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!
The release of Frontiers has been an intense and exciting time for the team. Populated civilisations are something the community have requested for a long time, and it’s incredibly rewarding for us to see players claiming their first settlement, meeting their first citizens, and experimenting with all the new base parts. We love seeing your process of discovery, and are often blown away by your extraordinary creativity with base building. Thank you for sharing your screenshots and stories!
Today, we are releasing version 3.64 of No Man’s Sky, and we are very excited to announce an event we know players have been anticipating. Expedition Three: Cartographers begins today!
In the Pioneers expedition, travellers embarked on a long journey across the galaxy: exploring, trading, building, mining and rendezvousing across five different planets. The second expedition, Beachhead, confronted travellers with a tightly-woven mystery, and a race against time to unravel it, with players all across the world eventually helping to summon the legendary SSV Normandy SR1 from Mass Effect.
Expedition seasons give us the opportunity to craft No Man’s Sky experiences that differ from the established game modes, and Cartographers is yet another unique journey, focused primarily on deep exploration of a single planet. This season places all expeditioners on the toxic world of Gisto Major, where their bespoke starship will require specialist attention to repair and launch into space.
Cartographers begins today, and will run for approximately two months.
Anniversary T-Shirt
To help commemorate the fifth anniversary of No Man’s Sky, we are releasing this stylish black and gold t-shirt, available for a limited time in the Official NMS Merchandise store here (Americas and Canada) or here (rest of world).
Twitch Drop Campaign
We’re also very pleased to confirm the dates for a new campaign of Twitch drops! This weekend, from Thursday 9th September to Monday 13th September, tune into streamers playing No Man’s Sky on Twitch to earn an exciting new spread of in-game rewards.
Our very first Twitch drop campaign earlier this year worked out really well – in addition to welcoming a number of new travellers to No Man’s Sky, and offering existing players a new way to earn rewards, the campaign helped bring a new audience to streamers who have supported us from the very beginning, which means a lot to us!
Full details are available on the Twitch Drops page here.
Community Research
Polo’s Quicksilver Synthesis Companion is exhibiting almost organic-seeming emotion as travellers unlock the Antimatter Observation Orb, Synthesis Core, and Bubble Vat: items fashioned in the likeness of their own anomalous home. The thought of these items decorating planetary bases makes them emit a few delighted sparks.
They have hinted that they are next planning to synthesise something nautical-themed, inspired by the ancient maritime trade vessels of the Gek. Complete missions at the Nexus to contribute towards unlocking the Bubble Vat and unveiling the next batch of exotic items!
Development Update
Patch 3.64 is releasing today, and will be available for all platforms soon. We will continue to listen out for issues reported by the community. Thank you for playing! In the longer term, we are continuing to work on features and content for No Man’s Sky, and look forward to sharing more when we’re ready.
3.64 Patch Notes
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Fixed an issue that could cause settlement buildings to spawn within the terrain and become blocked (note: this fix may slightly move some existing settlement buildings).
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Added a Galaxy Map marker to the player’s settlement.
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Fixed an issue that could cause settlement NPCs to become stuck and stop navigating.
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Fixed an issue that could cause all settlements to be incorrectly labelled as belonging to another player.
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Fixed an issue that caused settlement charts to be used up when they failed to find a settlement.
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Fixed an issue that could cause settlement building timers and states to repeat endlessly.
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Fixed an issue that prevented settlements from being added to the teleport destinations list when starting a settlement in a different galaxy.
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Fixed a number of visual polish issues with settlement walls.
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Fixed a number of collision issues in settlement decoration.
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Fixed an issue that caused settlement construction times to be overly long (and costs to be repeated) for landing pads and towers.
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Fixed an issue that caused some small settlement buildings to have an additional construction stage that did nothing.
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Fixed an issue that caused settlement debt payoff rates to be calculated incorrectly.
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Fixed an issue that caused incorrect audio to play when selecting an option in a settlement decision.
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Fixed an issue that caused water to leak inside underwater bases.
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Fixed an issue that caused missing geometry on the underside of some landing pads.
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Fixed an issue that caused inconsistent window placement on new timber wall/window pieces.
