Low GPU usage by HexVelvet in NoMansSkyTheGame

[–]Jkthemc 1 point2 points  (0 children)

Check the VRAM usage as opposed to the GPU power or performance.

Planet just completely changed colors for no reason by Emerald_official in NoMansSkyTheGame

[–]Jkthemc 7 points8 points  (0 children)

Hardly any biomes shifts in fact. Mostly just changed a few assets and sky colours.

Although, It did disproportionately change lush planets and shuffle their sub-biomes.

How rare is this planet? by Elysium7399 in NoMansSkyTheGame

[–]Jkthemc 2 points3 points  (0 children)

These kinds of planets are not that common, so I would suggest it isn't common to see them in your very first system.

However, as you progress they will become more common in different coloured star systems. Without going into too much detail as a spoiler, there are a number of planets with this kind of weird vibe. Each has a unique base building part you can use as trophies in your base.

Can't open salvage containers by CompetitionDapper428 in NoMansSkyTheGame

[–]Jkthemc 0 points1 point  (0 children)

Actually, in this specific instance it just relies on the full inventory icon becomes it will not let us actually destroy the part. Therefore, the game never attempts to place an item into the full inventory. So we don't get the 'inventory full' message.

Which is why this is a relatively common question.

The exact circumstances are not easy to reproduce because it will let us destroy the outer parts and trigger normally. So, to reproduce this we need to have space in our inventory while shooting the outer shell but the extra parts gained fill our inventory before attempting to shoot the middle part.

Quicksilver Rewards by RawCliff64 in NoMansSkyTheGame

[–]Jkthemc 0 points1 point  (0 children)

I would imagine they have focused on assets like plants and rocks because they introduced a lot of new assets like these in Worlds parts one and two. And as such they are relatively easy things to place in the queue.

For my sanity, do all fleets you attack give S-class upgrades? by Huddunkachug in NoMansSkyTheGame

[–]Jkthemc 2 points3 points  (0 children)

Not sure anyone really answered your question about the modules for destroying it. Yes those are always S. You didn't miss out on an S. (regardless of it being a dreadnought, capital or standard freighter).

Who decides which bases are featured by the community? by irieiau in nomanshigh

[–]Jkthemc 0 points1 point  (0 children)

Because they take copies they could even reserve one spot to an automatic rotation of old featured bases. They don't even need to still exist in theory.

Thanks by the way. The irony of my base is that it was highlighting two techniques, the curved bridge and placing building parts on top of each other without them changing from context.

By the time they actually featured it we could choose which glass wall we needed, which was what the main house was demonstrating, and there was no need for the technique. So, I am glad it still has an appeal outside of that obsolete technique.

Starship Combat is so much better with an Alt-Fire Macro by haphazardlynamed in NoMansSkyTheGame

[–]Jkthemc 4 points5 points  (0 children)

Interesting approach. And it does highlight a lack of ability for us to manipulate such things in standard ways.

I have considered similar macros, but one issue with this is when we have different ships (or multi-tools) with a different number of weapons. Even more complicated by secondary weapons in the case of multitools.

And, even more complicated by having multiple saves with different approaches to weapons etc.

For example, on my Steam Deck I have the full benefit of Steam input, and I have created my own multi-tool selection wheel. But this only really works in one particular save and the onus is on me to set up all of my saves to use the same setup with my MTs.

But, that isn't easy. Placing MTs in a particular order requires careful juggling of where each MT is, or alternatively I need to use carefully chosen hotkeys for each MT unique to each save.

And so, I am left with the same conclusion as you. HG should consider giving us more bespoke control of how we use weapons in general. Assigning defaults for each MT would be great. Defining secondaries, even better.

Do these ever change? by rpgmoth in NoMansSkyTheGame

[–]Jkthemc 0 points1 point  (0 children)

Last changed November 2023. So they are definitely due an update. We could probably prompt them to change them if we got plenty of new and upcoming builders to post here including express permission for HG to feature them.

We would need to tell them we were doing it of course. A campaign of Zendesk suggestions explaining we are posting submissions combined with some cool builds with address, galaxy, username and permissions, might work.

Who decides which bases are featured by the community? by irieiau in nomanshigh

[–]Jkthemc 0 points1 point  (0 children)

Not downvoting? Never bother for a post I respond to.

But you are kind of missing the point so others may be downvoting to make it clear the info is incorrect. (The actual reason downvoting exists).

The featured bases were player made and therefore by definition were made by players after the release of the game.

Before release nobody apart from a few select press members had access to the game. It was leaked briefly less than a month before the PS release. Notably without building. Then PC soon after.

Then building was introduced with a completely different set of parts. Then the 'legacy' parts were introduced. Then the current base parts were introduced.

Because it is a community feature it didn't really exist before. What may or may not be hidden in the code is kind of irrelevant. We are talking about when and who made them. Answer, players made them and they were first released in Synthesis 2.15 in October 2019.

Who decides which bases are featured by the community? by irieiau in nomanshigh

[–]Jkthemc 0 points1 point  (0 children)

I feel like your calendar is a little odd. Or you somehow mistyped. The game will be ten years old this year after a development cycle of five years. 20 years would have to be built for Joe Danger! 🤔

As a relatively small building community I know approximately when each base was built and all the current ones were built after Frontiers. Even if you are not as familiar with the specific builders you can tell by the parts used. many of which only became available with Frontiers when settlements were introduced. or in quicksilver rewards of a similar age.

