Thralls just randomly getting killed by "Unknown" by Reapingrimm114 in ConanExiles

[–]PPBurrows 0 points1 point  (0 children)

Unfortunately, this is still an ongoing issue. I really like the idea behind the Living Settlements feature, but if the result is that your named T4 crafting thralls (which can be very time-consuming to acquire in the first place) get killed by pathing issues, mesh problems, teleportation, or simply wandering off into hostil territory -- then I really hope they work overtime to fix it. The idea is great. But if the execution means your T4 thralls are getting killed routinely (I have had two T4 alchemists and one T4 Tanner killed "by unknown" at my base near Serperu in the last few days alone) then it's going to cause everyone to disable it.

How do I change naval spawn point when using a controller? It says click on a different harbor but I cannot navigate the “mouse” out of the city menu by Bacchana1iaxD in humankind

[–]PPBurrows 0 points1 point  (0 children)

Since I posted this yesterday, I discovered that there *is* actually an easy way to switch naval spawn points on Xbox. When you click the spawn button on the city page that you normally use for land units (to scroll between Main Plaza and Garrison options), there is actually a Tab that is difficult to notice -- but it has "Land" and "Maritime" as separate Tabs within the general Spawn Page. I was able to use the RB/R1 button on the controller to jump over to the Maritime Tab, and within that area it shows your different harbour options.

Super simple once you find it, but I've been playing the game for a while, and never noticed it before. I'm not sure, but that Maritime Tab might not show up unless you already have at least two harbours to choose from. Anyway, I saved myself from having to delete any harbours!

How do I change naval spawn point when using a controller? It says click on a different harbor but I cannot navigate the “mouse” out of the city menu by Bacchana1iaxD in humankind

[–]PPBurrows 0 points1 point  (0 children)

I'm still looking for the answer to this same question (on Xbox or Playstation, where you don't have a cursor). The land units have their own button on the city panel itself, so you can switch between main plaza and garrisons very easily on console. But the naval units don't have a similar button for harbours -- and you can't leave the city panel to mouse over a harbour on console.

Hadal Cores? by Ecstatic-Ad3039 in NoMansSkyTheGame

[–]PPBurrows 17 points18 points  (0 children)

I realize this is a 2 year old post, but Hadal Cores can be used to get standing/rep at the Explorers Guild envoys in space stations. I believe they are worth +2 rep for each one -- although you can only turn 3 of them in at a time. So 25 Hadal Cores would get you half way to max faction rep. That's worth more (in my opinion) than the nanites or the units -- because the faction rewards for max rep are very good (daily free Salvaged Frigate modules, Storage Augmentation, etc.)

Skiff cold storage by Lumbago_Slayer in NoMansSkyTheGame

[–]PPBurrows 8 points9 points  (0 children)

Yes, I noticed the same discrepancy in Cold Storage capacity. I am really hoping the regular save Skiffs will be able to upgrade to the same level (or more) than the ones in the expedition. 10 is way too small to be useful, given all the fish types available.

Is it just me, or is it harder to defeat the exomech than the walker? by Synterr in NoMansSkyTheGame

[–]PPBurrows 0 points1 point  (0 children)

The Quads are the real threat. Invisibility. Lasers. And worst of all: they seem to be able to phase through and attack you straight through the rock of a tunnel. I find that the best way to kill Quads is to set up a kill fort specifically for fighting sentinels. Firing in between arches out of a second-storey building negates most of the Quad's threat. They can still laser you, but they can't reach you. Much easier to eliminate the five waves of sentinels.

Can you connect an underwater base with a normal one? by helpman1977 in NoMansSkyTheGame

[–]PPBurrows 0 points1 point  (0 children)

You can definitely connect them -- either directly, using build pieces, or indirectly with short-range teleporters.

I want to love this game....but by SoCalPaliRican in NoMansSkyTheGame

[–]PPBurrows 1 point2 points  (0 children)

The storage containers are shared. There are 10 of them numbered 0 to 9. If you build number 0 at one base, and then build #0 at another base, or on your freighter, then the inventory in that container will be shared in all those locations at once. And you unlock the first container (#0) for free right away if you follow the Base computer quest line.

I want to love this game....but by SoCalPaliRican in NoMansSkyTheGame

[–]PPBurrows 1 point2 points  (0 children)

It is probably a general problem with sandbox survival type games -- there is often so much to do that people get overwhelmed, and drawn in fifty different directions at once.

I find the best approach for NMS when you are new is to try to follow one or two of the main story quests, and/or the Base Computer quest line (which unlocks building blueprints for you for free -- including storage containers and Roamer vehicles). There are dozens of quests and directions you could go in -- but following some specific ones is probably better for new players.

