No Man's Sky

No Man's Sky

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Bug + weird design choice megathread for BEYOND 2.0
It's best to ensure that the devs get a full, in-depth bug report directly, but this list is intended as a large 'things to watch out for' directory. Not every bug affects every person, but every bug is an ever-present threat that can strike a player down at any time.

If your bug is severe, please report it using the proper channels before posting on this thread: https://hellogames.zendesk.com/hc/en-us/requests/new . It will also be appreciated here, where you can help players learn what to watch out for until these problems are fixed.

I invite people to signalboost this on their social media of choice - reddit, etc - so we can gather this stuff in one place and hopefully get the devs noticing things. I can't do this, as I do not use those platforms for various ethical reasons.

Please also bear in mind that these issues vary in severity greatly. I am not equating any one problem to another. Rather, this is a repository for all of the issues so that they may be addressed in the order that suits. To that end, give me my damn compass back HG :(

REDDIT POST Please upvote for visibility: https://www.reddit.com/r/NoMansSkyTheGame/comments/crfiqb/a_steam_forum_thread_is_compiling_all_bug_reports/

ALSO: Please bear in mind that if you're running mods or have cheated your save in any way, it's best to note that down. Nobody will judge you, but it may modify how the bug is meant to be handled.
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  1. They gave me back my N/S markers <3 This is no longer an issue, I just wanna preserve this, the post that started the thread.

  2. In some extreme cases, it is possible to completely bug your entire save file and make it so that it is impossible to land on a planet. [Credit: Monkeh]

  3. VR-SPECIFIC]No left-handed support on VR. [Credit: ViolentSempai]

  4. When buying a new ship and trading your old one in (and under other circumstances not yet properly discovered), currency (units, nanites, quicksilver) can be reset to zero. This can be some, or all of the currencies in the most severe cases. [Credit: bondKI]

    Confirmed that this also occurs when trading for a freighter. [Credit: GamePhoenix]

  5. I cannot charge my hazard protection at all, it always shows as full on the hud but runs out. This makes exploration super difficult and near impossible on foot on planets with storms. [Credit: Incognito]

  6. Camera wrenches itself back up to the horizon when you're done scanning in third person, disorienting the player even more than the removal of North and South markers (seriously wtf give them back).

  7. tl;dr Controller binds are ♥♥♥♥ed and randomly mapped across multiple input devices [Credit: Scifikitty]

  8. Attempting to fly out of the hub results in your ship despawning once exiting, and your body disappearing along with it.

    I am now a static camera in an unending space. Please save me. (reported fixed. as of 17/08/2019, however, this bug still occurs.)

  9. The biofuel reactor doesn't seem to actually charge batteries when linked - not until this 'grid' thing seems to be getitng input from TWO generators. Generators should still be giving off storable energy, surely? You have a wirign system too. Why does wiring not have anything to do with the grid? Oh, and on that note:

  10. These STRAIGHT-♥♥♥ BLUE WIRES YOU HAVE NO CONTROL OVER THE POSITIONING OF are visible 100% of the time. I never thought I'd say this but Starbound did something better than another game. Without mods. Incredible. Either hide the wires, or give up transformers we can hook up to tidy our wiring in a nice way.

  11. [VR-SPECIFIC] Interacting with objects (f ex base station, portable refiner, bio fuel etc) changes your HUD position instead of using your current position. This often puts dialogues inside of objects making them hard to read [Credit to OndeTv]

  12. [VR-SPECIFIC] Some dialogues are excessively large and close while others very small (and inside objects - f ex freighter fleet command) [Credit to OndeTv]

  13. You can't change the amount of resources you want to refine in the portable refiner. The interface is there, but snaps to maximum when you attempt to change them[Credit to OndeTv][Credit to Carton for confirming non-VR. Don't know why I didn't register it in my head.]

  14. [VR-SPECIFIC] you can't add small amounts of fuel to the bio fuel plant, even if you have split stacks for the purpose. It's either all or nothing (of a type)[Credit to OndeTv]

  15. [VR-SPECIFIC] getting out of a ship always puts you to the same side although you can open to both sides

  16. [VR-SPECIFIC] In VR, rotation is designed to be done with the controller rather than your actual headset. Rotating with your headset (turning your head) doesn't bring your HUD. So if you turn around using your headset, any important information, such as dialogue, is behind you. All recentering the VR view does is set you back to wherever your HUD is facing, rather than moving your HUD and everything else to wherever you are currently facing. [Credit to Kuroodo]

    According to another player, this is inconsistent - only SOME HUD elements rotate, while others do not.[Credit: stESch]

  17. No snap points on the exterior of prefabs or any building pieces for Solar power arrays ( they have snap points INSIDE the prefab and cubes?!?) [Credit: Mikyllz]

  18. Power outlets on the outside, but none on the inside (OP touched on this a little with the ugly wiring) [Credit: Mikyllz]

  19. Also, when placing Solar on non snap points they are extremely touchy on where they will place.
    This goes for all items that don't snap for that point. [Credit: Mikyllz]

  20. [SINCE PRE-2.0] Handing a quest to an NPC takes a silly amount of time while you watch a nonsensical animation from an alien. Disruptive to game flow, especially when many quests are lined up to be handed in. [Credit for reminder: xPEDx:]

  21. Powered doors do not open. Buttons only temporarily 'close' doors. [Credit: jardail]

  22. Existing trade terminals in player-made bases are now sunk into the ground.

  23. Freighter storage inaccessible while on freighter (claims 'not on board freighter') - peculiarly, this problem is intermittent and sometimes the game allows me to transfer from inventory to freighter storage while I'm planetside. This is not shown in the screenshot. https://i.gyazo.com/adf16825582230695e4dd971f0d103c8.jpg

  24. [VR-SPECIFIC] There doesn't appear to be any way to fire mining lasers or weapons when you're inside exocraft in VR. The guide says to select things on your right-hand menu and then use right trigger to fire, but the right-hand menu is disabled (like in the starship) and right trigger drives forwards. (For that matter, in the starship right trigger does fire but there doesn't appear to be any way to select different weapons.) [Credit: Miral]

