No Man's Sky
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You just fly from planet to planet and build bases…
Patch 4.0.3: https://www.nomanssky.com/2022/10/waypoint-patch-4-03/
Patch 4.0.4: https://www.nomanssky.com/2022/10/waypoint-patch-4-04/
Patch 4.0.5: https://www.nomanssky.com/2022/10/waypoint-patch-4-05/ (October 21, 2022.)
Hello everyone,
Thank you to everyone playing the Outlaws Update, especially those taking the time to report any issues they encounter via Zendesk or console crash reporting.
We are listening closely to your feedback, and have identified and resolved a number of issues. These fixes are included in patch 3.87, which will be live on all platforms soon.
Bug fixes
-
Fixed a number of issues that prevented pirates from attacking planetary buildings with the correct behaviours.
-
Fixed a general issue that caused pirates to attack planetary buildings too frequently.
-
Pirates will no longer attack players who are underground, underwater, or in their own base.
-
Pirates no longer attack planets in low conflict systems.
-
Fixed an issue that could cause the pirate raid warning message to display when there was no pirate attack incoming.
-
Fixed an issue that caused pirates to deal too much damage when shooting at the player on the ground, and for the player to receive ship-related warning messages when hit.
-
Fixed an issue that caused pirate raid markers to fail to clear from buildings when the raid ends.
-
Fixed an issue that caused smuggling items to sell at an incorrect markup in regulated stations.
-
Reduced the effectiveness of the Positron Ejector against starship shields.
-
Hauler starships can now upgrade their cargo inventory to a greater capacity than other ships.
-
Fixed an issue that could cause items in the ship cargo inventory to be incorrectly cleaned up when sold.
-
Fixed an issue that caused repair kits to be too expensive when purchased with tainted metal.
-
Fixed a number of glitches and other visual issues with player capes.
-
Fixed an issue that caused squadron ship engines to be very loud while flying in formation.
-
Fixed an issue that caused the solar ship engine vents to constantly flap open and closed in the inventory menu.
-
Fixed an issue that could cause the camera to be out of focus when repairing or installing ship technologies while onboard the ship.
-
Fixed a number of instances of missing audio effects.
-
Fixed an issue that caused the starship utility menu to open on the wrong option.
-
Improved the appearance of freighter fleet warp-ins.
-
Fixed a collision issue with the wings of Solar class starships.
-
Trader ships now use the red hostile target arrow on the starship HUD if they are attacking the player.
-
Fixed a crash related to pirate spawning.
-
Fixed a crash related to the player frigate fleet.
-
Fixed a texture streaming memory leak.
-
Fixed an issue that could cause screen flashes in space at low framerates.
We will continue to release patches as issues are identified and resolved. If you experience any issues, let us know by submitting a bug report.
Thank you,
Hello Games
Hello everyone,
Thank you to everyone playing the Sentinel Update, especially those taking the time to report any issues they encounter via Zendesk or console crash reporting.
We are listening closely to your feedback, and have identified and resolved a number of issues. These fixes are included in patch 3.84, which will be live on all platforms soon.
Bug fixes
-
Added an option to the Quick Menu to toggle the Minotaur AI Pilot.
-
Fixed an issue that could cause the reconstructed drone to block the spawning of patrol drones.
-
Fixed an issue that caused Freighter bases to be broken after being reset.
-
Fixed an issue that could cause the Minotaur to become distorted when fighting biological horrors.
-
Fixed an issue that could prevent Sentinels from spawning around buildings.
-
Fixed an issue that caused Plasma Grenades to recharge infinitely.
-
Fixed an issue that caused Exocraft weapon upgrades to decrease the fire rate of the main cannon.
-
Fixed an issue that caused the base teleport module to appear as a buildable product in the inventory.
-
Fixed a rare issue that could prevent some buildings from spawning.
-
Fixed an issue that caused pet Quads to explode when shutting down hostile Sentinels.
-
Fixed an issue that caused the pet Quads redeemed from the Quicksilver Companion Robot to be orange instead of blue.
-
Fixed an issue that caused blue Quad pets to fail to speak with their correct voice.
-
Fixed an issue that briefly caused the word STEEL to appear when hatching a companion egg.
-
Fixed a rare issue that could cause players to die unexpectedly during warp or when getting in their ship.
-
Fixed an issue that prevented the friendly drone from navigating correctly while the player was riding a creature.
-
Fixed a rare issue that could prevent the recovery from working correctly after a player deletes their Sentinel Flare.
-
Added a message to the save select screen to alert players when a new Expedition begins.
-
Fixed an issue that could cause the Expedition to use the wrong number in some text instances.
-
Fixed an issue that could prevent expedition data from being correctly downloaded.
-
Fixed an issue that prevented the Exobiology reward decals and posters from functioning correctly.
-
Fixed an issue that prevented an Exobiology expedition reward from teaching the correct number of words.
-
Fixed a rare issue that could cause the galaxy map to direct players to a system their settlement was not actually in.
-
Fixed a rare issue where some Space Anomaly NPCs could be missing, which would block progress in A Trace of Metal.
-
Fixed an issue that prevented the Trace of Metal mission from continuing correctly after being reset.
-
Fixed an issue that could cause a blocker on Nexus repair missions.
-
Fixed an issue that locked the player in place while receiving rewards from a frigate expedition.
-
Fixed a rare issue in the Trace of Metal mission where players would be asked to build Minotaur parts they did not own.
