 4K/HDR compatible tv.

yooo I just discovered on the PS4 you can hold down R3 in your ship and look around the cockpit, providing a close-up view of your HUD. Was this always there? Don't know how practical it is, but it's cool.

That's what I like about these larger updates. There's so many little changes that you discover or notice days or weeks later, which weren't included in the patch notes. Didn't know about this either.
 

jogu

Member
Only survive x days on bad planet trophy left... I usually lose intrest after getting platinum (trophy). Still need to get center of galaxy... How long is the new questline with the holoalien? Feels boring.
 
On another note, how long does a ship you abandon stay there? Let's say I trade for a crashed ship and leave a signal beacon there where my old one is. Could I come back in a month and it'd still be there? I'm basically trying to figure out a way of upgrading my ride without permanently losing my current ship, since I don't have a freighter yet.
It'll despawn once it un-loads from the game.

Crashed Ships will stay forever if you don't take property of it (so it remains as a 'POI' object).

But if you take ownership of it to salvage its hardware and flip back to yours, or you abandon your previous ship there, both will be considered an 'player abandoned ship' and despawn soon as you restart the game (or maybe even soon as you switch systems).

When I was new to the game, I spent about a week patrolling an area near by home base where I thought I abandoned my starter ship haha. But a few weeks later, I tried what you just mentioned -- left a Beacon waypoint at a new abandoned ship. Returned a week later and it was gone, so I tested it again and later it also despawned.
 

Stop It

Perfectly able to grasp the inherent value of the fishing game.
Newly added feature.

Also holy shit I just noticed the credit boost for scanning now. It's also immediately credited. I thought people were daft when they said people were making millions, as uploading items is still paltry, but now as soon as you scan you get the credits and the amount pops up on screen. Got 150k for scanning one animal and almost 50k for each plant I scan. Fuuuuuck.

In other news, mods are cool:

I'm going to sound stupid, what do you use to scan these items?

Getting into the swing of things now. Currently have a full warp drive, found and charged my first portal, which I posted the coordinates to Twitter in case anyone wants to come visit. The planet I am currently on has got me 2 monolith, a portal and 2 drop pods and I've barely scratched the surface. A massive change from the lifeless planets I've seen in the last few systems.

Shame it's blighted as I'd set up a base here otherwise.
 

Acorn

Member
Newly added feature.

Also holy shit I just noticed the credit boost for scanning now. It's also immediately credited. I thought people were daft when they said people were making millions, as uploading items is still paltry, but now as soon as you scan you get the credits and the amount pops up on screen. Got 150k for scanning one animal and almost 50k for each plant I scan. Fuuuuuck.

In other news, mods are cool:
How the hell?

I'm still getting pittances of a few hundred units at best. I've got flora sigma,tau and theta on my multi tool, all together too so they get the bonus.
 
eJAaiI6.jpg


LAST UPDATED: 25 Aug 2017 (Removed True Lighting which is now part of the Space Dream mod. Added Pulse Jump Speed mod.)

I have tested all the mods together with Atlas Rises 1.33 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: Please backup your save game and main cache files first (AppData/Roaming/Hello Games), remove the disablemods.txt file (or rename it) in PCBANKS if it exists and delete the contents of SHADERCACHE each time before loading the game with new mods. Mods are placed in the PCBANKS/MODS folder. Also make sure you last saved on a space station because sometimes the mods can cause problems if you are in your ship or standing on terrain when they first load.


Quality of Life Mods:

Faster Actions with Optional Smaller Cursor (medium option recommended to avoid accidental clicks) - http://www.nexusmods.com/nomanssky/mods/440/?
Clean UI (disables Vignette/Chromatic Aberration/Scan Lines, adds UI jagged line smoothing) - http://www.nexusmods.com/nomanssky/mods/395/?
Increased Walk, Sprint, Jetpack & Swim Speed (slower version recommended for better realism) - 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/?
Tag Icon Replacer (replaces the low-res white marker) - http://www.nexusmods.com/nomanssky/mods/455/?
Silence Tip Chirp Sound (removes the annoying quest tip sound effects) - https://nomansskymods.com/mods/silence-tip-chirp-sound/
Old Binocular Background (if you don't like the Atlas version) - https://nomansskymods.com/mods/old-binocular-background-for-atlas-rises/


Space Mods:

Space Dream Black with Nebulae (mod compilation to make space look more realistic including Starry Nebulae Sky, True Space Lighting, Crescent Worlds, Ringed Planets, Binary Planets, Clean Skies, Rotating Cloud Shader, Dark Space) - http://www.nexusmods.com/nomanssky/mods/451/?
Colored Starfields for Galaxy Map - http://www.nexusmods.com/nomanssky/mods/445/?
Eclipses - https://www.nexusmods.com/nomanssky/mods/475/?
Better Asteroids ("MOD_DUD_Asteroid_v13001.pak" file for increased asteroid view distance, increased minerals and more realistic spacing between planets, "_MOD_DUD_AsteroidEffects_v13001.pak" file for improved weapon impact particle effects, less camera shaking and improved asteroid break up and movement after explosions - https://nomansskymods.com/mods/duds-sky/
No More Extreme Speed Lines - https://nomansskymods.com/mods/no-speedlines/
No More Space Dust and Space Plasma - http://www.nexusmods.com/nomanssky/mods/457/?


Cloud Mods:

True Clouds (improved volume/draw distance/color/lighting, can cause ugly pixellation near the horizon due to NMS's poor cloud tech) - http://www.nexusmods.com/nomanssky/mods/448/?
Better HD Clouds (higher resolution clouds when viewed from a distance, *thanks to a memory quirk in the Atlas Rises Update it currently uses an extra 1Gb VRAM*) - http://www.nexusmods.com/nomanssky/mods/460/?


