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    Thursday, July 9, 2020

    No Man's Sky Bad Joke Eel...No Man's Sky version

    No Man's Sky Bad Joke Eel...No Man's Sky version


    Bad Joke Eel...No Man's Sky version

    Posted: 09 Jul 2020 03:20 AM PDT

    I'm 38..... this is the first time playing with Lego....... 4 hours later, I think I get it.

    Posted: 08 Jul 2020 11:58 PM PDT

    My NMS Lego attempt.

    Posted: 08 Jul 2020 03:53 PM PDT

    Welcome to the Club Eva. Drink, dance, have an existential crisis; all partiers are welcome!

    Posted: 09 Jul 2020 05:22 AM PDT

    A joke my wife does not get.

    Posted: 08 Jul 2020 01:57 PM PDT

    Ever been creeped on by a 2 meter tall bipedal lizard-with-antlers? Yeah.

    Posted: 09 Jul 2020 06:06 AM PDT

    After losing 45 storm crystals to my ship getting stuck on the nexus, the game decided I needed a bit of cheering up!

    Posted: 09 Jul 2020 12:56 AM PDT

    Thought this painting looked like a scene from NMS

    Posted: 09 Jul 2020 06:29 AM PDT

    Got my first freighter, and it’s a beast!

    Posted: 09 Jul 2020 07:15 AM PDT

    When your buddy joins you in Permadeath for the first time.

    Posted: 09 Jul 2020 09:43 AM PDT

    Modern Ruin

    Posted: 09 Jul 2020 08:10 AM PDT

    This system sounds fun

    Posted: 08 Jul 2020 04:44 PM PDT

    Latest project test build

    Posted: 09 Jul 2020 06:26 AM PDT

    The best glitch! ��

    Posted: 09 Jul 2020 02:45 AM PDT

    Another classy landing by me. I'm awful at this.

    Posted: 09 Jul 2020 04:40 AM PDT

    Look at this punk who does he think he is.

    Posted: 09 Jul 2020 12:14 AM PDT

    Finally wired it all up, that’s a wrap

    Posted: 08 Jul 2020 11:45 PM PDT

    Being Lazy �� Accessing Storage Lockers from one spot ��

    Posted: 08 Jul 2020 10:44 AM PDT

    Wildlife fun

    Posted: 09 Jul 2020 07:39 AM PDT

    More Things I Wish I Knew When Starting Out in NMS (part 7 of 2)

    Posted: 09 Jul 2020 07:42 AM PDT

    This is the ninth in a series of articles about what I wish I'd known when (re)starting out. The complete list of links:

    Abandoned Systems

    If you find an "abandoned system," with a planet or moon with Manufacturing Facilities, they will be abandoned and ruined, with Whispering Eggs out front. The Sentinels will even patrol them. The front door is broken and open, and you can walk right in. It's the same as the Manufactories you have to blow your way into, angering the Sentinels. They don't care here.

    u/g-waz00 says it very succinctly: You want to have an Economy Scanner AND a Conflict Scanner. If you have both, it's pretty easy. Look for systems with a Low Supply Economy (Poor, Failing, etc.), and a Conflict Level of DATA UNAVAILABLE. That's it.

    Captain Steve has a video that also demonstrates this. They are creepy systems!

    Thanks also to u/pigpogm for pointing me in the right direction on this.

    Crafting High Tech, the Graphics

    When I am crafting high tech trade goods, from Circuit Boards, to Fusion Accelerant, to Quantum Processors, and Stasis Devices, I always have this graphic up in a tab on my iPad.

    This page, belonging to u/Dirty_Smirch, has two images of the Industrial Blueprint tech tree. Although it isn't completely cleared, you can see the layout of the various blueprints.

    If someone has or knows of a better image, I'd appreciate a pointer!

    Crafting, Refining, and the App

    I have the Assistant for No Man's Sky on my iPad and use it all the time. It's also available for Android. There are other apps out there, so you may find one you like better. If so, let me know about it.