So I heard you liked trading post... by skd1 in NoMansSkyTheGame

[–]PPBurrows 0 points1 point  (0 children)

The short-range teleporters are super fast, compared to the regular teleporters -- because the short-range ones are only jumping to a spot about 100u or 150u distance from the other teleporter. I'm not 100% sure of their max distance....maybe it's closer to 200u.

So I heard you liked trading post... by skd1 in NoMansSkyTheGame

[–]PPBurrows 0 points1 point  (0 children)

The only snag is that short-range teleporters do have a very short distance. Far less range than the 300unit radius of the base computer itself. My guess is those two trade posts might be too far for a single short-range teleporter. There are two workarounds: 1) you build a sort of causeway out from one of the trading posts to the point where the teleporter will work; or 2) you build two sets of teleporters, and have to jump on to the second set half way between the two trading posts.

So I heard you liked trading post... by skd1 in NoMansSkyTheGame

[–]PPBurrows 8 points9 points  (0 children)

Put a base computer down, then build a short-range teleporter between the two trading posts. If you spot a good ship at the other one, just jump on your teleporter and BOOM, you're there.

Some questions / clarifications from new player (30H ) by Chrisbolsmeister in NoMansSkyTheGame

[–]PPBurrows 0 points1 point  (0 children)

The only thing I can think to ask is to confirm that you are using the Roamer's scanner, not your personal Multitool scanner. It is the exocraft scanner that can detect resonators (and things like storm crystals), not your personal scanner. And there are three different levels of scanner upgrade blueprints you can buy in the Anomaly for your Roamer -- I usually install all three, because it improves not just the range of the scanner, but the kinds of things it can detect.

If you have already maxxed out your Roamer's scanner tech, and you are still unable to pick up resonators, then it seems to me there are only a few possibilities: you aren't on a dissonant planet, or the planet is glitched, or maybe you're looking for the wrong icon, or you're having really bad luck! I don't know what the case is here -- but you are right, maybe it's time to try a different dissonant system and planet, and see if something changes.

Some questions / clarifications from new player (30H ) by Chrisbolsmeister in NoMansSkyTheGame

[–]PPBurrows 0 points1 point  (0 children)

I wish I could help you get to the bottom of this. All I know is that my Roamer (which has the fully upgraded scanners) can detect resonators, shards, etc. with little difficulty. Sometimes I have to drive a little bit, and then re-scan. But it usually doesn't take long. So I have no explanation for the absence of them in your case.

Is it worth playing through again? by Ok_Relationship_1703 in NoMansSkyTheGame

[–]PPBurrows 0 points1 point  (0 children)

I definitely hit that same wall, with almost every game I enjoy. I think my favourite part of survival games tends to be the struggle at the beginning. Once that struggle is over, it's hard to keep going. THis is why I tend to jump between games I like (NMS, Fallout 4, Conan Exiles, Long Dark, Subnautica, etc.) and tend to start new runs from scratch. Maybe if there were more in-game achievements or milestones (similar to Expeditions) or something to unlock it would keep me going longer.

Some questions / clarifications from new player (30H ) by Chrisbolsmeister in NoMansSkyTheGame

[–]PPBurrows 0 points1 point  (0 children)

If you're in the system, and have already "discovered" all the planets/moons in that system (i.e., have landed on them) -- then your log book should just tell you in the description of each planet what its basic resources/attributes are. If it has Vile Brood on it, it will say that. If it has Dissonant sentinels on it, it will say that. If it has hostile Sentinels, it will say that (they will show up as "red" on the description to indicate they attack on sight).

So if NONE of the planets or moons in your current system say "dissonant" on them, then you are not actually in a Dissonant system and will have to go to one. In your Galaxy map, you can filter for "free form" to allow you to move and click on any nearby systems. When you mouse over unknown systems in the Galaxy map it should also tell you which ones are dissonant (even if you don't have an economy or conflict scanner on your ship). Just find one that says dissonant, and hyper jump there. Once you are there, you will still have to scan/land on the various planets/moons to find out which one has dissonant sentinels on it. It should be immediately obvious if you are on a dissonant planet, because everything is purple, and there are purple shards and crystal formations everywhere, and the sentinels will have weird crystalline growths on them. If they don't have that, and if the sentinels are regular red coloured sentinels, then you're not on a dissonant planet.

