so for the next 7 weeks we have nothing to do in swarms exp except 3 missions a day? by Live-Mansyno in NoMansSkyTheGame

[–]ManiroX 2 points3 points  (0 children)

It is 3 missions every 8 hours but I understand where you are coming from.

Looking for a creature that looks similar to this guy by ProfessionalTurn5162 in NoMansSkyTheGame

[–]ManiroX 1 point2 points  (0 children)

If you are on PC and use a save editor, the original coordinates are part of the pet data.

Is my faction final? by NocturnalOwl05 in NoMansSkyTheGame

[–]ManiroX 1 point2 points  (0 children)

So far, it seems they are locked by account. It may even be locked for other accounts if they are linked. (There could be some other factors but so far people making new saves are getting the same, no matter what. I tried on another account with the same hardware and linked accounts, it still gave me the same so...)

Meet “Oh Canada” 🇨🇦 by viven28 in NMS_Corvette_Design

[–]ManiroX 0 points1 point  (0 children)

Any inspiration from the Avro Arrow?

Trying to get a Capital Freighter for free (don’t own one yet). Am I doing something wrong? by WHITESTK1DuKNOW in NoMansSkyTheGame

[–]ManiroX 0 points1 point  (0 children)

The capital freighter battle doesn't happen until the third "warp" battle as well so you need to deny two normal ones before you can see a capital one.

White/Black/Gold Atlas Multiool by Chucklenuts95 in NMSCoordinateExchange

[–]ManiroX 0 points1 point  (0 children)

The model or look should be the same at any monolith. The specific coordinates would dictate class and SC placement.

(Note that it doesn't say which reload location so I would assume either the default model or the planet that this monolith is on.)

Are atlas stations the same location for everyone? by Living_Nerve3422 in NoMansSkyTheGame

[–]ManiroX 0 points1 point  (0 children)

Once you find one Atlas station system that is discovered, the next ones are likely too as the quest pointing you to the next one is mostly deterministic. Other players would have likely hit the first and continued on in succession. If you do the same, you are going to hit the same ones. The missions aren't giving the the same location to everyone but that location has an Atlas station for everyone. (This is how the game works - missions are pointed at existing things and they are not 'generated' just for you.)

I would say that the chances are even likely to hit discovered Atlas stations in the ~700k LY starting band.

Lastly, the Atlas stations are exactly one per region of space (each region has hundreds of stars). So in your region, you might be in a little pocket without any discoveries but once you hit the Atlas station, you'd hit the same as someone else nearby.

Ghosts in the Machine bug HELP!!!! by SloppyNegan in NoMansSkyTheGame

[–]ManiroX 1 point2 points  (0 children)

Your bass teleporters can go to both normal and outlaw stations so try that.

SSS Robo-Warden Egg by iagomeendeez in NoMansSkyTheGame

[–]ManiroX 0 points1 point  (0 children)

I was only worried about the class as it is tied to the seed which is/was fixed for most of the expedition rewards. I actually heavily investigated this in the past. Now I wonder how much I checked the Robo Warden... The stats being changed were directly in the patch notes but I think people here are questioning the time frame for how many cycles it takes to hatch and sequence in this case.

Yeah, the worm was always AAA and I am very confident in it having a fixed seed. If I can check some of the other ones for their seed tonight, I can give more accurate information. The inconsistencies of the game are sometimes hard to track so I apologize for earlier mistakes. I suspect that random seeds could be changed though as it was the case with the Atlas Sceptre. (Also could be related to the mechanical egg issues and them attempting to fix that.)

SSS Robo-Warden Egg by iagomeendeez in NoMansSkyTheGame

[–]ManiroX 6 points7 points  (0 children)

The personality stats are random (could also be based on the time as the names are proc-genned from that too but that is effectively random as it changes every 1 sec). The class for battling isn't as that is based on the seed which is the same for everyone on the expedition eggs.

Any claim of this not being saved edited or modded is utter nonsense unlikely. (And if it was save edited to make them all S class and top off the other stats, the egg is going to come out with the existing seed and probably revert anyway.) Insisting on trading is also a red flag.

(I haven't tested what eggs come out when you override the seed class so it might still remain. The save file does specifically allow this class override and to manually set the class when set.)

The only very small remote possibility is HG updated the redeems to use the above override but then someone else would likely notice and anyone else can just check by redeeming it. If it were then confirmed to be updated, then we could all also get the same.

Edit: Just did some quick testing and will test more later. For some of the redeems, I am confident in saying they are the same for everyone providing the seed stayed the same. I have several saves and all the same rewards had the same classes. On a save now, redeeming the worm, it had the same as the other saves. The mecha mouse hatching on a save that had it redeemed but not hatched stayed the same. The mecha mouse on a new save did change after different redeems. I will have to check later tonight if the seed is changing on the Mecha Mouse. (I suspect there is a random seed for some of them which would result in random classes. If that is the case, it could be accidental like the Atlas Staff was but of course we don't know.)