    Clearing the Industrial Blueprints Trees

    You need to solve the puzzles in Manufacturing Facilities to get the blueprints. You can come out with some loot, or you can come out with a new manufacturing recipe. Want to build Stasis Devices and Fusion Igniters on your own? This is how you can learn all the formulas you need to get there.

    You can also gain recipes in Manufacturing Facilities through Facility Override Units. You can get these in Nexus missions.

    First, you have to find a Facility -- so getting maps from the Cartographer is vital.

    Second, you have to get inside the Facility. There are several ways to do this:

    • You can load up your Boltcaster, go to the locked door, and start blasting away, alerting every Sentinel protecting the site. I have enough tech that it's usually a close race between me taking damage and me getting inside. Once inside, the Sentinels forget you.
    • u/seraph089 says "you can blow the [locked] doors with your starship's guns. Then you can either cruise in circles until the Sentinels deactivate or land and race for the door."
    • You can find an Abandoned System, go to a Manufacturing Facility, where the front door is broken and open, and you can walk right in. The Sentinels don't care.

    The Manufacturing Facility will be malfunctioning, and the terminal will explain the problem to you in the language of the race that once ruled there. This is why you patiently hit all of those Knowledge Stones, talked to everyone in Stations and Trading Posts, and visited every alien location insisting they give you more knowledge of the language.

    Once you've solved the puzzle, in most cases you'll be offered the opportunity to get a recipe. That's the choice you want.

    I cleared much of the blueprint trees in one focused day of effort in an Abandoned System.

    My priorities in clearing the trees are:

    1. I want the Oxygen Filter, Sodium Diode, and Cobalt Mirror blueprints. Given these three blueprints and the Freighter techs, I can build a Holographic Analyser, Mind Control Device, and Mineral Compressor for each and every Frigate mission I send out. These are the only three Frigate mission enhancers you can build entirely on your own, and +10 in three different categories is a wonderful thing.
    2. The Atlas Pass v2 and v3 will unlock doors. This will get me into areas on Stations and planetary Buildings that may contain Nanite machines, Research Animal containers, Dictionary spheres, and more. There's usually containers to loot if you need to.
    3. Thermic Condensate, followed by Nitrogen Salt and Enriched Carbon. You're going to be making a lot of each of these, and they're why you want good sources of Nitrogen, Radon, and Sulphurine. If you have two of the three and a good source of Oxygen, you can use the Refiner to create the missing gas.
    4. There are three equal paths here:
      1. Organic Catalyst, Fusion Accelerant and Portable Reactor will let you make Portable Reactors.
      2. Semiconductor and Superconductor will let you make Quantum Processors. You're going to need a lot of Quantum Processors. You'll need one for each of the sum of Portable Reactors and Cryogenic Chambers you make.
      3. Hot Ice and Cryo-Pump will let you make Cryogenic Chambers.
    5. You want to clear out the blueprints under Aronium, so that you can make as much Iridesite and Geodesite as you need.
    6. Now you have all the precursors for Fusion Igniters and Stasis Devices.
    7. The Hydrothermal Fuel Cell will power the Nautilon, if you use it a lot. That could raise its priorities here for you.
    8. Chloride Lattices are used in underwater construction. Salt Refractors are used in a couple of Tech recipes. That may raise this to a higher priority for you.
    9. Carbon Crystals, Rare Metal Elements, TetraCobalt, Destabilised Sodium, and Superoxide Crystals are used in some Tech recipes, notably for ship weapons. That may prioritize their order and where they fall in your general list.
    10. The remainder are less useful to me and can usually be purchased. I buy them off for completeness, and for those times when I need Unstable Plasma.

    Your priorities may be different. Do what is right for you.

    Acquiring Freighter Technologies

    There is a much smaller set of Freighter Techs, gained by spending Salvaged Frigate Modules -- a lot of them. That Gamepedia entry lists several ways you can earn or steal them.