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Fixed a number of snapping issues with generators, batteries, solar panels and planters.
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Added the ‘Report Base’ option to the Quick Menu, so that bases can be reported without finding any parts.
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Fixed an issue that caused the build menu grid hints to still be active when loading a different save.
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Fixed an issue that caused the Oxygen Harvester to appear in the wrong group in the build menu.
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Fixed an issue that prevented the wooden material from appearing in the base part recolour UI.
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Fixed an issue that could cause the base building menu to be overly jittery.
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Fixed an issue that caused the base building menu to be too close to the part being placed.
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Fixed an issue that prevented ladders and other technology items from snapping correctly in cuboid rooms.
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Fixed an issue that prevented player ships from being correctly placed on landing pads after teleporting to a base.
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Fixed an issue that caused players to spawn outside the Space Anomaly when joining a friend who was already inside the Anomaly.
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Fixed an issue that allowed players to delete the freighter room they were standing inside.
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Fixed an issue that could prevent legacy saves from loading correctly.
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Fixed an issue that could cause stutter animations around the Space Anomaly and the ship salvage station.
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Fixed an issue that caused the sunlight direction to be incorrect while in space.
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Fixed an issue that could cause pilots to fail to navigate around their ship after landing on a planet.
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Fixed a number of issues with localised text.
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Fixed an issue that could cause players to occasionally spawn below the ground.
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Fixed an issue that caused players to take damage when being recovered to the terrain after spawning below the ground.
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Fixed
Frontiers: Introducing Update 3.6
Become Overseer of your very own procedurally generated alien settlement in update 3.6, FRONTIERS. Make choices, guide your citizens, develop new structures and defend your people from the Sentinels. Or, take advantage of a massive overhaul of base building to construct your own dream base.
YouTube: No Man's Sky Frontiers Trailer
Planetary settlements
Clusters of trailblazing aliens have banded together to build planetary settlements. These pioneering settlements, full of life and promise, can now be found in inhabited systems all across the universe.
Found your own settlement
Earn the respect of the citizens to become overseer of your very own settlement. As overseer, you’ll be responsible for all aspects of the settler’s lives – naming the town, choosing what to build, commissioning festivals, resolving arguments, repelling the attacks of the Sentinels, and much more.
Breathtaking nebulas
Interstellar clouds have gathered in deep space to form spectacular multi-coloured nebulas, making space skies more beautiful than ever.
Base building grid menu
The base building menu has been totally overhauled. Parts are now laid out in a clear grid, allowing fast access to even the rarest of parts.
Each settlement unique
Every settlement is procedurally generated, with unique buildings, neighbourhood layouts, colour schemes, and interior and exterior decoration.
More save slots
A new save streaming system has been implemented, making more efficient use of memory. Very large saves are now supported, allowing for thousands of hours of play.
The number of possible save slots has been increased from 5 to 15, and the save select screen now supports scrolling.
As this new save system changes the format of save data, all existing saves have been automatically backed up. On PC, these may be found under the new strbackup folder within your save directory, usually in C:\Users\<Username>\AppData\Roaming\HelloGames\NMS\
Enhanced destruction effects
Destruction is crunchier and more satisfying, with reworked visual effects for asteroid destruction, Exocraft crashes, crystal mining, terrain editing, and enemy explosions.
Help settlements grow
Settlements start off small and modest, with a sparse population and only a few buildings scattered around their town centre. Choose what to build and provide resources to construct new buildings and transform this ramshackle collection of dwellings into a flourishing town!
Different building types influence how your settlement grows. Build farms and factories to increase productivity, or choose to prioritise the comfort and leisure of your citizens with a more relaxed approach to frontier life.
Hundreds of new base parts
Construct your own settlement-inspired bases with a huge array of new base parts. These detailed, high-definition parts are quick and easy to snap together, and yet produce a huge diversity of exciting sci-fi buildings. These new structural sets of timber, stone and alloy pieces create a tremendous range of possible building shapes.
Over a hundred new decorative parts create all-new ways to add personal character to bases.
Steam trading cards and badges
Playing No Man’s Sky on Steam will now earn trading card drops, with a total of 15 cards available.