    On Index controllers, the weaponswap is assigned to pressing up on the left thumbstick, though no other reports have been given regarding this for other devices [Credit: Ryuujin]

  25. [VR-SPECIFIC] When using the build or recharge menus on the left hand, there doesn't appear to be any way to scroll left/right through the options to find what you want. You can point at something off to the side and click it, which will switch it to the middle, but will also sometimes open a secondary menu or do an action that you're not intending. Ideally, something like holding left grip and moving the thumbstick would scroll the menu. [Credit: Miral]

  26. Trying to interact with any of the station vendors on the right hand side as you enter the station (envoy, missions, cartographer etc.) will cause the camera to glitch in and out rapidly if you are too close to them when starting a conversation ("too close" just being at or over their doorway entrance - it's actually not right on top of them) [Credit: JRavens]

  27. Adding a new inventory slot to the exosuit backpack causes the highlighting on the slot to rapidly pulse similar to some tutorial popups rapidly opening and closing. [Credit: JRavens]

  28. At one point in a game session the swarm AI forgot about me after I hid on the roof for a few seconds and then I could freely run around and scoop up all the larval eggs while they ran around me, but did not attack me. This might have been an isolated bug. [Credit: JRavens]

  29. Upon entering the Nexus, it is possible to dock your ship inside another person's. You have no control over this. https://gyazo.com/c043157b07d93b4c795b266d45a61f27

  30. While the game is slated to support up to 32 concurrent players in a single online session, multiplayer lobbies are still restricted to 4, stifling otherwise large gaming communities. [Credit: Pii Free]

  31. Collision is active in the Nexus. You realise this is INCREDIBLY prone to griefing, right?

  32. Joining a mission in the Nexus puts you in a group. Leaving does not take you OUT of the group, however. :(

  33. "HOLD X to tag"...sometimes it works, sometimes it doesn't....sometimes you don't even get the option to tag an icon, it just doesn't show up at all. [Credit: Trouser_Dune_Worm

  34. I put 1500 silver in a large generator before I could add my ammonia and cobalt to make Herox it shut me out of the generator UI and when I went back in my 1500 silver was POOF gone. This was not duped or obtained in an otherwise illicit manner, just mining. Makes me gunshy of the large refiner now. [Credit: Derelique]

  35. On keyboard, holding down X to rename and upload discoveries opens the typing interface as normal, but continues to post the letter X, thus making it longer and more tedious to delete the original name.

  36. Damaged frigates are not appearing with any red markers - you have to strafe around all 20-something of your frigates hoping you didn't miss one or get lost somewhere, finding which one flashes up red now. Obtrusive and confusing.

  37. [VR-SPECIFIC] OUTSIDE PLAY AREA pops up blocking your view even when well inside the play area. Not only is it not working correctly but it's completely unnecessary as all PC VR headsets have a chaperone or similar boundary system built in. [Credit: Stodgy]

  38. Sometimes, green damaged containers can spawn in an unopenable state, hanging the button prompt in a 'full' state after the usual duration and transitioning to nothing. This is a minor issue. https://i.gyazo.com/7b930f76a6120cba18271f6d57ca6e03.jpg

  39. Base limitations scale based on your settings, NOT on a flat rate. This makes no sense, as other people can make those complex bases with no problems... In the meantime, turn your complexity ALL THE WAY UP (Graphics > Base Complexity) [Credit: L8RH8R5]

  40. [VR-SPECIFIC] If you use your left or rigthside hand Menus while walking/Running you stop for a Moment and lose all Momentum. A minor but constant thing that im starting to dislike a lot... [Credit: devor]

  41. Placing a bio generator inside a cube room will auto connect it to the grid.
    This does not work for the battery, nor the solar panel, only the bio generator.
    Must be a bug or oversight. [Credit: dopehead]

  42. In multiplayer, a storm can be active for one player, while the other does not experience a storm.

  43. The Colossus Exocraft doesn't have a Rigid Body and can't be stood on top of. [Credit: Ŧ๏ςยร๒๏אђєг๏]

  44. Regarding the cargo storage rooms, I can now access it but if make the mistake of jumping on the center, I get warped through the ceiling out of bound of my own freighter with no mean to get back in xD (except dying in space or reload) [Credit: Malkav0]

  45. If I log off while an oxygen collector runs, when I get back it'll have consumed the fuel but have no product. It did not seem to affect my atmosphere extractors. I can collect the oxygen as long as it's during the same session. Seems to affect the large refiners too as I lost some ferrite dust in one, refined from rusty parts. [Credit: Malkav0]

  46. Underwater, you cannot bait any creature, so underwater bases cannot farm anything from them, despite the fact it would make sense to harvest this environment. [Credit: Malkav0]

  47. You need a hell lot of solar panels and batteries to make a large base self-sufficient. However, add to that you have to connect them with wires due to the grid (probable) glitch. All of these add to the part count and you reach construction limit very fast. You have to set base quality to ultra to raise the limit. Oddly enough, "ultra" works for me while "high" make my game crash. Had to lower every other settings to the minimum to be crash-free. (spec: GTX 950 4GB, i5 6600K, 16 GB RAM).[Credit: Malkavo] (NOTE: on a 1070 with an i7 and 32gb RAM, this has not happened to me, but specs may vary)

  48. When you fight space pirates and your ship is full, the loot is now redirected to the exosuit. But it's not when you farm materials...
    Also about inventory, it always goes back to ship or exocraft or something instead of staying where you left, when you exit and comeback. It's very annoying. [Credit: Malkavo]

  49. I seem to be missing blueprints for lights and sphere and an interruptor... Despite having acquired every blueprints from the Nexus and the module. No quest left, nothing adding a quest... From what I've seen, other players have these technologies (at least the light cubes). Don't know what to do ^^v [Credit: Malkav0]