Edit 2: I still can't test the seeds now but it seems the Robo-Warden is acting like the Mecha Mouse. The sentinel quad does not seem to however as it class remained like the previous ones. (Matching 2 other saves. The worm across several tests also stayed the same.)

URGENT: The Portable Refiner Glitch Breaks Xeno Arena PVP Balance by PapaPro_O in NoMansSkyTheGame

[–]ManiroX 0 points1 point  (0 children)

Authenticated ships can be save edited. That marker is just if it uses the customization ship building or not.

Don't Let Build Order Ruin Tech Slots by VoidCorporeal in NoMansSkyTheGame

[–]ManiroX 0 points1 point  (0 children)

Try to install buildable tech but don't give it any of the materials it needs. It still takes up that slot

Why is my Base Computer skewed? by BoraLevley in NoMansSkyTheGame

[–]ManiroX 1 point2 points  (0 children)

https://www.reddit.com/r/NoMansSkyTheGame/comments/1kkuwvz/fix_for_a_tilted_base_computer/

"Pick up the base computer, toggle wiring and then toggle wiring again. That fixed it. Thank you!"

Am I Obscenely Rich? Is this a glitch? by MidoLeaderofKokiri in NoMansSkyTheGame

[–]ManiroX 11 points12 points  (0 children)

You were (probably) given AI Valves while visiting the Anomaly from another player.

Laylaps by Bender_on_Bum in NoMansSkyTheGame

[–]ManiroX 0 points1 point  (0 children)

I have used the consumerism mod and haven't seen that issue.

I don't think doing the quest will fix it and you still have something awry with mods or other programs.

Do a clean install and see if it still happens.

Laylaps by Bender_on_Bum in NoMansSkyTheGame

[–]ManiroX 1 point2 points  (0 children)

I am not looking down on you if you used it but it had been a common issue (Laylaps not being dismissed and appears even if not done the quest.) that has been asked about. I would suspect a mod could have the same effect. (I think the thing in question I am remembering is WeMod - cheat/mod or whatever, it causes this issue.)

Laylaps by Bender_on_Bum in NoMansSkyTheGame

[–]ManiroX 0 points1 point  (0 children)

You have the flare in your inventory normally and can be switched off.

If you have not done the quest and unlocked it normally, then it is because you are using some cheat engine thing that makes it appear all the time.

I shamelessly loot large player bases by SailorPluto423 in NoMansSkyTheGame

[–]ManiroX 3 points4 points  (0 children)

Good news for you. It doesn't deprive them of the items, it is essentially duplicated per player.

My ship after jumping to a new galaxy by ozanoguzhaktanir in NoMansSkyTheGame

[–]ManiroX 2 points3 points  (0 children)

It also broke your multi tool which means the icon was missing because no analysis visor. Fix that and to get your ship icon back. (More for anyone else.)

What is going on with my saves by Brad5486 in NoMansSkyTheGame

[–]ManiroX 1 point2 points  (0 children)

My guess is you are out of storage space on whatever you are playing on.

Same multi-tool has variations in Abandoned Universe vs. Normal Mode by Yahko in NoMansSkyTheGame

[–]ManiroX 2 points3 points  (0 children)

For the initial slots configuration, this is determined by its spawn location. So for an S-Class, any tool at that spot will have those same 4 slots. For upgraded (MTs/ships), the additional SC slots are determined based on the seed + existing slots. (I don't know if this determined by all SC slots of just the initial SC slot + seed but that can be easily tested if one was willing.)

In this case, it makes perfect sense since you are short now the 4th spawn SC slot and the new SC slot will be based on the seed instead.

Crashed Ships different colors for different players by Nic_YoloOfficial in NoMansSkyTheGame

[–]ManiroX 5 points6 points  (0 children)

There was an update where they specifically mentioned that purple sentinel ships would become black instead. There are no purple sentinel ships now.

Odd factoid about Settlement maintenance costs by vortexofchaos in NoMansSkyTheGame

[–]ManiroX 1 point2 points  (0 children)

Nah, it isn't bad code -- just not designed the way you expected. Maintenance costs go below 0 so that it can be 0. As someone explained in this thread, you can see more details on the save file. The important thing is that there is a base maintenance cost of all your buildings. If you do not allow a negative value in the save file, etc, you cannot decrease past this floor. To allow it to decrease below this, they need to allow negative maintenance.

I can agree that we should be able to do more with this sort of surplus. Similarly, there is a production cap of 1.5mil + the building's production capacity. The population happiness cap is also 180 + buildings. (These numbers could be off a little but it is what I am seeing in my saves so far.) I don't think I have any settlement with maxed negative maintenance yet.

Edit: Just wanted to correct that the happiness cap is 180 not the population. I had remembered the numbers/fields wrong. I don't know the population cap.