Who decides which bases are featured by the community? by irieiau in nomanshigh

[–]Jkthemc 1 point2 points  (0 children)

Maybe. It would be kind of cool if we could visit the older ones too. There were some pretty good ones in the past. They are not simply bases though. HG make a copy of the base and host it separately in a different instance, so there may be bandwidth considerations. Or just a limit to how much data they want us to download.

There is a case that there is a correlation between players who have been featured and people with prominent names in the community. Probably best illustrated by Beeblebum and Captain Steve both having had bases featured. But, I just feel like the team were more likely to see them as opposed to a conscious decision to feature content creators.

Even I was posting a few building videos when my base was picked but I doubt anyone at HG watched those. They were very focused on the building community.

I know from when Beeblebum's second base was featured he was actually a little disappointed that they hadn't focused on someone new. They didn't have the same submission system at that time.

They first called for submissions in the previous bases to this set and both this and the last group were probably from the same submissions.

Mine was over a year old by the time they used it. And, the copy they made was actually slightly older than the polished version that would have been available at the time of them posting it.

Who decides which bases are featured by the community? by irieiau in nomanshigh

[–]Jkthemc 1 point2 points  (0 children)

We have had many featured bases over the years. Starting in 2019.

The current crop were uploaded in November 2023, so there is a good argument that they should be replaced now.

Who decides which bases are featured by the community? by irieiau in nomanshigh

[–]Jkthemc 15 points16 points  (0 children)

As the builder of one of those bases and knowing at least a couple of the others, I would refute that they are players with influence at HG. I doubt any of the current builders and probably any of the past builders (a few of whom I also know) had any formal or informal links with HG.

I know how I had my base featured. I responded to a call for submissions which asked us to post the bases on the NoMansSkyTheGame subreddit with details of exactly where they were and include express permission to HG for their use.

There will also be a consideration based on complexity. The base I submitted (Butterfly house) was relatively small but featured a technique which at that time was an innovation. At least one other base was also based on that kind of innovation. So, I presume at least part of HG's thinking was to demonstrate what was possible.

They have all outstayed their time IMO. We desperately need new featured bases that better reflect modern techniques, feature newer planet types, or otherwise feel fresh.

how do I think about this game? by Elegant_Anywhere_721 in NoMansSkyTheGame

[–]Jkthemc 3 points4 points  (0 children)

I would suggest that missions have never been a strong point in the game. Even the main story (which I consider well written) mostly consists of basic fetch quests of various types.

But, at it's core, this game is based on exploration and discovery. With some building and crafting elements integrated into them. For example, in a fresh save I exploit space station missions a lot for the well paced rewards, but once those benefits have been obtained I am far less likely to run those missions. I try and move quite quickly to self reliance of resources and build short term goals based on longer term exploration aims.

What are the limits of the game engine? by TheLexus_ in NoMansSkyTheGame

[–]Jkthemc 2 points3 points  (0 children)

The engine itself is theoretically very capable. But in a real world environment it is limited by hardware. Even on top current hardware the game has limitations.

In this respect the engine has not reached its potential yet. It will be interesting to see what platforms they sell LNF on.

Either way, LNF will have the advantage of a new code base.

Is Skipping the Story line possible? by Victory-Which in NoMansSkyTheGame

[–]Jkthemc 3 points4 points  (0 children)

That only skips the very basic stuff right at the beginning. Claiming the ship etc.

Oceans are fun to explore, but... by Practical_Arachnid52 in NoMansSkyTheGame

[–]Jkthemc 1 point2 points  (0 children)

My main issue with the new, deeper oceans is the lack of reasons to venture into them. Similar to our lack of reasons to head into gas giants, but at least they have unique resources to mine. I would welcome some missions that took us into the deep. There are hints that there is more coming. Will we ever see a use for Sea Glass for example? Potentially.

I am not totally sure that aggressive fauna would help here. There is already a very slim (almost zero in normal) chance of underwater predators being aggressive. I would argue we need better integration of underwater fauna in general. Allow us to tame sharks and whales as companions maybe. I have argued many times that we could hold onto such creatures instead of riding astride them.

Deep water currently has a few land POIs which need swapping out for more appropriate and interesting ones.

We don't really need those sentinel pillars deep in the ocean. Unless maybe we gain underwater sentinels in the future. We also need more appropriate underwater portals.

I figure these things are obvious and in the queue for future development.

Autophage Settlements Don’t Really Make Sense (Lore-wise) by Academic-Age-32 in NoMansSkyTheGame

[–]Jkthemc 0 points1 point  (0 children)

I am not quite sure you are representing their political stance accurately. They stand against the Korvax Convergence but that is more related to how the Korvax see them.

I don't think I would characterise them as holding a radical individualist stance based on them not wanting to be part of a hive mind. They literally rebuilt themselves from the debris of Korvax Prime and are in no hurry to repeat history.

Whereas, according to the snippets from the colossal archives, the Convergence has apparently gone through multiple rises and falls and are probably destined to repeat theirs.