-
Fixed an issue that could cause mission related settlement decisions to be lost when switching settlements during the mission.
-
Fixed a visual glitch when riding creatures.
-
Fixed issue where character’s head would become visible for a frame when activating camouflage.
-
Fixed an issue that caused screenshots to be black with DLAA enabled.
-
Fixed a number of visual glitches when getting up from a chair.
-
Fixed a hang that could occur when spawning creatures.
-
Fixed a crash related to input.
-
Fixed a crash related to rendering.
-
Fixed a memory related crash on PS4.
-
Introduced a memory optimisation for PS4.
-
Fixed a crash related to wind.
-
Fixed a rare softlock related to creature spawning near settlements.
-
Fixed a rare crashed related to trading.
-
Fixed a rare crash related to frigate expeditions.
-
Fixed a crash related to interacting with mineral and gas extractors.
-
Fixed a physics related crash.
We will continue to release patches as issues are identified and resolved. If you experience any issues, let us know by submitting a bug report.
Thank you,
Hello Games
Hello everyone,
Thank you to everyone playing the Sentinel Update, especially those taking the time to report any issues they encounter via Zendesk or console crash reporting.
We are listening closely to your feedback, and have identified and resolved a number of issues. These fixes are included in patch 3.82, which will be live on all platforms soon.
Bug fixes
-
Sentinel damage levels have been tweaked slightly to provide a more even escalation of danger as players become stronger.
-
Fixed a number of issues with Sentinel navigation in caves and buildings.
-
Fixed an issue that could cause an invisible blocker to prevent access to settlement buildings.
-
Fixed an issue that could result in players being placed outside of the Space Station when quick warping to specific station models.
-
Fixed an issue that caused organic companions to generate partially robotic names.
-
Fixed an issue that caused untranslated text in base part colouration options.
-
Fixed an issue that caused weapons to leave unrepairable terrain impacts within a settlement.
-
Implemented a recovery for players who have ended up with duplicated core technology in their Exosuit inventory.
-
Fixed an issue that caused a duplicate teleporter to appear in the Catalogue.
-
Fixed an issue that prevented building mode crosshairs from appearing when building on a freighter.
-
Fixed an issue that could overwrite Space Anomaly NPC dialog for the A Trace of Metal mission, preventing mission progress.
-
Fixed an issue that caused the A Trace of Metal mission to override all mission notifications if the player does not immediately return to their settlement.
-
Added steps to the automated repair and install pinning instructions to assist players who need to locate an additional Radiant Brain.
-
Fixed an issue that prevented Radiant Brains from appearing in the Catalogue.
-
Fixed an issue that caused the Cloaking Device effect to overly darken the screen in VR.
-
Fixed an issue that caused some planetary shops and stations not to offer the same Multi-Tools as before 3.80.
-
Fixed an issue that caused the Expedition Mode Select to display ‘Download Failed’ when the expedition has not yet begun.
-
Introduced a number of navigation optimisations.
-
Fixed a crash that occurred when warping in someone else’s freighter.
-
Fixed a crash related to repair drones.
-
Fixed a rare crash related to weapon reloading.
-
Fixed a crash related to building on a freighter.
-
Fixed a crash related to calculating starship takeoff costs.
We will continue to release patches as issues are identified and resolved. If you experience any issues, let us know by submitting a bug report.
Thank you,
Hello Games
Hello everyone,
Thank you to everyone playing the Sentinel Update, especially those taking the time to report any issues they encounter via Zendesk or console crash reporting.
We are listening closely to your feedback, and have identified and resolved a number of issues. These fixes are included in patch 3.81, which will be live on all platforms soon.
Bug fixes
-
Fixed an issue that could cause freighter bases to fail to load after warping in a freighter.
-
Fixed an issue that caused an empty copy of the player’s freighter to spawn in a system after warping.
-
Fixed an issue that could prevent building within a player freighter.
-
Fixed an issue that caused inappropriate technologies to occasionally be found in the inventory of newly purchased freighters.
-
Fixed an issue that could cause all Multi-Tools to become Royal Multi-Tools after reloading a save with a Royal Multi-Tool equipped. Pre-existing Multi-Tools have been completely restored to their correct appearance. Unfortunately, some newly acquired Royal Multi-Tools may have changed appearance.
-
Fixed an issue that changed the Multi-Tools offered in shops and space stations. Weapon caches at the same coordinates will now offer the same tools as before 3.80.
-
Fixed an issue that caused some saved Multi-Tools to change appearance.
-
Adjusted the autoaim strength of the Blaze Javelin, to make pad aiming behave more consistently.
-
The Blaze Javelin now does a degree of piercing damage to armoured Sentinels, so that damage is done to the drone as well as the armour plating if the plating is destroyed in one shot.
-
Slightly reduced the effect of gravity on Pulse Spitter projectiles.
-
Slightly increased the base damage of the Pulse Spitter.
-
Adjusted the fire rate of Sentinel drones, so that recently shot drones will attempt to retaliate more aggressively.
-
Sentinel drones now attempt to keep further away from the Minotaur when in combat.
-
Fixed an issue that could cause Sentinels to respawn in a loop while fighting inside a settlement when using PlayStationVR.
-
Fixed a number of issues where Sentinels would fail to spawn around settlements.
-
Fixed an issue that prevented stun effects from being correctly applied to creatures on derelict freighters.
-
Fixed an issue that prevented stunned creatures from dying.
