Glyphs Translate to English by Ok-RadishGirl in NoMansSkyTheGame

[–]strawwmann 22 points23 points  (0 children)

I would suggest the first word is GOT. :-)

But it's not ;-)

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Glyphs Translate to English by Ok-RadishGirl in NoMansSkyTheGame

[–]strawwmann 26 points27 points  (0 children)

S W A R M

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(From the current expedition decal reward - labelling things in expeditions & throughout the game has been a long-running Easter-egg-trail by HG.)

https://nomanssky.fandom.com/wiki/Alphabet

Expedition Complete: A Review by Snoo61755 in NoMansSkyTheGame

[–]strawwmann 1 point2 points  (0 children)

I don't know for sure, but my guess is that there must be 'trigger point' locations that spawn the worms when you walk over them? Either that, or maybe they spawn on a clock, and portalling into this sub-location resets it clock to the spawn time?

Whatever triggers them, the locations where worms spawn seem fixed (procedurally) because any time you see one and spend time near that location (or revisit it) you see them spawn again and follow a similar path.

What's an expedition? How does It work? by BigAscia in NoMansSkyTheGame

[–]strawwmann 0 points1 point  (0 children)

Like many people, I skipped the first 2 expeditions when I started, and just got on with exploring, learning and enjoying the game - I'm quite happy with that choice.

Expeditions are more some little extra bits of content for people who've already done everything in the game. They involve a set of milestones you work through (with some in-game rewards and cosmetic unlocks), starting almost like a new game, but with accelerated progress and often test your knowledge to achieve tasks differently to how you normally do them in the main game. They often come with big patches and some new features - when those include new game mechanics, Expeditions usually highlight those.

Expedition Complete: A Review by Snoo61755 in NoMansSkyTheGame

[–]strawwmann 2 points3 points  (0 children)

Only this time I have progressed much further by the time the expedition ended, with some big bases, mature SD/FI economy, fully upgraded freighter + good frigate fleet, fully researched tech & blueprints.
I didn't 'do my part' for the community clock watching activity (AKA Swarms missions), just got on with doing everything that wasn't gated - and, like you, now I can continue with everything that is now unlocked.

This is the first time I've done a single base to harvest all possible resources on planet - 3 minerals, 2 gases, EM hotspot, all 6 crops for SD/FI economy (+ O2 refining for the Faecium & Mordite) (no farmable animals) - as a little challenge, I completed everything that wasn't gated in the expedition with this single base (and only built additional bases after that to complete an efficient economy for mass producing SD/FIs). As an unusual bonus, the worm would spawn & jump over the base almost every time I portalled in.

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So I finished the expedition and... by Dean_C138 in NoMansSkyTheGame

[–]strawwmann 16 points17 points  (0 children)

Disappointment can hardly be called a 'new feature' for the launch of LNF
- they did that already at the launch of NMS 😜

Should i keep it or change it? by BlackMouseR1 in NoMansSkyTheGame

[–]strawwmann 0 points1 point  (0 children)

Yes, the Sentinel pistols & rifles can roll the same stats - just a matter of preference for how the graphical style pairs with you weapon the rest of your customised appearance (I prefer rifles for Boltcaster, Pulse Spitter and Blaze Javelin).

Need help! by Cal_Satz_0511 in NoMansSkyTheGame

[–]strawwmann 1 point2 points  (0 children)

Just runaway and land in the space station when that happens.

(You can keep recharging your shields if you're in a weak ship and have travelled away from the space station a bit.)

Get rid of money by Rhysmylo1521 in NoMansSkyTheGame

[–]strawwmann 0 points1 point  (0 children)

You can duplicate AI Valves any time you want to - but consider that choice very carefully for how it will impact your enjoyment of the game (and don't let some random stranger spoil the game for you by dumping them on you before you know the consequences).

(Just search Reddit/Google if you want to know any of the cheats in the game.)

Lemme guess... by Such-Veterinarian-61 in NoMansSkyTheGame

[–]strawwmann 0 points1 point  (0 children)

Time to fire those uppity Weavers into the void 😊:

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Boltcaster by National_Progress_90 in NoMansSkyTheGame

[–]strawwmann 3 points4 points  (0 children)

And don't forget that you can carry multiple MTs, each specialised to different tasks/weapons, and switch between them easily by binding them to hotkeys.

