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Building beyond the actual size of a ship = your ship bugging out.
Removing settings that protect your system and the game from the above issues = those issues happening.
Go figure.
The game's terrain is not minecraft-style where things are placed by cubes, so the engine was originally optimized for that specifically (which is much tougher to solve than cube-style terrain).
Even Minecraft has limits, especially on older rigs.
(modded Minecraft)
On planets it gets to the point that sentinals are frozen in place if the game doesn't crash first.
Appreciate this post. I was concerned that this mod would have that issue. There are indeed reasons for the limiter. You probably saved at least a few people having to rebuild a base or repurchase a freighter. Thanks, it is a warning that we should listen to.
Mods are nice, but there are gamebreaking bugs if you tweak and exceed things too much.
I think this is why they aren't formaly supported yet. Alot of work goes to making sure they don't break the game.They don't worry so much about exploits because it's single player, it's all about breaking the game though. They just don't want you to break your toy and then yell at them basically.
It could be a lack of memory or something on my end. Seeing as how floating sentinals were freezing mid air. Even on the few I could destroy the canister that falls out freezes in the air too. Got 16gb though and fps is fine. Maybe with a better PC it can be pushed farther before it breaks.
Either way, taking off the limit and you can still build twice the size on planets and freighters.
Although I'd be more careful on freighters. Seems like there's more of a chance it will bug out. Since you are removing the build space as you go to make room and not placing it down like on a planet. I'm fairly certain the cuboid freighter bug is happening on the planet as well but because on planets you don't remove anything you don't get the walls left behind as you place cubes.
Yeah, I'm using a developer's laptop with 32GB and i7. I have noticed though that things outside of the normal pre-defined buildspace tend to disappear when the cells get redrawn (like from a save or leaving and then coming back.
Uhh..that just sounds like the limit of your computer to be honest xD. Get some more Vram or memory, your base takes up alot of it.
. . . and as any Minecraft player who uses the various "realism" mods can tell you, making graphics more realistic can make even Minecraft unstable.
. . . and Minecraft has YEARS of optimization behind it. No Man's Sky has barely any optimization work at all.
The limits are largely there to make sure the game remains playable even on minimum spec machines.
http://steamcommunity.com/sharedfiles/filedetails/?id=813693766
Multiple huge cuboid rooms that have decorations, the npc's, atleast 100 farming pots and plants, two landing pads and inside of it is usually 50-60 fps, if I go outside of it and look at all of it I get about 45 fps. Overall a smooth and fine experience for me and..no man's sky has never crashed for me. It's obviously something to do with your system limitations.
..So, yes, you can build a base as big as you want, as far as your system can go. =P, which is usually enough for most people. People have built so much more than this already.
It's still very good advice. Don't let the naysayers try to tell you it isn't. You can break your game data perma if you fiddle too much. It's not just about limits of your pc. I can't and won't detail all the ways it can go wrong here. By all means have fun with your mods, but don't yell at HG when you break stuff. Mods can easily corrupt and unstabilize your game, unless you are a programmer or a mod author, you won't really see why. There are reasons mods aren't certified and supported yet. I have reproduced some pretty horrific game effects myself.
The limits on things, are really in there for reasons. They really are game safetys. Enjoy your mods, but please everyone, don't blame the game dev for establishing safety parameters. It's mainly for your own good. You won't damage their server.
To also note, some have expressed desire to completely insta lay down their current base in a new location. This is an almost insane task to do, power-wise and server-wise. Their server doesn't take and save images of your actual base. That is housed playerside. Some games can and do allow replication of your entire building, but they have pretty heavy servers that keep images and files on every speck of your building and essentially image copy to the new location.
We will get more in time. I suspect as they work on things, we will get bigger limits. But at some point, it's not too good, until they can insta lay your base back out for you. Relaying 300 items and structures...takes a long time. This is just the Foundation, just the start. We should let them work up the rest before we critique the initial attempt and version.
I will leave you with the best advice ever for mod use. BACK UP YOUR SAVES, before you do any modifications or do major changes to your game. I make a dozen extra save files, and have yes munched my player data at least 3 times while working on or with mods. I would be toast if not for being able to drop in an extra recent save folder.
I encourage experimentaion and exploration, just be sure you can revert if you create an evil alternate universe :P
(This message is related to what you post and warn about OP, but I am giving most of it as advice for everyone.) I would hate to see them ruin their hard work and lose their long time saves. It is meant to help, not to criticize to any great depth. The OP has seen one reason why there are limits to items and some mods. I hope you all take this information under advice.