  50. If I place a save point on the ground, in my underwater base, it looks like it floats instead of being on the floor. When I save and then load, I fall through the floor and have to swim back in. [Credit: Malkav0]

  51. Four-slots plant trays remain reddish even when powered. There's no power input on them. I can only power them by placing them in cuboid so that they're part of the grid (they add 20 unit each). I can confirm the plants grow as long they're part of the grid and the power requirement is met. [Credit: Malkav0]

  52. My ingredient storage is 10 slots. Another player reported to have all the 25 slots. Really no clue about this one...[Credit: Malkav0]

  53. Regarding Hotspots and bases.. You can't seems to find hotspots close enough together for you to have multiple in the same base, meaning you can't power an extractor with an electromagnetic generator. i'll keep trying to find some close enough together to do so but it's not looking good. [Credit: LitteShoes]

  54. Also, you cannot snap an energy tech (solar panel, battery, generator) in a cuboid if there's a structure snapped underneath.... Annoying >< [Credit: Malkav0]

    Due to the 1-snap limitation of cuboid rooms, it is revealed that snapping cables to a cuboid interferes with this bizzare limitation. [Credit: Boneraven]

  55. In this game about exploration, cartography points you're wandering over to on hours-long expeditions, which I've never had problems doing before, now disappear on logout. wtf.

  56. You can add that plasma grenades do not work anymore with a controller (the left trigger does not work, despite being assigned correctly in the mapping - Xbox 360 controller)
    Same kind of issue: cannot control the size of terrain mining (works for creation but not for mining)
    [Credit: Malkav0] [Allegedly fixed as of 2.09.1]

  57. Certain dead tree models have their hitbox extending far beyond their graphically visible area, making it hard to mine or interact around them.

  58. On controller, cannot control the size of terrain mining (works for creation but not for mining) [Credit: Malkav0] [Confirmed: Gargoonka]

  59. Activating a knowledge stone on a monolith visually activates all of them, making it hard to keep track of what ones you haven't activated if you lack much sense of direction (tested only on this one: https://i.gyazo.com/96f005c9d4759aee40b1742a0cac0a38.jpg )

  60. UI elements judder around when using Quick Transfer, resulting in confusing visuals and lack of surety on whether that stack of valuable goods went where it was meant to or not. The effect is brief, but irritating.

  61. Another minor bug - this time some random red flare is just... there. burning away. https://i.gyazo.com/92cfb1dd8a0f23b5b910a5a5897c06dd.jpg Mind the giant hole under it - I dug to see if there was anything underneath. Nothing. This just... exists. singleplayer.

  62. Spawning the Colossus Exocraft on a slope has the potential to launch your character into the air

  63. [VR-SPECIFIC]i get screen door if i turn my head too quickly, loading screen is a laggy mess, if i sprint or jetpack i often get severe frame rate drops in VR on lowest settings and 600x800 resolution on an entry-level rig that plays many other high-end VR games fine [Credit: Rocket Redfern]

  64. If you die in multiplayer, your companions can no longer see you, compass marker and all. You stop existing. I know NMS likes its existential psuedo-philisophy but this is a bit much.

  65. [VR-SPECIFIC]Billboarded vegetation don't re-orientate themselves as the camera moves so disappear at certain angles [Credit: ianl]

  66. [VR-SPECIFIC]In VR i cant seem to see my friend holding the multi tool, he cant see me holding one too, we are both playing VR [Credit: supersonic2233]

  67. Can't switch between Buy and Sell in Galactic Trade Terminals in Space Station - pre-2.0 I used key X to quick toggle. Now I must use the mouse to change buy / sell.[Credit: Caviarus]

  68. Portable Refinery's "Processed" part is bugged - add more than 125 rusted metal (which produces 1:2 ferrite dust) and max processed keeps increasing
    - 2/252, 4/254 etc..(SCREENSHOT LINK DOES NOT WORK - ORIGINAL POST IS ON PAGE 10) [Credit: Cavarius]

  69. Assets are now popping in at absurdly low distances, this renders space stations outright ugly. https://i.imgur.com/Qq7lK2u.jpg

    Let alone looking from one NPC platform to the other, you can't even see decorative props behind mission/cartography/vendor NPCs unless you walk up right on top of them. [Credit: JustSmile]

    (added notes) This draw distance issue spans the entire game, and is theorised to not only be tied to planet settings (citation needed), but is also notably reduced across the board, even on full ultra settings. In an already ropey game for texture/terrain popin, these reductions in quality are incredibly noticable. [Credit to Malkav0 for theories and reminder]

  70. Some stuff can't be built in basic rooms, trade terminal was like this before, but now the list includes refineries too [Credit: Mayumi]

  71. Exo mining laser doesn't show resource info when aiming at something [Credit: Mayumi]

  72. Exo mining laser resets direction to point forwards even when using the tool and not moving [Credit: Mayumi]

  73. Dialogue skipping no longer works, only speeds up the weird "natural reading speed" algorithm they implemented [Credit: Mayumi]

  74. The wire cursor stays in-world if you don't back out of the wiring menu before exiting build menu [Credit: Mayumi]

  75. Refinery amounts can't be changed, it always resets it to the max amount as if the max button was held down all the time [Credit: Mayumi]

  76. It isn't possible to designate only a small amount of a stack to be placed in a refinery with the dpad-down button anymore [Credit: Mayumi]

  77. The "new item received" UI element overrides subspace scans and all other notifications making them easy to miss [Credit: Mayumi]

  78. The "new item received" can only count one item, so on longer mining sessions you have no idea how much you mined until you check your inventory. Previously the item only changed after you didn't receive more of the same in a while, while janky, it was better than what it currently is. [Credit: Mayumi]

  79. [PRE-BEYOND] This is a hard one to nail down. Interacting with stacks existing in Freighter Storage can sometimes substitute the item you were trying to move between inventories for that stack. This results in weird situations where the item that pops up out of nowhere is duplicated, and the old stack that was INTENDED to be moved is rendered invisible until things are moved around seemingly at random. This also means that 'phantom' stacks will clog up an inventory until the items are revealed, reporting an inventory as full when, visibly, it is not.

