No Man’s Sky

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sleepery jeem
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Re: No Man’s Sky

Post by sleepery jeem » Sun Sep 16, 2018 12:22 pm

:? haven't come across that resource yet, are they more likely to appear on radiation or firestorm planets ?.
Treating men and women the same makes them different, and treating them differently makes them the same.

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sleepery jeem
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Re: No Man’s Sky

Post by sleepery jeem » Sun Sep 16, 2018 12:25 pm

sleepery jeem wrote:
Sun Sep 16, 2018 12:22 pm
:? haven't come across that resource yet, are they more likely to appear on radiation or firestorm planets ?.

EDIT : :shock: ohh looked online and found them :oops: though I encountered those swarm monster I didn't notice the cores, will keep an eye out now.
Treating men and women the same makes them different, and treating them differently makes them the same.

Dr. Stewart-Williams.

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Snaggletooth
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Re: No Man’s Sky

Post by Snaggletooth » Sun Sep 16, 2018 4:16 pm

Yup, usually around abandoned buildings.
nightmare to harvest but worth the time
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sleepery jeem
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Re: No Man’s Sky

Post by sleepery jeem » Sun Sep 16, 2018 5:22 pm

:| oops I accidentally bought a freighter...didn't mean to i'm just that used to hitting green to compare ships.


So big I couldn't fit it all in with the photomode, the arrow is my tinny tiny old ship.

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Treating men and women the same makes them different, and treating them differently makes them the same.

Dr. Stewart-Williams.

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sleepery jeem
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Re: No Man’s Sky

Post by sleepery jeem » Tue Sep 18, 2018 4:07 am

Wanted to try the land vehicles next which meant building a base, irritatingly the NEXT update reset the building guide meaning I have to go back through a tutorial again step by step.

:evil: the game decided my base should be built on the most dangerous planet in the system i'm in, constant firestorms with Lv. 2 aggressive sentinels....not fun at all.
Treating men and women the same makes them different, and treating them differently makes them the same.

Dr. Stewart-Williams.

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sleepery jeem
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Re: No Man’s Sky

Post by sleepery jeem » Wed Sep 19, 2018 4:29 pm

:| failed my first mission, I had to reach an outpost in a time limit using the truck but the frigging game put a sea between us :evil:


Bought a new ship though...

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Treating men and women the same makes them different, and treating them differently makes them the same.

Dr. Stewart-Williams.

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Bilge Rat
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Re: No Man’s Sky

Post by Bilge Rat » Fri Sep 21, 2018 8:55 am

I take it that it doesn't let you put the truck in the ship and then fly over the lake? :P

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sleepery jeem
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Re: No Man’s Sky

Post by sleepery jeem » Fri Sep 21, 2018 5:29 pm

:| nope, though lord knows I tried.

What I should have done was fly over and just build a transport pad next to the target, warped in the truck , and bobs your uncle, sadly I only ever think of stuff like that after the moment has passed.


Oh and there was a 3h update last night as well...

Experimental Branch update 19/09 applies the following Experimental-only fixes:
•Fixed an issue where players could get stuck in the Space Anomaly geometry.

•Fixed an issue where Hexite could continue to spawn after the relevant community event.

•Reduced audio volume of ships flying past freighters.

•Improved interaction camera positioning on Boundary Failure objects.
Experimental Branch update 14/09 applies the following Experimental-only fixes:
•Fixed an issue where Alien Multi-Tools change stats between 1.59 and 1.60

•Fixed an issue that caused NPCs to all sound like Vy'keen

•Fixed an issue that caused the quick menu to open when using arrow keys

•Fixed an issue that caused base parts to be placed accidentally while navigating the build menu

•Fixed some missing audio in the Quicksilver shop

•Fixed a number of issues with some Quicksilver decals

•Fixed an issue that could cause no dialog options to appear when talking to Nada after finishing the Atlas Path

•Fixed a crash in region generation
Latest changes on Experimental (12/09):
•Added the ability to customise the player's body shape in the Appearance Modifier.

•Enabled quick menu keybinding for PC players.

•Fixed an issue that could prevent other players' bases from downloading while exploring.

•Restored the ability to use keys/buttons on the Quick Transfer inventory popup.

•Dying after falling into space no longer removes items from your inventory. Falling into space in Permadeath will reset your character into a safe position instead of killing you.