Spaceship Mods:

Spaceship Flight (_MOD_DUD_SpaceshipFlight_v13301.pak file improves spaceship flight handling) - https://nomansskymods.com/mods/duds-sky/
Shaidak's Pulse Jump (6 alternative pulse flight speeds, 1.5x recommended because the other speeds are overpowered) - http://www.nexusmods.com/nomanssky/mods/430/?
Flight Atmosphere (_MOD_DUD_FlightAtmosphere_v13001.pak file adds atmospheric flight effects to match planetary conditions) - https://nomansskymods.com/mods/duds-sky/
Better Ship Seat Position - http://www.nexusmods.com/nomanssky/mods/484/?
Custom Ship Monitors (higher quality spaceship monitors) - http://www.nexusmods.com/nomanssky/mods/456/?
Blue Ship HUD (changes color of monitors to match the new center console) - http://www.nexusmods.com/nomanssky/mods/397/?
Starship out of Range (boosts starship inventory transfer distance) - http://www.nexusmods.com/nomanssky/mods/439/?



Terrain, Water & Vegetation Mods:

Shaidak's Generation (enhances biomes with more diverse flora--including unused flora from NMS's own database--increased size and optional increased density, *fps intensive*) - http://www.nexusmods.com/nomanssky/mods/407/?
Lush Grass Distance (increased view distance for lush grass, *for high-end PCs only*) - https://nomansskymods.com/mods/lush-grass-distance/
NoFade FPS Booster (removes pixellation rendering effect of Terrain & Water to increase fps at the cost of more pop-in, *use Terrain-only version if you also use True Water*) - 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://nomansskymods.com/mods/duds-sky/
For Science (increases the unit reward for scanning and uploading flora, fauna & minerals to make Exploring a viable profession like Farming, Trading and Guild, *only use 1 of these explorer mods at a time*) - https://nomansskymods.com/mods/for-science/
E.T. Ecology (increases the unit reward for scanning and uploading flora & minerals, and adds a bigger 100% Scan unit reward to make Exploring a viable profession like Farming, Trading and Guild, *only use 1 of these explorer mods at a time*) - https://nomansskymods.com/mods/e-t-ecology/


Lighting Mods:

ReShade (my own personal settings to subtly fix the game's washed-out Contrast and LumaSharpen fix for Antialiasing Blur, all files and README included, easily tweakable) - https://www.dropbox.com/s/kqbftxxk6pa3qy8/NMS ReShade.zip?dl=0
Toned Down Lens Flares (*only use 1 of the lens flare mods at a time*) - http://www.nexusmods.com/nomanssky/mods/425/?
Lens Flare Remover (*only use 1 of the lens flare mods at a time*) - https://nomansskymods.com/mods/lens-flare-remover-atlas-edition/


Other:

No Blue Flash (removes the blue flash when using the mining beam) - http://www.nexusmods.com/nomanssky/mods/474/?
Multitool Panel Fix (higher quality multi-tool panels) - https://www.nexusmods.com/nomanssky/mods/483/?
Atlas Rises Splash Screen Logo - https://nomansskymods.com/mods/atlas-rises-splash-screen-logo/
Sell Nanites (sell nanites when you have no more tech to buy, value determined by the game) - https://nomansskymods.com/mods/sell-nanites/


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). I would not recommend higher resolutions. Mods obviosuly will impact the fps somewhat. In Nvidia Inspector I have Prefer Maximum Performance and set Frame Rate Limiter to 90. Base building limit tweaks are optional because huge bases can create bugs. For people struggling with low fps, try lowering Shadow Detail & Reflections and disabling Light Shafts first. TAA and Texture Detail have a greater impact on visual quality. FOV=140 in the config is equal to in-game FOV of 100 but it resets to 100 in the config if you change any settings in the game menu. If you have less than 4gb VRAM then leave "TexturePageSizeK" at the default of 64. Light Shafts are disabled as a personal preference. If you get lots of stuttering, enable vsync and triple buffering in the drivers. 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="High" />
<Property name="AntiAliasingEx2" value="TAA" />
<Property name="MotionBlurQuality" value="Off" />
<Property name="MotionBlurStrength" value="0.000000" />
<Property name="AnisotropyLevel" value="16" />
<Property name="FoVOnFoot" value="140.000000" />
<Property name="FoVInShip" value="140.000000" />
<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="0.500000" />
<Property name="AmbientOcclusion" value="HBAO" />
<Property name="UseHDR" value="false" />
<Property name="UseLightshafts" value="false" />
</Data>
 

ZeroCoin

Member
Managed to scour a planet and find a better ship just after an encounter that awarded me a major improvement over my multi-tool. The blueprints have really been rolling in as well. I'm currently exploring my first temperate planet, which is a very nice change of pace from constantly seeking shelter or recharging my hazard protection.

I still haven't seen any hints of how to acquire exocraft or start base building, but I'm sure those will come. Any chance we can get Hawkian's starter tips linked in the OP?
 

MaKTaiL

Member
I still haven't seen any hints of how to acquire exocraft or start base building, but I'm sure those will come. Any chance we can get Hawkian's starter tips linked in the OP?

If you find a nice planet to settle in build a signal booster and select Habitable Base.
 
Has anyone found any planets since the update with Omegon, and Radnox?

Radnox once, no Omegon yet. Pre-Atlas the best way I could find Omegon was Trading Posts. Visit a few and cycle through the different types of ships and if you were lucky one would be selling it. I was also lucky enough in my 1st playthough to build a Galactic Trade Terminal in my base that always sold Omegon.
 
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