    More information on this bug is appreciated. [Credit: Rhae, for reminding me of this weird one]

  80. There is no photography mode in VR, but the game will still assign you photography missions. [Credit: Ryuujin]

  81. When excavating buried salvage on Extreme planets (yellow 'buried tech' symbol), Corrupted Sentinels will sometimes spawn passive, not detecting the player, and assume normal Sentinel behaviour (such as scanning random pieces of foliage)

  82. You have learned the Korvax word for "a". The thread DID start as an 'odd design decisions' thread.

  83. [VR-SPECIFIC]Construction limit reached in VR when trying to place a build part in certain location. I continued building in the standard, non-VR mode and it worked as if I hadn't reached the limit. This stinks I was looking forward to building in VR :( [Credit: CAD_DUDE]

  84. You aren't allowed to snap storage to basic base pieces, meaning you have to put it all on the floor. It looks ugly, and cannot be vertically aligned. [Credit: Raeat]

  85. If you rewire Hazard Protection while having 2 Environmental Protection Modules (EPM's).

    Your 1st EPM becomes the Hazard Protection while the actual Hazard Protection would not deplete.
    If 1st EPM is depleted, you will take damage as if with depleted Hazard Protection.

    You can remove this bug by DISCARDING all 2 EPM's, If you dare to DISCARD only 1 EPM then you will have infinite Hazard Protection while inventory management sound plays. [Credit: Jotaro]

    Confirmed that this problem seems not to exist in a reported case until an Aeration Membrane is installed, the removal of which solved the issue. More info needed to confirm that this is the cause. [Credit: Luriam]

  86. Buying an upgrade from an NPC in the Nexus uses both nanites and quicksilver.
    I was able to reproduce it with exosuit, multi-tool and spaceship NPC [Credit: Loltak] (NOTE: No info regarding other upgrade stations, more info is requested)

  87. Sometimes, when 'hitting' or shooting objects, a black box is shown in place of hit effect particles [Credit: StESch]

    After changing nearly any quality option in game and in nvidea-driver -
    reinstall the game and nvidea-driver -
    turning the HUD and/or DMG throgh the in-game-option off and back on fixed it somehow. [Credit: StESch for elaboration and temp. workaround]

  88. Also, in multiplayer with a friend last night he couldnt look at any multi-tools on space stations or planets else he'd fall through the floor, but I could no issue. This bug also caused his pc to crash on one occasion. [Credit: Incognito]

  89. Whenever i scan an object, sometimes it appears as a black square on your HUD instead of the object you just scanned [Credit: Supersonic2233]

  90. [PRE-BEYOND]On planets with sea/oceans, you barely find any earth cave > 100m. Now, when looking for fauna, you can see which types you miss, and often there is cave species. Cave being so scarce and small, you can't seem to find any that has life, making it impossible to find all species.

    On the same planets, near the water, you can see red dots (undiscovered species) in the water, that disappear soon after. It's not water species, since they only appear if you're under water. It seems to be these cave species mentionned above, and sometimes land species. You can sometime start the scan but they don't stay long enough to complete it, and then they reappear. [Credit: Malkav0]

    After extensive testing (making man-made caves, etc), it is revealed that these psuedo-underwater species are actually cave-dwelling species that would otherwise be difficult to find. There is no way in hell this can be intended. [Credit: SeekerOfSouls for this added info]

  91. My portable refiner sometimes keeps consuming fuel after it has finished refining. Until it reaches 0. It seems to happen if I save with the ship during the refining. [Credit: Malkav0]

  92. Yellow exclamation mark icon and no text next to it where ancient bones marker is in discoveries UI (the first and top one, above other resources list). [Credit: Gargoonka]

  93. When you go deep into discoveries UI you'll see that flora/fauna/etc tabs have their text cut by 20% by the selected tab in front of it. Sometimes when you press E to upload a discovery it turns the category page instead.[Credit: Gargoonka] (SPARKYNOTE: this is prevalent in all UI, not just discovery. Will write up a bit more on this later.)

  94. When you press E in player or spaceship inventory to move a technology it takes it, but also flips inventory page, I'm guessing because it's the same key, but it shouldn't happen since it's default controls. [Credit: Gargoonka]

  95. In general you may use E and Q keys in most of UIs, but there's no way to know about it, since none of the UIs have E and Q keys icons in them. [Credit: Gargoonka]

  96. There's no way to remove a personal marker. [Credit: Gargoonka]

    It is possible to remove them, though it seems to be a bit hit and miss.
    With visor active(default F on keyboard) press the button to place a marker(default E on keyboard) then press the same button again to remove.
    If you move before pressing the button the second time it will place a new marker. [Credit: BansheeDragon]

  97. Scanned resources inside the earth (e.g. copper) are invisible if you're behind another layer of terrain. [Credit: Gargoonka]

  98. I'm not sure if it always been like this, but when I fly around the planet close to surface in the spaceship I can't see any markers or points of interest, nothing. (requested more info) [Credit: Gargoonka]

  99. [PRE-BEYOND]there's still no way to upload all discoveries at once and the big arrow button that suppose to upload stellar discoveries menu does nothing at all. [Credit: Gargoonka]

  100. If you shoot at reinforced door while being very close to it you'll be getting damage from your own shots because for some reason your weapon will start spawning shots behind your back and you'll end up shooting yourself. [Credit: Gargoonka]

  101. you can't place simple farm plant inside of base and at wooden floor, but there are still some very-very tiny spots and if you hover over them on the floor you'll be able to build the farm plant on the floor. [Credit: Gargoonka]

  102. X button (keyboard) defaults to gesture animations even in singleplayer, when quite often you probably want to more urgently recharge things. [Credit: Gargoonka]

  103. While flying in a spaceship close to the surface, for some people, the top UI compass (which is devoid of north and south btw) does not show points of interest, while said points of interest are perfectly visible on-foot. [Credit: Gargoonka]

  104. Steamed Vegetables are classed as 'raw' ingredients.

    No.