Collect trading cards to craft badges, and earn emoticons and backgrounds for your Steam profile.
Defend settlements from sentinels
Sentinels regard all pockets of civilisation with hostility, and as time passes, a prosperous settlement will inevitably draw sentinel attention. Research defensive buildings to keep the alert level low, or engage attacking drones in combat!
Combat effects – impacts, player weapon effects, Sentinel effects and more – have had a visual overhaul, creating a more dramatic and impactful experience for those who choose to take the fight to the Sentinels.
More saved discoveries
The number of discoveries that can be saved locally before uploading has been doubled.
Settler thoughts
Glimpse into the inner lives of settlers with insight into their thoughts and intentions as they go about their daily business.
![https://nmswp.azureedge.net/wp-content/uploads/2021/09/settler-thoughts-2-926w.png(https://nmswp.azureedge.net/wp-content/uploads/2021/09/settler-thoughts-2-926w.png)
Twitch campaign
No Man’s Sky in-game rewards will soon be available to earn by watching streamers play the game on Twitch. Full details of how to sign up are available on the Twitch Drops page here.
The campaign will reward viewers with an exciting new set of items, including unique appearance customisations, base parts, exclusive companions, ships and more.
Streamlined building interface
The building UI has been totally overhauled. In placement mode, this new contextual menu allows quick access to scale, rotation and recolouring options. In the brand-new edit mode, builders can quickly select and edit any existing pieces in-place, without having to delete or replace them.
Resolve citizen disputes
Settlement life is not always harmonious! As overseer, you will occasionally be called upon to help resolve disagreements between settlers. Do your best to be a fair and compassionate judge, or cast blame widely and use the fines to boost the settlement’s finances – the choice is yours.
Earn resources from your settlement
A highly productive settlement can generate a steady income of lucrative products and substances. A populous, happy, and productive settlement will provide a generous supply of resources to its overseer every day.
Enhanced environmental effects
Visual effects have been improved across planetary environments. Dust kicked up by Exocraft, Walkers, starships and radioactive vents now whorls with more depth and character, and fireflies will gather around the street lamps in settlements.
Advanced building controls
The basebuilding toolset has been expanded with several advanced controls. Free placement mode disables all forms of snapping, and allows parts to be placed inside other parts. This advanced mode allows builders to place parts wherever they choose – even in mid-air!
In addition, the ability to duplicate base parts makes it simple to quickly match your base’s existing style.
Move base parts
Re-architecting and renovating your bases is now easier than ever before, with the ability to pick up and move previously-constructed base parts.
Make important decisions
Every settlement has a unique set of features, influencing the population, happiness, and productivity of its citizens. Keep these stats balanced to ensure a smoothly functioning society.
Under the governance of a thoughtful and benevolent overseer, a settlement may be able to rid itself of undesirable features such as radioactivity or parasitic eggs, and acquire desirable features such as well-educated citizens, or plentiful nanobots.
Enhanced multi-tool effects
Wield a more impressive Multi-tool with revamped visual effects – the impacts and trails for the Boltcaster, Blaze Javelin, Scatter Blaster, Pulse Spitter, Plasma Grenade and Mining Beam have all been given a new breath of life.
Contextual base parts
Structural base parts such as walls, windows and arches will now intelligently select an appropriate variation – foundation, mid or top – for their position within a structure, making it quick and easy to construct aesthetically pleasing and highly varied bases.
Greet visitors
Settlements attract visitors, and visiting aliens may request to join your settlement, both increasing and enhancing your population with their **unique specialist...
Hello everyone,
Thank you to everyone playing the Expedition Two – Beachhead 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 3.42, which will be live on all platforms soon.
Patch Notes
- Fixed an issue that could cause the Galaxy Map to fail to draw a path to long-distance mission destinations.
- Implemented a recovery fix for players affected by a previous issue that removed the correct options from Nada and Polo. Specialist Polo will now always offer directions to an Atlas Station or Black Hole.
- Fixed an issue that could prevent the Collective Consciousness milestone from being marked complete after purchasing the Myth Beacon.
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