-
Fixed an issue that caused some stunned entities to briefly enter an invalid navigation state after recovering.
-
Fixed a number of issues with the Cloaking Device third person effects on Xbox and PlayStation platforms.
-
Reduced the movement levels of the reconstructed drone during interactions.
-
Fixed an issue that caused procedurally generated Exosuit shield upgrades to offer extremely high protection against incoming damage, rather than values within the correct range.
-
Fixed an issue that could very rarely cause some technologies to generate without any stats.
-
Fixed an issue that caused the jetpack to be disabled in Photo Mode.
-
Fixed an issue that prevented the jetpack effects from appearing when using the default backpack.
-
Fixed an issue that caused the jetpack to be visible in first person.
-
Fixed an issue that could cause the transition effects to fail to play when exiting the starship.
-
Fixed an issue that caused a small glowing cube to occasionally slowly float across the Space Station.
-
Fixed an issue that caused the wrong full-screen effect to be applied when using the Analysis Visor.
-
Fixed an issue that could cause Exosuit-specific shield messages to display while using an Exocraft.
-
Fixed an issue that caused insufficiently specific text to be displayed as a mission notification when interacting with the reconstructed drone.
-
Fixed a number of naming consistency issues with the reconstructed drone.
-
Fixed an issue that could cause a popup with incorrect data to become stuck and block the UI.
-
Fixed a mission text issue.
-
Introduced a number of memory and performance optimisations to creature and Sentinel navigation.
-
Fixed a crash related to multi-axis rotation of base parts.
-
Fixed a crash related to Steam Input.
-
Fixed a physics-related crash.
-
Fixed a crash related to NPC starships.
-
Fixed a crash related to Sentinel’s guarding buildings.
-
Fixed a crash related to using weapons in multiplayer.
We will continue to release patches as issues are identified and resolved. If you experience any issues, let us know by submitting a bug report.
Thank you,
Hello Games
They also tease a space station related content update at the end of the post. :>
Hello!
One of our biggest surprises in 2021 has been the popularity of Expeditions. It’s been absolutely lovely to watch folks play No Man’s Sky in new ways (like working together to escape a hellish planet, which prompted this lovely Eurogamer article), and to surprise players with unexpected rewards (like the moment the Normandy from Mass Effect warped into No Man’s Sky for the first time in Beachhead).
We have always wanted starting a new expedition to be an exciting refresher, a way for experienced players to find a new perspective on No Man’s Sky, or for new players to find a part of the universe they hadn’t yet experienced. But this very busy year, and the limited-time nature of the expeditions, has meant that it has been difficult for some people to participate in them.
As a one off, we wanted to give people who missed out on any of this year’s expeditions another chance to experience the unique challenges and rewards they offered over this Thanksgiving and Christmas period, when life slows down a bit and hopefully gives us all more free time! We’ve even managed to bring back the Normandy as a reward for those who missed out, which I know so many have asked for.
We’ll be starting on the 24th November with another opportunity to play Pioneers, the very first expedition. Starting an expedition is as simple as starting a new game. Instead of loading a save, choose Community Expedition from the mode select screen and begin your journey!
Expedition Schedule
Alongside the expedition, we are also releasing a small update with a number of bug fixes and quality of life improvements. See below for the full patch notes.
Each expedition will run for two weeks, and they have been tweaked to account for this shorter time window. Each expedition has also been given a new starting planet and route through the galaxy. They will run back-to-back, as follows:
Expedition 1 (Pioneers): 24th November – 7th December
Expedition 2 (Beachhead/Normandy): 8th December – 21st December
Expedition 3 (Cartographers): 22nd December – 4th January
Expedition 4 (Emergence): 5th January – 19th January
Development Update
This marks the end of another busy year for our small team, as we celebrated No Man’s Sky’s 5th anniversary with 4 major updates! This now takes us to 17 large releases, as well as countless smaller updates, community requests, and hotfixes – a huge amount of work for such a small team. We are very proud to have been on this adventure with you, and humbled that we are able to continue taking No Man’s Sky to new and exciting places.
The 5th anniversary year started in February with the Companions update. We were delighted to see all the screenshots of players exploring the universe side-by-side with their newly adopted alien creatures. We loved the reaction of the community as people began breeding creatures and sharing their eggs, with the weird and wonderful (and colossal) creatures that players brought into existence never failing to surprise.
Expeditions in April introduced a brand new way to play No Man’s Sky. We have always loved the magic of starting afresh – vulnerable, trapped on a planet, a whole universe of possibilities ahead of you. Expeditions brought new ways to experience that feeling, as well as bringing the community together and allowing everyone to feel what it’s like to be in a hub world. We are very excited for the future of expeditions and all the different possibilities they contain!
In May we released Prisms, and dramatically refreshed the No Man’s Sky experience with a range of new visual features. We have always wanted everyone to have a real sense of wonder whenever they set foot on a new world or stare up at the stars, and we were so pleased with the way Prisms made the journey across the universe feel exciting and new, even to veteran players. No Man’s Sky has never looked better, with reflections, new texture effects, more planetary details, improved lighting, new skies, new warp effects, creature fur, and much more besides.
September saw the release of Frontiers, which not only overhauled the visuals and mechanics of base building, but also allowed for players to become Overseer of their very own procedurally generated alien settlement. We wanted to make it easier for newcomers to build beautiful bases, as well as open up new possibilities for the experienced building community, and we have been dazzled by the outpouring of creativity that we have seen from you all.