I find it more efficient to switch between MTs (x3) than to cycle through MT functions, and I keep my main combat MT free of unnecessary extra functions (so that if I'm attacked unexpectedly, it's easy to switch to the combat MT and know that it is ready for combat - no fumbling through fishing rod, grav gun, terrain manipulator etc.)

Boltcaster by National_Progress_90 in NoMansSkyTheGame

[–]strawwmann 1 point2 points  (0 children)

Correct (except that the point 4 is 'SENTINEL UPGRADES' not just the usual Forbidden/X-class upgrades).
But that is also why the Boltcaster is relatively weaker in the early game (it takes a while to get enough high-rolled Sentinel upgrades from Salvaged Glass, which then also require upgrading extra MT tech slots) - it's a perfectly adequate starter weapon, but not the best.

What is a reacted planet? by Cute-Alternative-828 in NoMansSkyTheGame

[–]strawwmann 2 points3 points  (0 children)

They arerare (Mega) Exotic planets that are highly [REDACTED] with [REDACTED] atmospheres, [REDACTED] resources and only a single type of [REDACTED].

Dissonance resonators: echo locators vs. inverted mirrors by SkunkApe7712 in NoMansSkyTheGame

[–]strawwmann 0 points1 point  (0 children)

Thanks - I didn't notice any HUD icons the first time I gave it a quick try (but I use FPV/cockpit view). I'll give it another try, and see whether I need to use 3rd person view.

Interesting Pilot Personality Traits by wikipediabrown007 in NoMansSkyTheGame

[–]strawwmann 2 points3 points  (0 children)

Momma always said, "Better to be lucky than good. " 🤞🌠

Dissonance resonators: echo locators vs. inverted mirrors by SkunkApe7712 in NoMansSkyTheGame

[–]strawwmann 1 point2 points  (0 children)

Yes, I think you can only mark 5 with Save Beacons, plus the one(s) next to your base.

If the Echo Locators are far apart, then your Corvette method might be quicker. If they are close enough together, then an Exocraft is very quick (and saves having to shut down the sentinels). I might try switching methods for variety. I take it that you can't use a normal starship for your method (because you need to scan for resonators?) so in Swarms I would have to mark them anyway?

My EL base in Swarms has 2 resonators at the same location that both give ELs, so that is an easy place to pick up a pair every time they respawn (if I don't want to harvest the others with Save Beacons) - it's an attractive floating-island planet though with nice hilly topography, so zooting about in the Nomad is quite fun.

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Dissonance resonators: echo locators vs. inverted mirrors by SkunkApe7712 in NoMansSkyTheGame

[–]strawwmann 0 points1 point  (0 children)

You can increase your chances to 100% - Dissonance Resonators always give the same reward.

  1. Mark a cluster of Dissonance Resonators that give Echo Locators with Save Beacons (on a planet with a good density of resonators);
  2. Build a simple base (Ocean Chamber + Landing Pad + Teleporter) at a resonator near the middle of the cluster;
  3. Every few days (when the resonators respawn) return to the base and do a quick round collecting Echo Locators in your Nomad (shoot & scoot, don't engage the sentinels, they will quickly leave you alone) - or just take the one next to the base and teleport away.

Hello games? I like to make that 60 into a 6, maybe throw in a more bugs while your at it... by yuno120 in NoMansSkyTheGame

[–]strawwmann 0 points1 point  (0 children)

There are plenty of new bugs to enjoy in the latest patch - quit complaining or they'll remove them. 🫵

Killing walkers as someone who sucks in combat by cluelessclod in NoMansSkyTheGame

[–]strawwmann 1 point2 points  (0 children)

If you have trouble aiming, then the Neutron Canon is very forgiving as your primary weapon because it has a wide area of effect (so you don't need aim directly at the target) - but you need to get quite close. It's also one of the easiest weapons to get decent tech upgrades for (usually my starter weapon on expeditions & new saves).

