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Copper Vein
Mar 14, 2007

...and we liked it that way.
Did they fix that poo poo where the math on Lightyears Jumped and Lightyears to Center never worked out?

The rumor was that the $1200 ebay guy got to the center of the galaxy in an afternoon before the game was released and streamed it, so the response by the developers was to day-0 patch the distance to the center by 4x or something like that. But they half-assed it so it was like the game was showing you distance with two different scales depending on where you were looking.

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Copper Vein
Mar 14, 2007

...and we liked it that way.
I reinstalled the new GOG version and loaded up my old save and flew around for a while. Landed on a space station to buy supplies for a warp cell and then when I went to take off my ship just beeps at me even though it isn't damaged and doesn't take off. I restarted the game and that didn't work. I see discussion on forums that this is a common bug right now and the recommended solutions are to remove mods and reinstall the game.

I don't have any mods installed, so I deleted the game directory and reinstalled the game, but my ship is still stuck on the station. Before I stopped playing back in August I did edit my ship file to plug in the seed I wanted and max out the slots, so maybe that is what is breaking it now.

Copper Vein
Mar 14, 2007

...and we liked it that way.

zenintrude posted:

How much do freighters cost on average? I'm still on 1.04 so I figured I'd grind out some ship salvaging before upgrading so I can buy one straight away.

They are priced just like the flyable starships. I paid 7 million for my first 13 slot freighter, and they scale up to 48 slots.

Also, the physical size of the freighter has nothing to do with it's slot capacity, and each freighter slot can hold 1000 units of a material, so each freighter slot has 4 times the capacity of your personal inventory slots.

Freighter inventory management still sucks though. You can only transfer between freighter and ship, so materials that you are holding have to go to your ship before they can go into the freighter. And a full 1k slot on the freighter has to be fully unloaded to two 500 unit slots in your ship, and then one of those has to be split into 250 unit slots to get into your backpack.

Copper Vein
Mar 14, 2007

...and we liked it that way.
Grr, right now my entire base building quest chain is stalled behind me finding venom sacs. I've combed four large blue star systems so far and not seen them.


drat Dirty Ape posted:

How do you fix your ship? I got blasted by some pirates and barely made it out alive, but I can't find the option to fix the 'health' of my ship (not the shields, I know you can recharge those with iron).

e: Also in survival it feels like I'm constantly being attacked by pirates to an annoying extent. I'd like to fly around a bit and maybe mine an asteroid or two in peace. Does it ever let up?

Often aliens that are in space stations and sometimes outposts on planets will offer a ship repair if you answer their riddle correctly.

You can also feed them carbon to reset them so that they can be talked to again and try multiple times. Honestly, it might be faster to die in space and respawn; you should be able to recollect your dropped inventory.

Once you install all the shield upgrades you are basically invincible, as long as you can keep shoveling iron back into your shields.

Copper Vein
Mar 14, 2007

...and we liked it that way.
One of the new intermediate products in the Foundation Update is Copper Wire. In No Man's Sky, Copper Wire does not require any Copper to produce. Instead the wire is made solely with a new element called Rigogen

Rigogen is only found in an underwater plant that appears on ocean worlds and does not show up on orbital scans or local scans. Rigogen is also they only new element that cannot be cultivated in a hydroponic bay.

If you can find a base on an ocean world, settling there would be the only way to secure a supply of Rigogen.

Copper Vein
Mar 14, 2007

...and we liked it that way.
Since the patch I have noticed that plutonium deposits are sparser but are also much larger. I have never had to walk far to find more, usually netting over a hundred units in each deposit. But I'm playing on normal.

Copper Vein
Mar 14, 2007

...and we liked it that way.
I'd wager that their thinking is: "If the player can tell what type of planet it is without landing on it, then they won't land on as many planets and will explore less."

Copper Vein
Mar 14, 2007

...and we liked it that way.
I may have hosed something up a 'lil by editing my .json back in August, but ever since the Foundation update, I cannot open the Level 1 Atlas Pass crates with my Level 3 card. I had to edit in the Level 3 recipe originally because it just refused to drop for me ever.

Now, I can't open Level 1 with a Level 3, I don't have the Level 1 recipe, and when I added the level 1 Pass back in with a save editor the recipe still didn't appear.

I know I'm only missing out on some free Antimatters and poo poo, which isn't a big deal in my post-scarcity galaxy, but it's still puzzling.

Copper Vein
Mar 14, 2007

...and we liked it that way.

Beastie posted:

So I have a base, and need to bounce over to the next system to find a scientist. Is there a way to always "fast travel" to your base?

Yes. There is a teleporter in every space station now that only teleports you and your ship back to your base. The teleporter in your base can teleport you and your ship to the last four space stations that you have visited.

Copper Vein
Mar 14, 2007

...and we liked it that way.

toiletbrush posted:

Also what are those automated garage door things for?

They are for making garages, supposedly, probably for the dune buggies that were datamined from the update.

You can see a completed garage in the foundation update video, but I was unable to recreate it. In the video it looks as if the garage is built out of the pieces in the Infrastructure category, but none of those pieces snap to each other.

You can place the garage door, and then snap some siding slats to it, but I could not snap in floors or corners.

Copper Vein
Mar 14, 2007

...and we liked it that way.
If I just play for a few days every couple of months when they trickle out updates I think I'll keep enjoying it.

Copper Vein
Mar 14, 2007

...and we liked it that way.

John F Bennett posted:

How to use the flashlight without making the build menu pop up? On console.

Check the control settings. Pre-foundation there was a dedicated binding for the flashlight, but I think it was on the d-pad. The binding might still be able to be re-assigned to a different button.

Copper Vein
Mar 14, 2007

...and we liked it that way.
As of v1.1, Rigogen did not show up on planetary or local scanners. So if a planet scan only reports one purple element, and it looks oceanic, Rigogen might be there.

Definitely don't bother looking for Rigogen on a planet that reports two purple elements.

Copper Vein
Mar 14, 2007

...and we liked it that way.

Captain Invictus posted:

Is the only way to access your freighter inventory by talking to the captain of the ship, though?

Talking to the captain is the only way to get items back out of the freighter. You can always warp items from your ship inventory to the freighter by tabbing to the freighter inventory page and selecting Transfer onto an empty block. I don't think the freighter even has to be in the same system as you in order to do this. Also, items that you warp to the freighter this way will not automatically stack with other incomplete stacks. You will have to move stuff around and stack manually.

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Copper Vein
Mar 14, 2007

...and we liked it that way.

TaurusOxford posted:

I tried to get back into it when the patch came out, but despite asking twice nobody here could tell me when the auto-mining machines unlocked and I couldn't find out how anywhere else.

You probably have figured it out by now, but they were unlocked through the base-building quest line via one of the alien specialists that you have to hire.

But, at the time of the update, they were broken anyway and would only extract a small amount of resource before stalling. Plus you would have to use a separate tech unlock to manually mark the location of your auto-miner so that you could find it again, and then manually drag'n'drop the ore from the auto-miner into your backpack. So the auto-miners were never designed to be the type of quality-of-life upgrade that absolutely anyone would expect them to be, but the point was moot because they launched non-functional.

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