  105. When trying to access - specifically - the ingredient storage with the Nutrient Processor, the game will helpfully reset itself to "all inventories" instead. This was tested within the freighter, and can also eat the ♥♥♥♥♥ I now cannot cook because the game refuses to let me use my inventory in the way I've arranged it.

  106. [VR-SPECIFIC]In VR, Some water shadow reflections dont properly allign with both eyes https://gyazo.com/bdbf2ab4efa04438bd3850a1be59be8a [Credit: supersonic2233]

  107. Just found ou an annoying one. Whenever I use my ship's communicator I get stuck inside the ship. I can land and fly, but can't leave it, nor does TAB and ESC work. I have to Alt+F4 and restart the game from the last savepoint. [Credit: Airaneon]

  108. if you play with a gamepad (tested on Wired Classic XBOX 360 Controller) you can't switch tabs of inventory if any of the inventory cells is hovered with the cursor, left and right tabs switching only works if the cursor is outside of the inventory window space. [Credit: Gargoonka]

  109. [PRE-BEYOND] It's hard to tell what resource deposits you've visited beforehand. Coupled with the lack of ability to orient oneself in the game due to the removal of the much-praised north-south compass markers, this means one might stumble upon their own path of disappointment.

    An easy fix to this would be to simply mark it as a different colour once visited. [Credit: Gargoonka]

  110. Removing crops within a base will sometimes remove other, random base items. [Credit: YoureUhPeein]

  111. The "Previous Base Item Cache" in inaccessible, even with an empty inventory, stating that the inventory is full. [Credit: Tigerfish]

  112. This probably applies to other quests too, but when I got the quest to make a warp cell, I already had all the materials so I just made one. The game doesn't like that, so I had to go mine materials and craft a housing that I didn't need because I'd completed the tasks before the game asked me to do them. [Credit: Auracie]

  113. Not sure if this was already mentioned but the quest where you have to hire a technician for your Exocraft Terminal is bugged. The red marker stays at the entrance of the space station and there's no NPC in any space station that can be recruited.[Credit: Pil Free]

  114. Old-style autominers and atmospheric harvesters, which are still craftable in 2.0, have about a 50% chance to lose all contained resources (fuel and gathered resources) upon leaving the planet. More information is needed regarding how this bug is triggered. [Credit: JustSmile]

    [PRE-BEYOND]This storage bug is also present for refiners, in which multiple refiners assigned different tasks, fully fuelled, lose their entire contents upon leaving a planet at random. The reactor that powered them still contained its full compliment of fuel. [Credit: Claus]

  115. In some cases, oxygen plants can spawn in the air. https://steamcommunity.com/sharedfiles/filedetails/?id=1839470628 [Credit: Oldman and Gargoonka]

  116. MORE INFO REQUESTED: Alien lifeforms can sometimes spawn within structures. https://steamcommunity.com/sharedfiles/filedetails/?id=1839470581 [Credit: Oldman and Gargoonka]

  117. MORE INFO REQUESTED. Terrain generation bugs (some observable after mining a resource deposit) still allow one to fall through the world sometimes. https://steamcommunity.com/sharedfiles/filedetails/?id=1834772842 [Credit: Oldman and Gargoonka]

  118. In Multiplayer, sometimes interactable assets (such as cargo containers) will spawn above ground and then eventually 'drop' into place when approached. Peculiarly, this issue is not present within Singleplayer, but the moment a player connects, the issue arises once more. [Credit: Zarinthal]

  119. An apparently easily reproducable one - tested within multiplayer, two friends attempted to visit the weapons trader in a space station as their first port of call, only to fall through the terrain. One of the pair died, and is unable to reclaim their equipment. [Credit: Meeporized] (MORE INFO NEEDED)

  120. Though the research is unlocked, apparently the 'door' type building objects for Wood, Concrete and Metal are absent from the building list in some cases. More info is needed on what these cases are. [Credit: OdenSP]

  121. Many, if not all prepared foodstuffs appear to restore exactly the same amount of life support as raw ingredients. Indeed given the finished products often involve multiple ingredients it is a net loss to cook food at all. [Survival, untested in Normal]

  122. On certain FOV settings, text within certain UI elements (such as options to copy planet address on photo mode, etc.) is often cut off. [Credit: Gargoonka]

  123. Pictures taken in Photo Mode crop by about 30% on certain FOV settings without warning.[Credit: Gargoonka]

  124. Cloud level and Vignette settings do not change for photo mode when settings are toggled 'off' in options. Many much older games contain options to take screenshots at far higher settings that the game is played on. [Credit: Gargoonka]

  125. Mining Beam laser / Terrain Manipulator beam / Boltcaster (blaster) shots - all visually disappear in water if player's camera is not underwater. [Credit: Gargoonka] (need more confirmation on whether this is pre-beyond)

  126. When you kill any creature its health will reset to full health after death (when it becomes ragdoll) and if you will continue shooting its ragdoll or using mining beam on it - you'll see damage numbers, but they will disappear when ragdoll's health will drop to zero. [Credit: Gargoonka] (need more confirmation on whether this is pre-beyond)

  127. Both player and NPC ships coming into land in a space station or freighter end up doing so at twice the height that they should. Ship models always go through what should be solid walls. [Credit: McKay[PL]]

  128. Sometimes the aforementioned ships, upon landing, will disappear completely, leaving the landing spot still-lit. They physically do not exist, and can be walked through. [Credit: McKay[PL]]

  129. In some cases, activating certain interactable objects (such as a landing station or suit upgrade drop pod) while an Exocraft is nearby will result in my character choosing instead to reinvent the laws of time and space and rest their behinds in a new, invisible exocraft. The fully cloaked exocraft still drives around as normal. [Credit: McKay[PL]]

  130. Observing a ship coming into land gives no information about said ship, until said ship ceases movement entirely. A small gripe, but do scanners just not work on moving ships? [Credit: McKay[PL]]

  131. [VR-SPECIFIC]Hover-over tooltips for items in the inventory do not appear where they should, and tend to show at random spots all over the screen. [Credit: StESch]

  132. When in outer space inside of asteroids area and close to a planet that has clouds around it, if you look at the edge of the planet you'll see that clouds are being drawn in front of asteroids. [Credit: Gargoonka]

    Note: this also happens with the atmosphere around some planets while on a freighter - the atmosphere will render in front of your freighter.