    You can gain them slowly, through diving Crashed Freighters, Frigate missions, and Nexus missions. This will take a lot of time, but there's no rush. In 2,000+ hours, I've never had a situation where I couldn't do something because I was lacking in some significant way, once I had the Matter Beam.

    You can also gain them quickly, through piracy. This risks a loss of significant standing with one or more races. While this standing can be recovered without too much effort, its loss can block other important missions, including story line missions. There's a section in part 5 about Standing.

    Choose the path that works for you.

    My first five Salvaged Frigate Modules go to the Matter Beam. After that:

    1. Spend one to get the Fuel Oxidiser. This tech isn't particularly useful because it takes Sentinel parts to create.
    2. Spend three to get the Holographic Analyser, Mind Control Device, and Mineral Compressor. You can build these with the right blueprints, so you can always send out a mission with one of each of these, every time.
    3. It's time to research Freighter Hyperdrive tech. Spend 4 to get the Warp Core Resonator Tech, to open up the paths beneath this tech.
    4. Spend 4, 8, and 12 to get the Hyperspace Jump techs to reach Red, Green, and Blue stars, respectively. You don't need to jump your Freighter to these systems, especially with a Matter Beam, but making it possible opens up your choices.
    5. Spend 8 and 12 to get the Plasmatic Warp Injector and the Reality De-threader Hyperspace jump techs, to dramatically increase the Freighter jump range.
    6. Spend 1 for the Explosive Drones, which also require Sentinel components.

    Freighter Scanning Tech

    You may notice there's no scanning tech in the Freighter tech tree. That's because the Freighter inherits the scanning capability of your currently active ship:

    • If your currently active ship is a Living Ship, your Freighter Galaxy Map doesn't have Economy or Conflict scan information.
    • If your currently active ship has an Economy Scanner, your Freighter Galaxy Map has Economy scan information.
    • If your currently active ship has a Conflict Scanner, your Freighter Galaxy Map has Conflict scan information.

    Upgrading Freighters

    You upgrade your Freighter by selling your old one and buying a new one.

    • You lose the base you constructed in the old Freighter. None of the material ends up in a Base Salvage Capsule.
    • You keep all of the Freighter technology you know. If you know how to make a Matter Beam, you can build one immediately in the new Freighter.

    There's no need for a base computer. The volume you have / create is your Freighter base. I'm looking at mine, on the Koyaanisqatsi. It's completely different from what I started with.

    Koyaanisqatsi is divided up into four decks, the first two being the most important. The Operations (red) Deck has the Fleet Command Stations (7), the Storage Units (10), the Orbital Exocraft Materializer (1), the Large Refiners (2), the Medium Refiner (1), the Nutrient Processor (1), the Galactic Trade Terminal (1), and the Save Point (1).

    Above the Operations Deck is the Hydroponic (green) Deck. It has one room for each growable plant, containing 24 Hydroponic trays per room. The last three rooms also have a row of Standing Planters against the aft walls, to harvest Carbon.

    Above the Hydroponic Deck is the Crew (blue) Deck with the Briefing area, the Relaxation area, the Bunkrooms and a Classroom.

    Above the Crew Deck is the Command (gold) Deck, where my quarters and briefing room are found. These Decks are for fun, with no practical use for now. They let me experiment with building and connecting more levels.

    While you can reportedly have up to 14 decks, I've been experimenting with these builds for some time -- and it took time to get this one close to right. Koyaanisqatsi is overkill. You should consider a smaller, one deck build to start, with everything I have on the Operations Deck and smaller collections of Hydroponic Trays.

    The problem is that all this work evaporates if you switch Freighters.

    Koyaanisqatsi is "only" an A 32+9, not currently upgradeable. There are only four "better" Freighters out there -- an A 33+9, an S 32+9, S 33+9 and an S 34+9. The S class Freighters will have a slightly greater Hyperspace Jump range, which might be a bit over the 2,190ish LY range I'll have when I get the rest of the Freighter tech. It's not worth a trade up, given that Koyaanisqatsi does everything I want it to do, and I can always expand or move Crew (blue) and Command (gold) Deck if HG adds more interesting base parts for Freighter bases.