Looking back on all that, it’s an amazing achievement and testament to the hard work of a small group of people. Already work has started on some exciting plans for 2022 and there are no signs of us slowing.
Over the Holiday period the No Man’s Sky merch will be on sale periodically here with a 15% discount.
An extra 15% will be applied if you use the code ATLAS at checkout.
Black Friday (25th-29th November)
Boxing Day (26th December)
New Year’s Day (1st January)
Thank you all for your support, newcomers and veterans alike. We have one of the best communities in all of gaming and that is never taken for granted.
Our journey continues.
Sean
3.73 Patch Notes
-
Fixed an issue that could cause protected terrain edits inside a player’s base to occasionally be overwritten when downloading a large number of terrain edits from other player’s bases.
-
The base computer can now be picked up and moved within the bounds of the base.
-
Improved the clarity of messaging when placing a base computer in an invalid location.
-
Fixed an issue that could cause audio problems on PlayStation 4.
-
Wiring mode now has access to rotation and free place options.
-
Fixed an issue that caused the HUD message that accompanies entering a base to trigger too frequently.
-
Fixed an issue that caused the personal refiner audio to continue to play forever if the refiner ran out of fuel.
-
Fixed a collision issue with timber roof corner base parts.
-
Fixed a number of snapping issues with basic shape adornment parts (cubes, pyramids, cylinders, and so on).
-
Fixed a number of collision and terrain carving issues with small paving parts.
-
Fixed a collision issue with one visual variant of the timber wall with windows.
-
Fixed an issue that could cause base part preview holograms to be offset.
-
The Pipe and Curved Pipe building parts have been combined into a single new Pipe part that adjusts shape contextually.
-
Fixed a snapping issue with ByteBeat Cables.
-
Introduced a significant memory optimisation for PlayStation 4.
-
Introduced a number of significant base-building physics optimisations.
-
Introduced a significant base-building networking optimisation.
-
Fixed a number of rare issues that could cause planetary objects to have no collision.
-
Fixed a rare issue where grass could grow around the edges of settlement building interiors.
-
Fixed a rare issue that could cause NPCs in settlements to hover above their chairs.
-
Fixed a number of base-building LOD issues.
-
Fixed a number of snapping issues with inner pieces.
-
Fixed a number of issues that could cause settlements to be incorrectly classified on the CBAS scale.
-
Fixed an issue that could cause players to fall out of their freighter while constructing new rooms on board.
-
Fixed a number of issues that could occur when collecting rewards after a fleet expedition had finished.
-
Fixed an issue that could cause the Armourer mission to become blocked if players destroyed the targeted depot from the air, or before the mission had begun.
-
Fixed an issue that could cause creature-related missions from the Nexus to pick inappropriate planets.
-
Fixed an issue that allowed base part duplication mode to duplicate non-buildable parts.
-
Fixed a rare issue that could prevent players from completing the construction of a settlement marketplace.
-
Fixed an issue with base reporting.
-
Fixed an issue that caused the “Spawn Beneath Your Skin” milestone of the Emergence expedition to fail to find any valid target when using the Target Sweep.
-
Fixed an Xbox-specific crash that could occur when loading corrupted save data.
-
Fixed a rare issue that could cause very large player bases to crash when loading.
-
Fixed a Xbox-specific crash that could occur when running out of audio memory.
Hello everyone,
Thank you to everyone playing the Frontiers Update, especially those taking the time to report any issues they encounter via Zendesk or console crash reporting.
We are listening closely to your feedback, and have identified and resolved a number of issues. These fixes are included in patch 3.71, which will be live on all platforms soon.
Bug fixes
-
Fixed a number of rare instances where settlement buildings were not properly constructed.
-
Fixed a rare issue where a construction terminal would not be placed on a settlement building site.
-
Fixed an issue that could cause grass to spawn within settlement buildings.
-
Fixed an issue that could allow players to edit terrain within settlements in rare circumstances.
-
Fixed an issue that could cause settlements not to align correctly with the terrain (for example, after the terrain had been edited).
-
Fixed a number of base parts that were incorrectly set as able to change material or colour, without having textures that support it.
-
Base building wiring mode now shows only relevant building options and keeps the controls bar to the top of the screen.
-
Placing wires is now more responsive and does not fade out the wiring snap points.
-
Fixed a general issue that could cause base parts to delete other nearby parts when selected for deletion.
-
Fixed a snapping issue with Wall Screens.
-
Fixed an issue that prevented ramps from editing terrain when placed.
-
Building part snap points are now smaller when away from the centre of the screen and grow when pointed at.
-
Fixed an issue with Moon Pool legs.
-
Fixed a number of snapping issues with small triangle base parts.
-
Fixed a collision issue with pressure pads.
-
Fixed an issue that could cause base part snap points to display in the wrong position.
-
Fixed a snapping issue when connecting cuboids rooms to vertical corridors.
-
Fixed a snapping issue when stacking cuboid rooms.
-
Fixed an issue that could cause large rooms to hide their roofs when placing technology (such as solar panels) on top of them.
-
Fixed an issue that prevented large rooms from correctly carving terrain when placed.
-
Fixed a collision issue with the alloy inner corner roof parts.
-
Fixed a collision issue with hanging lights.
-
Fixed an issue that caused floor tiles to fail to carve out the terrain correctly.
