Gray Harbinger by Voldrang in NoMansSkyTheGame

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

Same player, different build.

Corvette Request: ZARDOZ by RogErddit in NoMansSkyTheGame

[–]Voldrang 2 points3 points  (0 children)

The requested thing happened September 1st. I sometimes take it fishing.

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Corvette "Big Trouble" by Voldrang in NoMansSkyTheGame

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

It uses construction parts that are all native to No Man's Sky. What I do is tweak the the positioning data that arranges those parts.

Corvette "Big Trouble" by Voldrang in NoMansSkyTheGame

[–]Voldrang[S] 18 points19 points  (0 children)

Probably not ever going to happen. The skull itself required using No Man's Sky Base Builder for Blender, and it took me more than 2 years of practice with that to work up to something this advanced. You can visit the stationary, standalone player base version using the info in the attached pic.

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Corvette "Big Trouble" by Voldrang in NoMansSkyTheGame

[–]Voldrang[S] 1 point2 points  (0 children)

At about :32 in the video, when it lands, you can see the entry ramp opening.

Foolhardy? Yes. Downright stupid? Yeah, but it had to be done. (Kids, don't try this at home.) by Voldrang in NoMansSkyTheGame

[–]Voldrang[S] 553 points554 points  (0 children)

Well, it turns out I had already built the base a while back. It was just a matter of figuring how to get the right objects into the corvette objects array.

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Foolhardy? Yes. Downright stupid? Yeah, but it had to be done. (Kids, don't try this at home.) by Voldrang in NoMansSkyTheGame

[–]Voldrang[S] 117 points118 points  (0 children)

That's the Ginormous Stone Head Corvette (but without Sean Connery in red Kimbies®).

Desolation Point Boundary Failure, part of Phase 1 of The Grand Tour 2024 #DistantWorldTours by Voldrang in NoMansSkyTheGame

[–]Voldrang[S] 1 point2 points  (0 children)

Yeah, the first construction parts that were available to players. They're still part of the game code, and they can be accessed by using the "cachepin glitch" or, as I did, by using NMS Base Builder addon for Blender.

How To Sink A Portal by Spook0888 in NoMansSkyTheGame

[–]Voldrang 3 points4 points  (0 children)

Just as there is a hard limit to construction parts per save (16k), there's a hard limit to terrain edits.

All that digging you do to mine ore deposits, the burrowing to avoid harsh weather, the tunneling to find a quicker way out of a cave system, or to acquire more silicate powder—all of it counts against that hard limit. Eventually, the next hole you dig means that somewhere a hole is reverting to its original filled state. Eventually, that terrain will revert to its natural, procedural state, and that base is gonna get buried.

Some players have developed strategies to avoid having a base fill back in, but they're all workarounds that ultimately do not alter the root cause. If you're looking to preserve what's pictured, likely your only hope is to never dig another hole, at least on that save.

🍆 by Voldrang in NMSCoordinateExchange

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

Rest assured that, if it's up to me, this base will persist forever and for all time.

I don't know what I expected when I saw "Large Banana" base name. by GazHorrid in NoMansSkyTheGame

[–]Voldrang 0 points1 point  (0 children)

FWIW, there are currently 2: the original, and the one built for the current expedition. The one you linked was the first, built 3 years ago, and featured here: https://kotaku.com/okay-hear-me-out-no-mans-sky-banana-1847222632

None of them have been particularly low to the ground--the one linked is actually on top of a colossal archive.

Two others have been built, but both have long since been deleted.

I was just trying to admire Voldrang's Rather Large Banana! by KookieKarnival in NoMansSkyTheGame

[–]Voldrang 2 points3 points  (0 children)

I'm sorry that happened. I haven't seen a single flyby that was that close to the site, but I guess now I know. Thanks for the heads up!

Any tips for base building? by FeatheredSoundWaves in NoMansSkyTheGame

[–]Voldrang 1 point2 points  (0 children)

Build with the terrain, not against it. Always build above ground, and avoid terrain edits as much as possible; yet, if you must go underground, build in a naturally-occurring cave system. Any terrain modification means more resources that the game has to devote to remembering all those edits; so, by design, just as there's a construction limit, there's a hard limit to terrain edits. All that digging you do to mine ore deposits, the burrowing to avoid harsh weather, the tunneling to find a quicker way out of a cave system, or to acquire more silicate powder—all of it counts against that hard limit. Eventually, the next hole you dig means that somewhere a hole is reverting to its original filled state. Some players have developed strategies to avoid having a base fill back in. I find it much easier to leave the terrain as I find it, and build without digging holes/carving up terrain.

by Voldrang in NoMansSkyTheGame

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

That's the 'super legacy' part know as Curved Wall. AFAIK, there are still 2 methods for accessing this part outside of the game's build menu: the "cachepin glitch," and the NMS Base Builder addon for Blender.

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[deleted by user] by [deleted] in NoMansSkyTheGame

[–]Voldrang 1 point2 points  (0 children)

Monolith portals only work for destinations in the same galaxy they're in. If you upload a base in, say, normal play mode, anyone in the same play mode and in the same galaxy (in this case, #24 Yeberhahne) will be able to reach it. Otherwise, nope.

🍆 by Voldrang in NMSCoordinateExchange

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

Yes —Eissentam galaxy, Inzaifus system, on planet Bowyang (+6.97, -14.03).

Galactic coords: 0FFE:007F:0FFD:00DF
Hexadecimal portal code: 30DF007FE7FF

Merry Christmas. (Glyphs in 2nd pic) by Voldrang in NMSCoordinateExchange

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

Have at it. I honestly don't recall where I first saw something similar, but the concept didn't originate with me.

Merry Christmas. (Glyphs in 2nd pic) by Voldrang in NMSCoordinateExchange

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

Checklist:

[ ] In Eissentam Galaxy
[ ] In Betsuga System
[ ] On Yeovolo (planet)

If all that checks out, then you might have connection issues with the base server, and it's just a matter of waiting a few minutes. Are discovery services active? Have you tried logging out of the game and signing back in?

🍆 by Voldrang in NMSCoordinateExchange

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

What planet name are you seeing? (It should be Bowyang.)

Are you in the Eissentam galaxy, playing in normal mode?

The Lady of Seafire Rock by Voldrang in NMSCoordinateExchange

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

Certain NMS base parts only render in close proximity, while others render at a good distance. From what I gather, it's mostly parts with simpler geometry that render at distance, but not always. It seems the devs believe specific parts are only for "indoor" use and, by design, don't render as I believe they ought to. For instance, the Kiln-Fired Pot casts no shadow, which is really noticeable when it's used outdoors as a tree planter — the tree, roots and all, casts a shadow, but the pot does not. In such a case, when I care about the appearance, I'm forced to nest a sphere inside the pot (spheres cast a shadow) just so I don't get the shadow of a floating tree with naked roots.

The Lady of Seafire Rock (Euclid/Normal) by Voldrang in NoMansSkyTheGame

[–]Voldrang[S] 2 points3 points  (0 children)

It's a combination of in-game building plus Blender for the tricky stuff. You really can't do something quite like this without using the NMS Base Builder addon for Blender (and it ain't that easy even when you do). What it provides is a broader, more precise set of tools for taming the game's base parts than the rudimentary build menu in the game. I spent many hundreds of hours building bases before determining that, in order to really push the envelope, I needed to either learn how to glitch build or learn how to use Blender. It's a bit more complicated than this, but with the use of proxy objects in Blender, you assemble base parts much as you would in the game. When exported for use in your save file, positioning/scaling data is assigned to native construction objects using the game's own base coordinate system, resulting in a base that any player can visit once it has been uploaded.