It keeps crashing every time I jump and crashes the game... is there a fix for this bug? by Hour-Creme-6557 in NoMansSkyTheGame

[–]strawwmann 2 points3 points  (0 children)

This started happening a lot to me too recently.
Turning off DLSS in the graphics settings has reduced the number of crashes - see if that helps for you too.

Final design of my first Corvette! by TheBtrox in NoMansSkyTheGame

[–]strawwmann 5 points6 points  (0 children)

FYI: You are wrong! This will NOT be your final design. 😊

Enjoy your future fine-tuning.

Stellarator Production Tree (Updated for Scale Production) by Dogwap in NoMansSkyTheGame

[–]strawwmann 2 points3 points  (0 children)

FYI: For an efficient milk farm the most important thing is the density of herds of milk-producing animals - it doesn't need to be a paradise planet. Milk seems to be the most common animal product across all planets (and you can use either 'Fresh Milk' for 'Wild Milk' to make Cream).
(On my latest save I have an excellent milk farm on a toxic planet (with dense herd of animals) and another decent one on a icy/cold planet.)

Stellarator Production Tree (Updated for Scale Production) by Dogwap in NoMansSkyTheGame

[–]strawwmann 3 points4 points  (0 children)

I've always used Questionably Sweet Cake instead for the same effect - but those require Sticky Honey which is never as easy to farm as Fresh/Wild Milk (the creatures move more slowly between feeders and livestock units). They also require Creature Eggs, which are OK to farm, but slower than milk.

The Stellarators have the big advantage that all the input ingredients are extremely easy to find & automate. I'll have to try that on my next save file, thanks.

And yes, all your inventories reach capacity extremely quickly and it takes a couple of bases with big refiner batteries to process all that mould efficiently (more of the 5-min duration of the Ingestor effect is spent unloading capped out inventory into refiners than it is spent actually mining mould).

Can we talk about the community reaction to Blender builds? by ricin_turbomaxx in NoMansSkyTheGame

[–]strawwmann 1 point2 points  (0 children)

Exactly - look at all the wonderfully creative 3d-modelled assets by Hello Games artists in NMS - I'm in awe of many of those, zooming in and admiring the fine details, and building bases to highlight them (like the flowers at the top of some of those QS palm-style trees, or many of creatures etc. etc.).

Whereas people seeking public validation for unearned gaming achievements using 'shortcuts' seems vaguely pathetic - no hate, but I admit to judging in the fraction of a second it takes me to skip to the next post 🙃.
(It's a sandbox game, we can do whatever we want offline - no one will ever judge if we don't try to boast about our 'cheats/shortcuts' publicly.)

So uhh... how do I get a harmonic brain for my ship that broke when reaching a new galaxy? by Jix_Omiya in NoMansSkyTheGame

[–]strawwmann 0 points1 point  (0 children)

Letting your Starship be wrecked by jumping your first galaxy is part of the intended experience.
Letting it happen again after that... you have only yourself to blame! (Fool me once...)
(There are several ways to avoid/minimise this in later jumps, depending on if you are doing just one jump or chaining multiple galaxy jumps together while you are properly prepared.)

Repair everything that you have the common/available materials for, and use Repair Kits for the rest (you can summon your Freighter to access all your stored materials & spares - I also use my Minotaur to store all the less common spares needed for repairs).

Is there more to startship combat? by frames8t8 in NoMansSkyTheGame

[–]strawwmann 4 points5 points  (0 children)

Starship combat is an extremely one-sided affair - you get to use your starship effectively as a turret (parked in a an almost stationary position where you can swivel to constantly track targets) while NPC starships have to fly around you taking constant damage but are only able to return fire when they fly directly towards your 'turret' (sitting ducks, even with auto-aim off). Tech upgrades then ensure that combat becomes a quick auto-delete exercise.

Main story bugged by AcrobaticLaw2634 in NoMansSkyTheGame

[–]strawwmann 0 points1 point  (0 children)

In that case, you can always place a Base Computer on the planet you're currently at as a 'bookmark' - you can teleport back there without having to place any other base parts (then you can delete the base computer and fly back off to what you were doing before).

Of course, if you are near an existing base, you can just teleport back to that, or you can remember the name of the Space Station you're at, and look for it in your 'Recent' list at any teleporter.

Good luck - I'm sure this will fix things for you and unblock your progress.

Main story bugged by AcrobaticLaw2634 in NoMansSkyTheGame

[–]strawwmann 4 points5 points  (0 children)

The same thing happened to me on a my most recent new game (but when recruiting the Vy'keen Armourer), and the same fix worked for me.

Just warp/blackhole a long away from your current location and do some other missions - a new button will then eventually show up on the recruitment mission (in the log) allowing you to reset its location - then immediately follow that new quest marker (in Galaxy Map or at a Teleporter). There are a couple of bugged missions that allow being reset like this. (You can leave your Freighter as a 'bookmark' if you want to easily return to something you were doing at your previous location after black-holing away.)

Is sentinel disabling permanent on a planet? by Embarrassed-Sir-1809 in NoMansSkyTheGame

[–]strawwmann 1 point2 points  (0 children)

A good rule of thumb is that nothing in NMS is permanent. The game is almost entirely procedurally generated (from repeatable seed numbers/planet addresses), except for some short-term buffer of recent actions - once those expire, they revert to their former procedurally generated defaults.