-
Fixed an issue that prevented expedition reward objects from being built on freighter bases.
-
Fixed a number of issues where the player would get snagged on object or terrain physics.
-
Fixed an issue that could cause particle effects to be cleared up too early, clipping the effect.
-
Fixed an issue that caused players to hover above chairs when sitting.
-
Fixed an issue that caused text to instantly print out rather than type out in the final box of a multi-sequence piece of dialog.
-
Fixed an issue that could cause incorrect collision on trees and other large plants.
-
Introduced a message to inform users when they are unable to connect to matchmaking because they have been banned.
-
Fixed a number of text and description issues in the Quicksilver shop.
-
Fixed an issue that caused the secondary hazard warning bar to appear misaligned on the HUD.
-
Fixed an issue that caused hover detection to be incorrect on the title screen in some resolutions.
-
Fixed a number of creature spawning issues that made it harder than intended to find rare creatures.
-
Fixed an issue that prevented underwater corridors from correctly carving terrain when placed.
-
Sandworm companions now correctly speak using untranslatable horrific text.
-
An option has been added to the Controls Options page to change the strength of effects that shake the camera.
-
Fixed a number of visual glitches in the Exosuit Initialisation Process that occurs when starting a new game.
-
Fixed an issue that caused biological horrors to incorrectly launch pounce attacks over long distances.
-
The expedition milestone “Their Scent Remains” will now make use of the Target Sweep if any nearby eggs are detected.
-
Fixed an issue that prevented ‘Change Active Multi-Tool’ from being bound to a hotkey.
-
Fixed a very rare UI crash.
-
Fixed a rare crash on shutdown.
-
Introduced a number of systemic improvements and optimisations to particle effect rendering.
-
Introduced an optimisation to improve the speed at which settlement buildings are loaded and placed.
-
Introduced a number of rendering optimisations.
-
Introduced a number of base building optimisations.
-
Introduced a number of physics optimisations.
We will continue to release patches as issues are identified and resolved. If you experience any issues, let us know by submitting a bug report.
Thank you,
Hello Games
Hello Everyone,
First of all, thanks so much to everyone who has already spent time playing No Man's Sky and letting us know about any issues you've experienced.
Steam users are able to opt-in to the Experimental Branch, where we have pushed a patch to address some problems. We'll be rolling out these fixes to other platforms as soon as possible.
To play in Experimental, right-click on No Man's Sky from the Steam library page and select "Properties". Among the available tabs will be the "BETAS" tab. Enter "3xperimental" in the textbox and press "CHECK CODE", then select it from the dropdown menu.
The patch notes are as follows:
Experimental Branch Update 26/10
-
Fixed an issue that prevented expedition reward objects from being built on freighter bases.
-
Fixed an issue that prevented 'Change Active Multi-Tool' from being bound to a hotkey.
-
Fixed a collision issue with hanging lights.
-
Fixed an issue that caused floor tiles to fail to carve out the terrain correctly.
-
An option has been added to the Controls Options page to change the strength of effects that shake the camera.
-
Fixed a number of visual glitches in the Exosuit Initialisation Process that occurs when starting a new game.
-
Fixed an issue that caused biological horrors to incorrectly launch pounce attacks over long distances.
-
The expedition milestone "Their Scent Remains" will now make use of the Target Sweep if any nearby eggs are detected.
-
Fixed a collision issue with the alloy inner corner roof parts.
-
Fixed a very rare UI crash.
Experimental Branch 22/10
-
Fixed a number of rare instances where settlement buildings were not properly constructed.
-
Fixed a rare issue where a construction terminal would not be placed on a settlement building site.
-
Fixed an issue that could cause grass to spawn within settlement buildings.
-
Fixed an issue that could allow players to edit terrain within settlements in rare circumstances.
-
Fixed an issue that could cause settlements not to align correctly with the terrain (for example, after the terrain had been edited).
-
Fixed a number of base parts that were incorrectly set as able to change material or colour, without having textures that support it.
-
Base building wiring mode now shows only relevant building options and keeps the controls bar to the top of the screen.
-
Placing wires is now more responsive and does not fade out the wiring snap points.
-
Fixed a general issue that could cause base parts to delete other nearby parts when selected for deletion.
-
Fixed a snapping issue with Wall Screens.
-
Fixed an issue that prevented ramps from editing terrain when placed.
-
Building part snap points are now smaller when away from the centre of the screen and grow when pointed at.
-
Fixed an issue with Moon Pool legs.
-
Fixed a number of snapping issues with small triangle base parts.
-
Fixed a collision issue with pressure pads.
-
Fixed an issue that could cause base part snap points to display in the wrong position.
-
Fixed a snapping issue when connecting cuboids rooms to vertical corridors.
-
Fixed a snapping issue when stacking cuboid rooms.
-
Fixed an issue that could cause large rooms to hide their roofs when placing technology (such as solar panels) on top of them.
-
Fixed an issue that prevented large rooms from correctly carving terrain when placed.
-
Fixed a number of issues where the player would get snagged on object or terrain physics.
-
Fixed an issue that could cause particle effects to be cleared up too early, clipping the effect.
-
Fixed an issue that caused players to hover above chairs when sitting.
-
Fixed an issue that caused text to instantly print out rather than type out in the final box of a multi-sequence piece of dialog.
-
Fixed an issue that could cause incorrect collision on trees and other large plants.
-
Introduced a message to inform users when they are unable to connect to matchmaking because they have been banned.