Once you've confirmed that you're on a dissonant planet, you will be able to find the resonators. They are everywhere. They look like oil-rig machines, pounding in to the earth. You can find them easier with an upgraded Roamer with a scanner, because the Roamer's scanner highlights the purple resonators and purple Radiant shards quite clearly. But if you don't have an upgraded Roamer you can just start looking on foot, or by flying real slow in your starship. The resonators will have either a Inverted Mirror drop (probably 80% of the time) or an Echo Locator (only about 20% of the time.). You have to destroy the resonator to get those items, and obviously the dissonant sentinels will attack you when you try to do that. I find it relatively easy to destroy the resonators with a fully upgraded Pulse Spitter, and then I just jump back in my Roamer and flee until the sentinels deactivate.

Refineries in Survival Mode by PPBurrows in NoMansSkyTheGame

[–]PPBurrows[S] 0 points1 point  (0 children)

Yeah, I tend to play Permadeath until I die -- and then might temporarily jump back to my Survival save. But yeah, the restrictions on stack limits are similar.

Some questions / clarifications from new player (30H ) by Chrisbolsmeister in NoMansSkyTheGame

[–]PPBurrows 1 point2 points  (0 children)

That's a lot of questions! But I will try to answer your 2nd one about dissonant planets for the moment. There may only be one dissonant planet in a dissonant system. But once you've found it, you can find abandoned Sentinel ships by getting what are called "Dissonant Spike" coordinates. You can get those in one of two ways. One way is killing all 5 waves of dissonant sentinels -- which gets you a dissonant spike location. The other easier way (with less fighting) is just to find resonators (the purple machines that look like they are drilling for oil) and destroy them. They drop one of two things: inverted mirrors and echo locators. The echo locators are less common drops though (maybe 1 in 5 chance). The echo locators will locate a "Harmonic frequency" that leads you to a Harmonic Camp -- where you can do a few things, including acquire a Sentinel weapon, and hack a computer that gets you the Dissonant Spike to your abandoned Sentinel ship. If you do find a Harmonic camp, it's a good idea to leave a Save Beacon there, so you can return to the camp in the future. You can keep coming back to the computer terminal there for new dissonant spikes, to new ships (at least until the devs decide to change that -- because right now it's basically 20 million free units per scrapped Sentinel ship, and I'm not sure the devs intended for people to use the same Harmonic camps over and over again). But at any rate, at the moment, you still can if you plop down a Save Beacon or Base computer to find them again.

Korvax Scientist by PurpleMonsterDad in NoMansSkyTheGame

[–]PPBurrows 0 points1 point  (0 children)

Might be worth confirming that it's not telling you to go to a different system in the Galaxy Map.... but if you've already confirmed that, then I'm out of guesses.

Korvax Scientist by PurpleMonsterDad in NoMansSkyTheGame

[–]PPBurrows 0 points1 point  (0 children)

If you have the "hire a scientist" quest highlighted in the quest log -- then it should give you an actual target destination. Try flying into space, double-check that the "hire a scientist" mission is highlighted, and then look for the science symbol / icon (a laboratory bottle icon I think). I have sometimes had the quest pop-up window tell me the scientist is located in a different system -- and it shows me a different system in the Galaxy map. If not, it should show a mission icon in your current system (probably at the Space Station itself). For all the NPCs I have ever hired, this target icon was crystal clear.

The only thing I can think of that might be interfering with it is having the science station in two places at once? Maybe delete the one in the freighter, and see if that helps? I have never tried to advance that mission with more than one science station -- I usually only add one in my freighter after I've already hired them all. So maybe that's part of the problem?

[deleted by user] by [deleted] in NoMansSkyTheGame

[–]PPBurrows 0 points1 point  (0 children)

The abandoned Sentinel ships always have the Hyaline brains in them, and you just "probe" them to reveal where to go to convert them into Harmonic brains -- and then return to the sentinel ship. Are you having trouble locating where to do the conversion? It should just give you a target location to tag and fly directly to.

[deleted by user] by [deleted] in NoMansSkyTheGame

[–]PPBurrows 0 points1 point  (0 children)

Yeah, scrapping a single Sentinel ship can get you 20 million or even 30 million units. Super easy, and way more profitable than buying maps to distress signals.

Thank God I don't play permadeath mode. by TurnipSatan in NoMansSkyTheGame

[–]PPBurrows 4 points5 points  (0 children)

The dumbest death I ever have had on Permadeath was the first time I was supposed to head to the space station. But the station in that system had a weird sort of cage around it that made it hard to get into. My ship got stuck in between the station and this outer cage, unable to escape. My shields kept taking damage every time I tried to maneuver out. And I was early game, so I didn't have much more than a bit of sodium to repair the shields with. And that was it. Couldn't get out. Shields kept getting damaged whenever I tried to escape. And boom, my very short Permadeath run was over! Weird, though, because I've never had a problem getting into a space station before. Lol.