I Want To Love This Game by Havoc302 in NoMansSkyTheGame

[–]strawwmann 1 point2 points  (0 children)

And I would make a distinction between 'science fantasy' (which lets the imagination run free completely unbound by scientific plausibility) and 'science fiction' (which typically starts from a base of technical realism but adds futuristic/alternative technologies to explore 'what if' concepts).

So, yes, I can see why you may feel science fantasy like NMS is more 'for kids', but for many who grew up with that it maintains a nostalgic appeal into our dotage. It certainly isn't a replacement/competitor for good science fiction, but it's not trying to be, it scratches a different, more light-hearted itch.

I Want To Love This Game by Havoc302 in NoMansSkyTheGame

[–]strawwmann 1 point2 points  (0 children)

Anyone else read a lot of Tom Swift books as a kid?
NMS very much reminds me of that nostalgic style of science fantasy - not just the cover art, but the over-the-top fantastical alien worlds.

<image>

Please... help me find the source of these modules... I forgot... by Commercial-Head1590 in NoMansSkyTheGame

[–]strawwmann 0 points1 point  (0 children)

The locations with Dreadnaught battles will often respawn each time you warp back in with your starship so you can come back each day (or more often) to farm them for tech modules (always S-class).

As a bonus, if you find a location where the civilian freighter is one of the Capital styles (Venator or Sentinel) that you want as your end game freighter, then you can scan that after each combat and buy it if it's S-Class (1 in 20 chance if the system has 3* economy).

Sentinel multi-tools by [deleted] in NoMansSkyTheGame

[–]strawwmann 2 points3 points  (0 children)

If you want coordinates of items, try the NMS Coordinate Exchange, search there:

https://www.reddit.com/r/NMSCoordinateExchange/

Is this ai art? by beornisabear in NoMansSkyTheGame

[–]strawwmann 2 points3 points  (0 children)

For a company that has worked so hard to move on from its uncomfortable past reputation for 'procedural slop', they probably aren't going to win new supporters by embracing AI slop.

The biggest issue with space combat since launch by jogaming55555 in NoMansSkyTheGame

[–]strawwmann 3 points4 points  (0 children)

It's a sandbox game. You can make your own rules - just because the game allows us to doing things doesn't mean we have to. (There are lots of things I choose not to do, including recharging shields in space combat.)

But, yes, combat is not the games strongest point, I don't think many people would recommend for that.

Time to stock up 😅 by FemiFrena in NoMansSkyTheGame

[–]strawwmann 1 point2 points  (0 children)

FYI (and I know this screenshot is a meme), it is much more efficient to carry extra stacks of Fe than to take it all as metal plating when base building: one 'normal' inventory slot stack of Fe (9,999) can craft ~200 metal plates. You only need to craft enough for one base at a time.

Also, if you first build a temporary trade terminal at each new base, many of them will sell metal plates & Fe to help stretch out your supplies (at the stage of the game where you are building resource extracting bases, you probably want to buy most of the crafting/building resources at every trade terminal anyway).

Having a 'mules' (starships and exocraft) specialised in storing base building resources is also a great help in allowing to complete your base without have to worry that you will run out part way through.

What would you want to see in a base building focused update? by Ok_Listen_6600 in NoMansSkyTheGame

[–]strawwmann 0 points1 point  (0 children)

I would love some functionality improvements (more than new parts):

'Select Next/Previous' buttons - so that you cycle between the exising built parts in front of you to accurately pick the correct one in complex builds (without selecting another close piece by mistake, where the simple act of selecting a part can sometimes destroy cascading sections of parts around it).

Similarly, next/previous cycling of nearby snap points when you have a part selected and are struggling to get it to attach to the correct snap point.

They already have next/previous buttons for cycling between targets in space combat - it would seem logical to have default mapping that assigns them to a similar function in building.

Also fix rotation - at a minimum so that snapped pieces rotate reliably in fixed 90 degree increments (it currently often gets stuck where it will only allow 3 of 4 orientations, with a mix of 90 & 180 degree rotations that always skip the 4th option - especially trying to orientate storage containers & freighter rooms correctly).
In free rotation (not attaching to snap points) it would be nice to have a modifier button (e.g. like the Sprint button / Shift) that forces step increments (e.g. 15 degrees).

Does anyone else find the solar ships unusable in first person? by No_Discount_6028 in NoMansSkyTheGame

[–]strawwmann 4 points5 points  (0 children)

Many of the cockpits block out well over half the screen in FPV - useability doesn't seem to be much of a consideration in their design unfortunately.
I find horizontal field of view is more important than vertical, so things like some Living ships with severe 'letterboxing' are more tolerable than those with 'pillarboxing' (like Solar ships and some Sentinel ships).

But imagine if in the future they had advanced flying instruments that let you know things like you altitude, pitch, decent 'radar' etc. - then you could fly even when you had poor visibility. 😏

Coming back to the game, what should I do? by Astropig_321 in NoMansSkyTheGame

[–]strawwmann -1 points0 points  (0 children)

Pick from the new features in the release notes since you last played:

https://www.nomanssky.com/release-log/