-
Fixed a number of text and description issues in the Quicksilver shop.
-
Fixed an issue that caused the secondary hazard warning bar to appear misaligned on the HUD.
-
Fixed an issue that caused hover detection to be incorrect on the title screen in some resolutions.
-
Fixed a number of creature spawning issues that made it harder than intended to find rare creatures.
-
Fixed an issue that prevented underwater corridors from correctly carving terrain when placed.
-
Sandworm companions now correctly speak using untranslatable horrific text.
-
Fixed a rare crash on shutdown.
-
Introduced a number of systemic improvements and optimisations to particle effect rendering.
-
Introduced an optimisation to improve the speed at which settlement buildings are loaded and placed.
-
Introduced a number of rendering optimisations.
-
Introduced a number of base building optimisations.
-
Introduced a number of physics optimisations.
As always, thank you to all players who use Experimental and take the time to report any issues you encounter.
Please note there is the possibility that experimental builds may introduce new issues that haven't been caught in test. We'd like to recommend that all players back up their save files, by making a local copy of the st_[userid] folder found here: %appdata%\HelloGames\NMS\
Note that we don't anticipate any issues here. However, performing your own backups could mean the difference between resuming play immediately, or waiting for the next patch.
If you decide to opt out of experimental and return to the main branch, we strongly recommend resuming from a backed-up save from the main branch, rather than taking an experimental branch save back to main, which may cause unexpected behaviour.
Feedback and reports of new bugs/issues being found on Experimental are welcome, so please reply to this thread or submit a ticket to https://hellogames.zendesk.com/ with the phrase "Steam Experimental" in the ticket title. If you are running any mods for the game, please list them along with your bug report.
Hello Everyone!
As the end of October approaches, we are thrilled to announce a new seasonal event for No Man’s Sky. Expedition Four: Emergence begins today, and will run over the course of Halloween! This is our first Expedition to feature a narrative, and is also a mini-update, bringing with it a host of enhancements for across the game.
New Expedition
Across the universe, planets have been blighted by the activity of Titan Worms. These colossal sandworms plough through the desert sands, blacking out the sun as they arc overhead, and defiling the very terrain with their cursed dust.
In Expedition Four: Emergence, travellers will find themselves stranded on planet Wasan, a barren world ravaged by dust storms and infested with Titan Worms. It is up to you to locate the Titan Worm impact sites, destroy the wretched Hungering Tendrils, and collect the Vile Spawn that lingers behind. The vessels of the many mouths must be purged!
As travellers cleanse planets of cursed dust and hunt the titanic sandworms, they will unravel the threads of a dark narrative. Complete the expedition route to reveal the history of a dark cult, and ultimately confront the Atlas with evidence of this indelible stain upon the universe.
The beast awakens in Expedition Four: Emergence, our first Expedition with a narrative throughout. There are also a bunch of improvements and new content to be enjoyed across the game.
More Varied Sandworms
The titanic worms throughout the universe have been enhanced with a variety of new biologies and types. These colossal beasts can now be found with a broader selection of more horrifying variants.
Richer Particle Effects
A number of particle effects have been improved. Meteors, muzzle flashes, explosions, burrowing fauna dust, billowing smoke and laser impacts have all been revamped and can be seen throughout the game.
Thematic Rewards
Completing the phases of the Emergence expedition yields a number of exclusive rewards. Once earned, these rewards may be redeemed across all your No Man’s Sky save games.
Feasting Casque
After discovering the secrets of an ancient Vy’keen cult, explorers can also echo their appearance with this unique, many-toothed grotesque alien head.
Rideable Sandworms
Players can now tame and grow a tremendous sandworm companion to feed, pet, ride and explore the universe with. These are both terrifying and awesome creatures when fully grown, and incredible to fly.
Ghastly Trail
The Ghastly Trail customisation applies a unique organic effect to the Jetpack’s exhaust nozzles, ejecting gooey fluids and tiny worms during flight.
Titanic Trophy
This eerie skull, once belonging to a large legless cousin of the titan sandworm, adds a touch of macabre decor to bases.
Flesh Launcher
Add an organic element to pyrotechnic displays with the Flesh Launcher firework. These unusual fireworks explode in a splatter of slime, plasma and wormlets.
Official Merchandise
Some new items are now available in the Official Hello Games Merch Store – designed by members of our small team, like all our official merch. Identify yourself to fellow travellers with this new pin:
Anniversary Pin available here (Americas and Canada) or here (rest of world).
Or keep warm through the winter months with this new beanie hat:
Gold Atlas Beanie available here (Americas and Canada) or here (rest of world).
Community Spotlight
We love the interactive adventure /u/vestele8 has been cooking up on the /r/NoMansSkyTheGame subreddit – especially the recent storyline featuring a sandworm companion!
A great-looking blueprint concept by @BloooTechRS
/u/skullamity drew this gorgeously colourful rendition of riding their robotic companion.
/u/AcoupleofIrishfolk shared this physical box featuring the Origins cover art, a gift from one traveller to another. We feel grateful to have such a supportive community surrounding No Man’s Sky.
In-game photographers /u/Qc-larry21, /u/alienhelix, /u/TheBlank89 and /u/EdVintage shared these great captures of the universe.
Community Research
Through completing co-operative missions at The Nexus, travellers have now unlocked all four canvas sails for base decoration:
The Quicksilver Synthesis Companion, inspired by some of the recent expeditions undertaken by the community, has now turned their processes to synthesising some patch-themed decals. Research has now begun on the Landed Ship, Red Strider and Blue Stargaze decals.