  133. Using the new option to disable having to hold the 'E' prompt does not disable it for all interactions, such as inventory access and ship entry. [Credit: Splutty]

  134. [Allegedy fixed as of patch 2.09, please confirm][PRE-BEYOND]The Signal Booster will typically only send a player to 2-3 places of interest in an endless loop. It probably wouldn't be hard to implement a system where it checks for a 'visited' tag, would it? [Credit: Boneraven]

  135. In a manufacturing facility, the "flooded vault" puzzle triggers. Upon successful completion, no reward choice is given despite still requiring 4 recipes from the tree. Even the reputation failed to rise. Upon reloading, the same manufacturing facility had the same puzzle, and the same bugged result. [Credit: Boneraven]

  136. Geodes and other such breakable objects can be analysed from the ship inventory, even when out of range. The resulting items appear in the suit inventory, despite the aforementioned range issue. [Credit: ExpendableGrunt]

  137. [PRE-BEYOND]With the Plasma Launcher equipped, activating stations such as the Manufacturing Facility puzzle and exiting with a right-click can end in sudden and accidental death by malfunctioning hellfire.[Credit: Chronverge]

  138. Almost forgot to add this one here: any of the saved Ctrl+1-0 shortcut keys for quick actions from X key panel lead to a single wrong option after you restart the game. Example: you set 1 key to change camera mode from 1st to 3rd person and back, then restart the game and you'll see it no longer does it and 1 key is now for selecting a spaceship or something, so the rest of the number keys if you set any of them. [Credit: Gargoonka]

  139. When i build a room underwater made from cuboid sections theres patches of water inside the room (waterfall-ish effect). Can even drown when standing/being suspended in the right place while inside.
    https://steamcommunity.com/id/monkeh81/screenshot/781858739030354094

    [Credit: Monkeh]

  140. A fully powered, fully functional teleporter will still display the "no power" symbol. [Credit: Monkeh]

  141. [VR-SPECIFIC]A somewhat replicatable issue where the analysis/survey visor crashes the game in VR. It happens inconsistently when highlighting points of interest at mid- to long-range, either accidentally or deliberately. Examples include buildings, procedurally generated resources, and burial sites.

    The crash seems to occur mostly during one or more of the below criteria:

    -HMD controller orientation is noticably off-centre from body orientation

    -Right hand is aimed directly upwards to avoid interference

    -Target is being highlighted with the left hand

    [Credit: Ryuujin]

  142. [PRE-BEYOND]This problem has persisted through numerous patches, but seems to have worsened during the move to 2.0.

    Placing base structures is subject to confusing and strict rules that seem to make no obvious sense, and are not properly communicated to the player. e.g. just because a set of stairs crosses the 'seam' between two adjacent walls, it deems itself as invalidly placed. Similarly, one cannot place stairs where they might connect to two or more walls.

    Confusingly, the stairs may still go *through* walls.

    https://steamcommunity.com/sharedfiles/filedetails/?id=1842179107

    https://steamcommunity.com/sharedfiles/filedetails/?id=1842178923

    In the meantime, searching for tricks and workaround re: building restrictions is suggested, though they seem awkward at best. [Credit: Krayor Krelion]

    A continuation to the saga of the unholy stair: only one building piece can be snapped to any one snap point. This means that building a set of stars necessitates a blank patch of ground devoid of decoration within one's base.

    https://steamcommunity.com/sharedfiles/filedetails/?id=1842369461

    [Credit: BansheeDragon]

  143. Adjacent freighter storage rooms always have a gap between them through which you can see space and see through one-sided polys. [Credit: Pain:]

  144. in cuboid room you can't place ceiling above Large refiner (didn't try other snappable placables). Workaround is to remove Large refiner, place ceiling, place Large refiner. [Credit: Boneraven]

  145. For some players, the majority of the time when one reaches a distress signal, there is nothing at the site. This includes, but is not limited to, the distress signal box that's meant to be broadcasting it to begin with. [Credit: McKay [PL]]

  146. The exocraft mining turret is implemented about as well as depression was implemented into human beings. (blame me for that joke, not the credited person. I'm cranky.)

    Unless one is mining something in the realms of a tree or a really far away object, you cannot see what you are mining due to your vehicle's fat ♥♥♥, due to how the camera is oriented. They're supposed to have a first person view that could remedy this, but it's possible that this is VR-only. [Credit: Bansheedragon]

  147. [PRE-BEYOND]If one takes the teleporter away from their planet, even if only to the starbase within the same system, though the effects are not limited to this short-range travel, the terrain sometimes begins to regenerate inside one's base. This can also occur when logging in and out of the game.

    https://steamcommunity.com/sharedfiles/filedetails/?id=1842178214

    [Credit: BansheeDragon]

  148. Rotating discovery 3D models in the Discovery tab is tied to the scroll wheel, which is finicky and tends to just reset whenever the game damn well feels like it. The game does not explain this in any way, and to be honest, may as well not as the restrictive method in which it is implemented is barely an implementation at all. Arrow keys would work better than this. [Credit: Gargoonka]

  149. Sometimes, using star charts (as bad as 5 times in a row) finds nothing. [Credit: McKay[PL]]

  150. Using observatories often results in finding nothing, despite a properly solved puzzle. [Credit: McKay[PL]]

  151. after an unknown amount of time, snap points on any random bit of structure I have built will simply cease to exist. As in, I cannot snap anything to them. I have attempted to delete the structure pieces, only to find that the piece THAT was attached to no longer has a snap point either. I have accidentally cut off all access to a section of my base because of this. [Credit: ArgoMarrus]