•Added additional landing pads to the Space Anomaly and Atlas Stations.


•Fixed an issue that prevented deleted bases from being cleared out from the teleporter list.


•Introduced a number of optimisations to the audio system and fixed some audio glitches.

•Introduced a number of additional general optimisations.

•Fixed an issue that caused ricochet projectiles not to damage some objects.

•Fixed an issue that prevented rocket boots from functioning (double-tap A to activate or chain boost jumps).


•Added the ability to untag markers.

•Fixed an issue that caused tagged markers to vanish when entering Exocraft.

•Fixed an issue that caused too few predators to be interested in hunting the player.

•Replaced storage containers on freighters with purpose-built storage rooms. Materials have been refunded and new blueprints added.

•Added text chat functionality to Orb multiplayer on PC.

•Added new attack behaviours to the Biological Horrors...


•Fixed a number of issues around Nada + Polo's dialogue onboard the Space Anomaly.

•Fixed a network error in base building.

•Fixed a crash in base building.

•Fixed a crash in the main menu.

•Fixed a crash in the inventory system.

•Fixed a crash related to multiplayer Monuments.

•Fixed a number of miscellaneous crashes.

•Added rich presence text for the Steam client.


•Fixed an issue that caused discoveries made in a multiplayer session to not immediately sync with other players in that session.

•Fixed an issue that could cause technology to vanish when being repaired.

•Fixed an issue that caused the value of repaired ships + weapons to be too low when trading in.

•Fixed an issue where Pugneum was refined into Big Ball.

•Replaced some duplicated item icons.

•Fixed a number of visual glitches with terrain rendering.

•Fixed an issue that caused timers not to function properly in multiplayer.

•Fixed an issue that could stop base parts being deleted despite the player not being inside the object.

•Fixed an issue that could cause creature feeding missions from the Mission Board to have not appear in the log.

•Fixed an issue where multiplayer Monuments had a missing label.

•Fixed an issue where ship summoning was missing a sound.

•Improved the animations of various alien creatures (particularly those with an above average number of legs).

•Fixed an issue that could cause the Multi-Tool to rotate out of place in the player's hands.

•Fixed an issue that prevented players with two-handed Multi-Tools from melee boosting.

•Fixed an issue where the camera change key in the Appearance Modifier didn't work on PC.

•Removed some outdated items from the Guide catalogue

•Fixed an issue where Quads + Walkers showed incorrect information when viewed through the Analysis Visor

•Fixed a number of collision issues onboard frigates.

•Fixed a collision issue with base doorways.

•Allowed Exocraft geobays to be built on top of other structures.
Treating men and women the same makes them different, and treating them differently makes them the same.

Dr. Stewart-Williams.

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sleepery jeem
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Re: No Man’s Sky

Post by sleepery jeem » Sun Sep 23, 2018 5:37 am

Snaggletooth wrote:
Sat Sep 15, 2018 9:41 pm
Lava cores are another good source of income if you can deal with the hellish harvesting procedures
:mrgreen: figured out a safe way to collect those cores...

Geo-Cannon
Image


The eggs are classed as buildings so are unharmed by the geo cannon, and the aliens exist only on the surface plane so rarely get trapped in the hole and even when they do they only try to get out.
Treating men and women the same makes them different, and treating them differently makes them the same.

Dr. Stewart-Williams.

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big mean bunny
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Re: No Man’s Sky

Post by big mean bunny » Sun Sep 23, 2018 8:15 am

Going to pick this up I think. Tried and failed to get into several other games lately but the more I read about this, the more it seems perfect.

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sleepery jeem
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Re: No Man’s Sky

Post by sleepery jeem » Sun Sep 23, 2018 1:34 pm

I suppose it depends on what you want from the game.

You can focus on the single player story and race to the centre of the universe, something I never bothered with.

Explore at random, as I did first time around (60h and 22 star systems).

This time I have set goals, complete base tutorial, find a planet I like and build a perfect base.


This vid : https://www.youtube.com/watch?v=-TqNDiRXTgg shows you a lot of what the game has to offer after this latest update.

:shock: I still haven't found a single one of those Stargates yet.
Treating men and women the same makes them different, and treating them differently makes them the same.

Dr. Stewart-Williams.

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