Development Update
The team had a lot of fun putting together the Emergence expedition – we hope you enjoy the journey as much as we did! Update 3.70 is releasing today for all platforms, and the full patch notes are available below.
3.70 Patch Notes
Expedition Four: Emergence begins today, 20th October. Discover the secrets of the dread wormcult and earn terrifying rewards: new titles, decals, a colossal buildable skull, horrific new fireworks and jetpack trails, a parasitic headworm, and a sandworm companion of your very own…
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Significantly improved sandworm geometry and textures.
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Significantly improved sandworm particle effects.
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Improved a number of particle effects, including: combat frigate weapon flashes flashes, freighter explosions, distant laser impacts, creature digging effects, Sentinel Walker landing effects, meteors, and meteor impacts.
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Fixed a rare crash that could occur when retrieving friend details.
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Introduced a significant memory optimisation.
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Fixed a number of memory-related crashes on Xbox Series X.
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Fixed a memory related crash on Xbox Series S.
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Fixed an issue that could cause some settlement buildings to lose their construction terminals.
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Fixed an issue that could prevent advancement when constructing small settlement buildings.
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Fixed an issue that could cause the Multi-Tool to lose upgrades when switching Multi-Tools, if the selected next tool was already active.
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Fixed an issue that caused movement and combat behaviour problems with the patrol drones aboard derelict freighters.
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Fixed an issue that could cause Expedition saves to download incorrect data and become corrupt if reloading from the pause menu.
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Fixed an issue where some saves would be incorrectly listed as ‘Incompatible’ if they became corrupted. Corrupted saves such as these are now recovered to the alternative manual/auto slot.
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Fixed an issue that could cause savegame loss on PC if the game crashed during a save.
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Fixed an issue that could cause the game to crash on the frontend if savedata had been corrupted.
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Fixed a number of snapping issues with sloping roof parts.
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Fixed a number of snapping issues that could occur in complex scenes.
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Fixed a number of snapping issues related to roof cap and gable parts.
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Fixed a visual glitch with the shadows on timber roofs.
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Fixed a number of snapping issues with vertical glass tunnels.
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Improved snapping for utility parts, including refiners and solar panels.
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Fixed an issue that could cause ramps to remove their attached doorways when deleted.
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Fixed a collision issue with the shelf panel base parts.
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Fixed a number of snapping issues with freighter corridor and room base parts.
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Fixed a number of snapping issues with decorative saloon parts.
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The hexagonal table is now correctly grouped with other tables in the build menu.
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Improved text descriptions for a number of base parts.
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Fixed an issue that could cause particular species of exotic butterfly to fly into the ground.
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Fixed a number of control bindings issues for Vive controllers.
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Fixed a number of control binding issues when using a DS4 pad to drive Exocraft on Steam.
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Fixed an issue where pinned repair instructions could ask for half the necessary requirements to craft products that woul
Hello everyone,
Thank you to everyone playing the Frontiers Update, especially those taking the time to report any issues they encounter via Zendesk or console crash reporting.
We are listening closely to your feedback, and have identified and resolved a number of issues. These fixes are included in patch 3.68, which will be live on all platforms soon.
Bug fixes
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Introduced a number of optimisations for settlements and large bases.
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Fixed an issue that could cause some settlement buildings to placed outside of the flattened area.
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Fixed an issue that could cause two NPCs to occupy the same chair.
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Improved the behaviours of settlement NPCs, so that they group up and converse more often.
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Fixed a rare issue that could cause the settlement mission to become blocked after changing your settlement.
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Fixed an issue that could cause the interaction with the settlement technology merchant to become blocked if they were interacted with while outside the marketplace.
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Fixed an issue that could cause two identical NPCs to be spawned for a settlement decision.
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Fixed an issue that could cause an error when supplying materials to some specific small settlement buildings.
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Fixed an issue that could cause multiple bases on the same planet to share screenshots when viewed on the teleporter page.
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Fixed an issue that prevented ladders from working correctly when placed in cuboid rooms.
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Fixed an issue that prevented some corner pieces from snapping correctly.
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Fixed an issue that prevented some basic floor pieces from flattening the terrain.
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The base building recolour menu now has hover tips to display the name of the colour.
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Fixed an issue that allowed players to delete communications beacons.
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Fixed an issue that could count other player’s objects as your own for the purposes of planet object limits (for example, Exocraft Geobays).
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Fixed a visual issue with Short-Range Teleporter wires.
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Fixed a number of visual issues with the Race Initiator.
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Improved the snapping behaviour of a large number of base parts.
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Fixed an issue that caused some islands to disappear, leaving player bases floating or mission-related buildings underwater.
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Removed a number of obsolete items from the catalogue.
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Fixed an issue that could cause some head elements to be visible when playing in first person.
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Fixed an issue that could allow players to prematurely start the Space Anomaly story missions whilst on an expedition.
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Fixed an issue that could cause previous expedition saves to be reactivated as Cartographers Expedition saves.
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Introduced a number of memory optimisations for PS4 and PS5.
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Fixed a crash related to interactable objects.
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Fixed a crash related to base and settlement rendering.
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Fixed a number of physics-related memory leaks.
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Fixed a crash related to region decoration.
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Fixed a crash related to noise generation.
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Fixed a physics related crash.