  152. Similar to above, after placing a wall switch and connecting one side's wire snap point to a location, exiting the building menu, then re-entering the building menu, causes the wall switch's snap points (both of them, even if they were connected to something already) to completely disappear. Unlike above, I am able to delete the wall switch and replace it, which re-enables the snap points, but occasionally the problem will "spread" to other wire snap point items, like powered doors. [Credit: ArgoMarrus]

  153. When I activate the Base Computer archives quest, it directs me to the base computer of a base on another planet. If I teleport to that base, it then tells me the correct Base Computer for the quest is back at the base I just came from. This continues if I teleport. Manually flying to the Base Computer destination does not cause the jump. [Credit: ArgoMarrus]

  154. This does not occur for the base owner, but occurs to anyone else that comes to my base. Occasionally, hallways made of small hollow room cubes will have a wall at intersections where two rooms are connected even though being connected should "join" the two cubes together into one room. However, i cannot see this wall. It appears to other people that visit my base, and acts solid just like a wall, but I cannot see it and I can pass through it just fine. Deleting a stairway attached inside one such cube then tells me I cannot re-place the stairs because the "Position is Invalid" despite the fact that the stairs were RIGHT THERE A MOMENT AGO. [Credit: ArgoMarrus]

  155. Use of the jetpack near a base will cause a player to clip through the wall into said base. [Credit: ArgoMarrus, more info needed regarding method]

  156. When two "Small Room" stairs are connected to each other, the top of the first set of stairs has an invisible boundary that prevents me from walking through, unless I walk into it for a few seconds. This can be bypassed by via jetpack, so not game breaking, but is annoying. [Credit: ArgoMarrus]

  157. Freighters tend to desync in a multiplayer session. Meaning that your/their freighter won't pop up for others/you unless you or the other players reload session. [Credit: Kuroodo]

  158. had an issue earlier where I searched an area near an underwater beacon extensively via ship for islands. was going minimum speed at minimum altitude covering the same areas several times for several minutes and saw nothing but blurry water. landed on the nearest visible shore only to find along my swim there were several very large land masses along the area I had just flown over

    FX 6300
    16GB RAM
    M5A97/M51BC
    R9 380 4GB
    A400 SSD [Credit: Zarinthal] [NOTE: this seems like a mid-high end computer spec with very good RAM. Correct me if I'm wrong.)

  159. When the exocraft is out fuel, the engine still makes sound [Credit: supersonic2233]

  160. [VR-SPECIFIC]In VR, you cannot fire a Blaze Javelin under any circumstance [Credit: Dracknar]

  161. In some cases, for the first few minutes (and potentially indefinitely) of a play session, the UI denoting the resource content, health, and name of a procedurally generated item will not show, even while mining/shooting/punching.

  162. It seems that when I am planet side with my exocraft, doesn’t matter what kind, and go into it’s inventory, then I use my base teleporter to go to a space station and try to open my inventory again, it brings up the exocraft menu and it is stuck there. I cannot back out of it or switch to a different inventory. I have to shut down the program and start over. [Credit: Trekuup (Reddit)]

  163. At random, the game will seem to pick an inventory tab and default to it whenever the 'Tab' key is pressed. This bug seems to trigger at random times, picking an arbitrary tab to always return to upon entering said inventory. Different players will encounter a different problem, such as some defaulting to exocraft and some to multitool, but it seems that the bug is consistent for each singular player affected. [Credit: Persnoody]

  164. Landing a ship anywhere outside of a designated landing pad/zone can result in your ship clipping through geometry and structures.

    https://steamcommunity.com/sharedfiles/filedetails/?id=1843777834
    https://steamcommunity.com/sharedfiles/filedetails/?id=1843779810

    In extreme cases, this can result in a player getting stuck within the structure. Furthermore, due to the fact that on-planet you cannot hover in place properly in a ship, it is very possible to quickly destroy your ship with no obvious recourse. A workaround is to summon your ship elsewhere and fly it, but this incurs further launch fuel costs. [Credit: Bansheedragon]

  165. After using either the freighter or the starship to warp to a new system, using the teleporter from that space station to return to your base does not "save" the teleport waypoint, so you must warp again in order to return. [Credit: bsdbigot]

  166. Using a teleporter either to a starbase or another base and then back again will make all of a player's docked ships on their freighter disappear. A minor bug that is resolved by simply resummoning the freighter, but still a relevant issue. [Credit: Bansheedragon]

  167. NPC ships will almost never dock in a player-owned freighter or a space station. They will fly around like absolute nutters, but never seem to dock. This is not modified by system modifiers such as economic state.

    Further to this, however, ships will consistently perch on player-owned landing pads. These people are absolute bellends for whom only the highest form of retribution is appropriate [Credit: Bansheedragon - mind my sass, i had a headache while rewriting this one]

  168. The power connection for base teleporters is on the front. This is a severe health and safety violation, and should be relocated to the back. It also makes far more sense. [Credit: Prophet360 - sorry for the sass, headache rewriting this one]

  169. Placing an item in a medium refiner that cannot be refined will sometimes result in a crash. [Credit: Maofead]

  170. Editing a base will sometimes result in a crash, with the chance rising higher on larger structures [Credit: Maofead]

Post is too long, fixed bugs will be culled. Page 1, post 1 will be used for excess.
Last edited by Sparky Summers; Aug 31, 2019 @ 11:06am
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Showing 1-15 of 466 comments
Sparky Summers Aug 15, 2019 @ 10:31am 
  1. Signal Booster functionality is now relegated to a clunky Cartrography vendor that takes far too long to process multiple navigation data items. At least with the booster, we could go through that slog when and where we wanted. On top of that, the cartographer does not allow you to search for your desired type of point of interest - a better way to do this would have been to add the Cartrographer as an RNG-oriented option, rather than shoehorning in RNG mechanics. [Credit: Gmr Leon]