    You can find images and videos of amazing Freighter interiors, with Teleport rings, other surprising base tech, and different base structure components. These are created using external tools. I really wish HG would put these components into the Freighter tech menus.

    Void Eggs and Living Ships

    There are two sources for getting Living Ships:

    1. The Living Ship quest, started with a Void Egg purchased with Quicksilver. Be aware, there are people in the Anomaly throwing around Void Eggs with an adjective like "Cracking Void Egg." These are worthless and can't be used in the quest. Sell or destroy them. Only plain "Void Eggs" work. Note, there are also people throwing around bogus Quicksilver, which clogs up your slots. It's garbage.
    2. A second plain "Void Egg" carried around as you pulse and jump in your first Living Ship. You will not need to go through the entire Living Ship quest for this -- you will have an encounter that will lead you to a crash site, where you can purchase the new Living Ship for 10,000 nanites. This is how you gain a new Living Ship after your first.

    You need to have the glyphs needed to operate a Portal before you can complete #1. I got caught up with this in my now 300+ hour "recent" start, where I had to put down the end of the Living Ship mission in order to seek out the last glyphs.

    Part 2 and part 3 have more information about Living Ships.

    My thanks to u/Madbear1 and u/distraught-apricot, who contributed in distilling someone's questions down to this useful section.

    Exocraft

    There are two primary ways for getting the Exocraft you want:

    • Go to the Anomaly with Salvaged Data, and buy up the desired blueprints at the blueprint station.
    • Hire the Exocraft Technician and run their missions.

    The Exocraft Vendor in the Anomaly will sell you specific Tech Blueprints for them. Getting the Exocraft tech from the Exocraft vendor is going to take a significant sum of nanites to buy off. The Exocraft Vendor on Space Stations will sell you Tech Upgrades.

    Furthermore, there are three different groups of Exocraft:

    1. The ground based ones: the Nomad, the Roamer, the Colossus...
    2. The submarine Nautilon
    3. The very new Exomech suit

    Each has some Tech upgrades specific to the group. There are some that are globally useful.

    You can focus on the first set, as they are the most useful early on. Be aware that the Nomad can skim over the surface of water, which can be very handy. I've taken to using the Nomad a lot recently. It's valuable in certain situations.

    I create the Base, summon the Exocraft, then delete the Base -- recovering the components.

    Be careful. The Exocraft will run over and destroy all sorts of things. I've erased Knowledge Stones and Storm Crystals. It makes me crazy trying to avoid the animals in a herd that appears around me. Furthermore, on worlds where Sentinels are touchy, leaving a cleared path crashing through plants and rocks can annoy them.

    You will get the Nautilon plans and some fuel on the story line that takes you to find a lost ship and crew on a watery world. Some advise waiting to get the tech and fuel for free. I usually buy it off early, because I've had some long swims in predator filled waters where the Nautilon saved me before the storyline would give it to me. It's your choice.

    The Exomech suit is big, ungainly, and takes a different set of tech. It's not fully baked yet, but there are probably brilliant uses I haven't learned about yet.

    Thanks to u/modessitt and u/FairRip, who provided a lot of useful information that went into shaping this section.

    End Note -- What do you know?

    Part of the genius of No Man's Sky is that you and I can use entirely different styles, with entirely different approaches and both feel satisfied and successful with the game. There is no One True Way to play. As usual, these reflect what I have learned in my style of play -- what would you add to these articles?

    More and more people have been contributing to these efforts. I've tried to note the people who helped in significant ways, but, if I missed you, I apologize. I truly appreciate each and every one of you who've contributed to this effort.

    submitted by /u/vortexofchaos
    [link] [comments]

    Green Moon Base

    Posted: 09 Jul 2020 07:07 AM PDT

    The main species on my base planet

    Posted: 08 Jul 2020 06:24 PM PDT

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