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Fixed a rare issue that could block progress around mission portals.
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Fixed an issue that blocked mission progress in the Japanese version.
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Fixed an issue that could cause a soft-lock when using mods on PC VR.
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Fixed an Xbox-specific crash.
We will continue to release patches as issues are identified and resolved. If you experience any issues, let us know by submitting a bug report.
Thank you,
Hello Games
Hello everyone,
Thank you to everyone playing the Frontiers Update, especially those taking the time to report any issues they encounter via Zendesk or console crash reporting.
We are listening closely to your feedback, and have identified and resolved a number of issues. These fixes are included in patch 3.67, which will be live on all platforms soon.
Bug fixes
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Settlement NPCs now have appropriate thoughts while under attack by Sentinels or fleeing a storm.
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The settlement mission now gives more information about when the next decision may occur.
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Fixed an issue that could cause Sentinel attacks on settlements to be immediately cancelled without spawning any Sentinels.
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Fixed an issue that could prevent players from being given additional judgements if they claimed a new settlement whilst their previous settlement had a building currently under construction.
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Fixed an issue that could cause some base and settlement parts to lose their collision.
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Fixed a number of snapping issues with cuboid rooms that could cause them to become blocked when used in a multi-storey building.
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Fixed a number of glitches with cuboid room foundations.
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Fixed a glitch with door animations on timber parts.
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Fixed a number of issues affecting ramp snapping.
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Fixed an issue that prevented fireworks from syncing in multiplayer.
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Fixed an issue that prevent the Wheel of Hirk firework from spinning correctly.
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Introduced an optimisation to base and settlement rendering.
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Fixed an issue that could prevent players starting a new game if their most recent save was from an incompatible version.
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Fixed a rare issue that could prevent some players from loading their saves.
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Fixed a rare crash related to game mode selection.
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Fixed a rare crash related to mission notifications.
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Fixed a rare crash related to settlement placement.
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Fixed a networking crash on Xbox.
We will continue to release patches as issues are identified and resolved. If you experience any issues, let us know by submitting a bug report.
Thank you,
Hello Games
Hello everyone,
Thank you to everyone playing the Frontiers Update, especially those taking the time to report any issues they encounter via Zendesk or console crash reporting.
We are listening closely to your feedback, and have identified and resolved a number of issues. These fixes are included in patch 3.66, which will be live on all platforms soon.
Bug fixes
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Fixed an issue that prevented settlement NPCs from syncing correctly in multiplayer.
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When viewing another player’s settlement, their name is now displayed in the UI.
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Fixed an issue that could tell players to collect products from their settlement while the settlement was still in debt.
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Fixed an issue that required players to construct a roof for settlement buildings that do not have roofs.
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Fixed an issue that could prevent a construction terminal from spawning at a settlement building site.
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A teleporter has been added to the settlement Overseer’s office.
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Fixed an issue that could reset settlement building progress when save/loading away from the settlement.
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Fixed an issue that prevented any decisions from triggering after claiming a second settlement.
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NPC shopkeepers and access to a Galactic Trade Terminal have been added to settlement marketplaces.
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Fixed an issue that could cause construction decisions to fail to load.
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Fixed an issue that prevented some base parts from being recoloured.
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Fixed an issue that could prevent ramps from snapping correctly to doors.
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Base part recipes are now available to pin from the grid menu.
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Fixed a visual glitch with the Exocraft Summoning Station.
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Fixed an issue that could cause several Exocraft to spawn on the same pad when deployed in multiplayer.
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Fixed a rare issue that could cause base parts to appear in protected locations.
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Fixed an issue that prevented players from seeing the preview of a base part being placed by another player.
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Fixed an issue that could prevent players from being able to place some base parts (such as save points or Exocraft Geobays) within protected areas on the expedition planet.
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Fixed an issue that prevented the Master of Elements expedition milestone from correctly unlocking the Minotaur Geobay.
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Fixed an issue that could cause the expedition reward base parts to be incorrectly coloured.
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Fixed an issue that could cause Exocraft and Minotaur scans to fail to find a building more often than they should.
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Fixed an issue that prevented ByteBeat tracks from playing in Photo Mode.
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ByteBeat devices deployed to caves now have extra reverb.
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Fixed an issue that prevented players from landing or summoning their ships near buildings.
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Fixed an issue that prevent players from summoning their ship from specific landing pads at planetary vaults.
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Fixed an issue that could prevent Short-Range Teleporters from teleporting the player.
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Fixed an issue that could prevent plants from growing when planted outdoors.
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Fixed an issue that could cause the Report Base quick menu option to appear when not in a base.
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Fixed an issue that caused a visual glitch on a specific character foot model.
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Fixed an issue that caused parts of Cronos’ head to clip with the camera when equipped in first person.
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Fixed an issue that could cause corrupt data when downloading the expedition details.
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Introduced an optimisation to the particle rendering system.
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Introduced an optimisation to base part rendering.
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Fixed a crash related to terrain textures.
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Fixed a crash related to the ByteBeat device.
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Fixed a crash related to the base building menu.
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Fixed a crash related to the expedition log UI.
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Fixed several crashes related to large bases.
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Fixed a crash related to LODs.
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Fixed a number of console crashes related to memory management.
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Fixed a memory leak that could cause a crash after warping.
We will continue to release patches as issues are identified and resolved. If you experience any issues, let us know by submitting a bug report.
Thank you,
Hello Games