  2. The food critic response is completely random regardless what you feed him. He has commented the same product with entirely different response every time, in fact it is so ridiculous he finds sweet compost for animal feed "delicious", this coupled with all food having same effect making cooking basically pointless. [Credit: Gilgamesh]
Last edited by Sparky Summers; Aug 27, 2019 @ 9:30am
Sparky Summers Aug 15, 2019 @ 10:34am 
I never mentioned bugs or crashes, and suggest you please read the post instead of supplanting your own reality over what's really happening. I am aware that bugs or crashes are expected in this ♥♥♥♥♥♥♥♥ of an industry. :)
Kuroodo Aug 15, 2019 @ 10:35am 
Players in VR can kill players in safe zones (space stations, nexus).
If your latters don't have power, you can't climb them.
Sparky Summers Aug 15, 2019 @ 10:37am 
Originally posted by Kuroodo:
Players in VR can kill players in safe zones (space stations, nexus).

Oh wow. I remember pre-beyond I was able to damage my friend in a vehicle with no friendly fire on. Weapons worked 100%. Seems like they're not very good at QA testing that. Maybe they should instead pull the scam the rest of the industry does and get players to do that for them under the guise of early access?
Kuroodo Aug 15, 2019 @ 10:40am 
Originally posted by Sparky Stardust Summers:
Seems like they're not very good at QA testing that.

Hello Games doesn't QA test anything. I've been critiquing every update they have released for their more than obvious bugs, and their odd design choices. A lot of these issues can be easily solved by actually playing the game, or can be spotted in the design process before the feature is even implemented.
Sparky Summers Aug 15, 2019 @ 10:43am 
Ah, so early access without telling the players. Even worse :D
ScifiKitty Aug 15, 2019 @ 10:49am 
The biggest issue for me is the controller mapping. Witgh a controller, it wont look around even when i deselect and reselct their reccomended settings. All other controlling mappings are marked as "non copatible" except for a few for the Steam Controller.

When i go into my ship, i cant look around the hub. I need to use my joystick to, so its like part of the controls are randomly put on my controller and part on my keyboard. Since when you go to the control section everything is blank for you to remap as you like, i cant figure out the keyboard controls because ive alawys used a controller.
Sparky Summers Aug 15, 2019 @ 11:39am 
ADDED: The anomaly social hub crashes after roughly one minute of interaction, and attempting to fly out of the hub results in your ship despawning once exiting, and your body disappearing along with it.

I am now a static camera in an unending space. Please save me.
magnetgrrl Aug 15, 2019 @ 3:17pm 
Yeah, I'm thinking of No Man's Sky as the game of settings, mappings, and bag organization now, since I pretty much spent an hour in-game yesterday doing nothing else.

I got back into the game after a long time off, and with this new release, found I could no longer find anything or control my character easily. I play on PC, and I have used both keyboard controls and Steam controller in the past; I prefer the controller. But, now the camera is off-sync with the right side trackpad or something and I seem to find it either not moving fast enough with my eyeline, or swinging wildly up and down past where I want to look. I've tied changing the sensitivity and nada. I also have been unable to figure out where some functions seem to have been re-mapped to at all, leaving me playing 1/2 with my keyboard and 1/2 with my controller. I would go back to keyboard-only, but now some critical functions require a third, middle mouse-key that my mouse doesn't have, making it impossible to play this way.

I'm super casual. I am not a programmer, and I don't like to wade that deep into the settings of ANY game. I'm not into making my own macros, and re-mapping all this crap - or trying to - was like an hours' worth of useless, wasted time, and it STILL doesn't make the game playable.

I haven't even escaped the station where my ship is right now so I have no idea what horrors I will encounter when trying to fly anywhere. I kinda think I just won't be playing again - maybe ever - so... whatever. I guess they already got my money.

Sparky Summers Aug 15, 2019 @ 3:36pm 
I invite people to signalboost this on their social media of choice - reddit, etc - so we can gather this stuff in one place and hopefully get the devs noticing things. Sadly I don't use stuff like reddit and twitter, as I've sworn off sites that actively defend pedophiles (long-ass story), but for those so inclined, definitely do that.
Sparky Summers Aug 15, 2019 @ 6:00pm 
The biofuel reactor doesn't seem to actually charge batteries when linked. Cool game.
Sparky Summers Aug 15, 2019 @ 6:15pm 
So I elaborated on that a bit. I miss pre-beyond. That was a good game .-. It was in a place I enjoyed playing. Could they not have just given us VR support and left it the hell alone?
Malkav0 Aug 15, 2019 @ 6:20pm 
I don't understand, I have N and S markers on the compass and I don't have the camera issue you're talking about, so maybe it's not design choices but glitches ?
Pretty sure the ladder thing and the biogenerator thing are glitches too
Kuroodo Aug 15, 2019 @ 6:23pm 
For me personally, I miss the original design and vision of the game; survival and exploration. Yeah the game was rough at launch and was missing almost everything that was advertised, but I still found myself having fun. All of these updates, while they made the game better and expanded on them, were against the original design of the game and just made the game into an endless unengaging grindfest where you need to stand still pointing a laser beam to gather a million resources to craft a million things just to finally this one item so that you can finally actually play the game. I don't necessarily hate this kind of grinding, it's just that there's nothing engaging about it in this game unlike other games with a similar survival and crafting system. It's even worse when you are forced to do it via story missions in order to unlock vital items/equipment/vehicles. I remember when you actually had to explore to find blueprints for certain upgrades, instead of having to grind for a specific currency in order to buy a specific upgrade.
Sparky Summers Aug 15, 2019 @ 6:25pm 
Originally posted by Malkav0:
I don't understand, I have N and S markers on the compass and I don't have the camera issue you're talking about, so maybe it's not design choices but glitches ?
Pretty sure the ladder thing and the biogenerator thing are glitches too

Please dear god link a screenshot or something. I long for my beautiful compass markers.
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Date Posted: Aug 15, 2019 @ 9:59am
Posts: 466