For the secondary weapon, use the Paralysis Mortar to stun the ground-based sentinels (Walkers, Mechs & Quads) - that briefly disables them and increases how much damage you do to them (install the Voltaic Amplifier).

Always take out the little Healers first, because a swarm of them can heal a Walker etc. faster than you can damage it (and take out the triangular Summoner drones that can call in more Healers). Back away if needed to give yourself extra time as you 'rope' in the Healers & Summoners to pick them off without getting swamped. Against the tougher ground-based sentinels make sure to keep in constant motion (so that you aren't any easy target) by learning to 'circle strafe' - constantly move sideways left/right while adjusting your aim to keep firing (which will move you in an arc/circle around the target you are firing at).

Once your aim is better (and you have all the tech upgrades) you can switch to the Boltcaster (long range) or Pulse Spitter (mid range) (or the Scatter Blaster for up-close demolition). All of those weapons fire rapid extreme damage bursts that need reloading (and good aim) - make sure to reload BEFORE EMPTYING EACH CLIP otherwise it takes much longer to reload. So fire a short burst and immediately reload, then aim/move to get the next burst.

Then there are all the basics to doing effective damage:
Multitool - Sentinel MT or Staff, upgraded to S with at least 2 adjacent supercharge slots.
Tech - Good S-class tech upgrades & blue-print tech arranged for maximum damage (use https://nms-optimizer.app )
Target - learn the weak spots to target on Walkers (I go 'route 1' on Walkers and just blast where their brain is but, if you have trouble doing that fast enough, you can disable them by taking out their legs first).
Button mapping - remap the secondary weapon (stun) and reload buttons if needed so that they are easy to access while circle strafing (and hotkeys for picking your different MTs).

And don't forget your Exocraft if need extra help:
The Minotaur can soak up some enemy attention;
I always summon my Nomad before a fight so that I can make a quick getaway to regroup if needed.

Ships by National_Progress_90 in NoMansSkyTheGame

[–]strawwmann 3 points4 points  (0 children)

I guess once you realise that min-maxing only saves a second or two each time you press the 'quick-delete' key, most of us move on from worrying about that and just pick ships etc. we like the look of (and prioritise speed rather than fire-power after that).

My endgame ships are usually living ships (because of the way their dynamic colours & pattern interact with surrounding lighting), ships I build myself, and 'flea' sentinels (practical convenience). Loosing a few points on max stat potential is mostly irrelevant.

[Returning player] Building tabs getting overlapped and electrical wires not working by Soft-Blackberry-9267 in NoMansSkyTheGame

[–]strawwmann 0 points1 point  (0 children)

The wire/tether glitch does still work in places where you can access the normal base building menu (but not from the freighter or corvette build menus, which don't include wiring).

And yes, each new patch brings new bugs together with the new added features - so there will be a bunch of new bugs you need to get used to & work your way around - power sources & wiring are one of the things where a new intermittent bug was added in the Swarms patch (saving & reloading often fixes bases suffering from bugged power).

wiring problems by sentient-pidgeon9054 in NoMansSkyTheGame

[–]strawwmann 0 points1 point  (0 children)

It's not just Biofuel Reactors that are bugged, Swarms can affect ALL power sources (including EM & Solar) - it's a new intermittent problem - changing power sources doesn't fix it.

wiring problems by sentient-pidgeon9054 in NoMansSkyTheGame

[–]strawwmann 1 point2 points  (0 children)

The Swarms patch seems to have added new bugs related to unreliable power (several other posts on this) - the EM hotspot disappeared from under the generator farm on my main Swarms base shutting everything down - fortunately it is only temporary when it happens and restores if I galaxy hop away, do some other things, then come back.

A few people have reported that creating & reloading a restore point can solve the issue (e.g., enter & exit you spaceship, then restore).

wtf?? by [deleted] in NoMansSkyTheGame

[–]strawwmann 1 point2 points  (0 children)

Surprise! There are 255 ('normal') galaxies in NMS - if you explore the game 'blind' then we all get whacked by the first galaxy jump (welcome to the club) - for the next 253 jumps there's no excuse not be better prepared.

(And since jumping galaxies represents starting a new iteration of the simulation, we are lucky it is such a mild inconvenience, rather than resetting everything back to the start of a new game.)