No Man's Sky

No Man's Sky

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_darkaura_ Dec 2, 2019 @ 11:52am
new limit of 2 on large refiners?
So, I decided to rearrange my freighter's refining area, and I scrapped my 8 refiners, and saved. When I went to rebuild the refiners, it only lets me build 2 now, and says "Limit 2 to local area."

This is very sad for me, because I use them for a lot of things that take a while to complete.

Has anyone else run into this, or is something going weird with my files?

No mods, main branch as of 2019 Dec 2nd.
Last edited by _darkaura_; Dec 2, 2019 @ 11:52am
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Showing 1-15 of 38 comments
Rusty Tinsnips Dec 2, 2019 @ 1:20pm 
I set up a "refinery facility" the other day, planning on putting up 10 or 15 refiners but could only put out 2 large and 3 medium.
Cythal Dec 2, 2019 @ 1:32pm 
Hmm if that is the case my freighter materials processing deck with 10 large refiners will remain as is. I was going to rebuild some sections to solve issue of hydroponics bays that are too far from bridge not being powered.

I guess I will just build my farm next to a portal on a planet. I have checked the patch notes and cannot find anything relating to this. I suggest a bug
phonon5891 Dec 2, 2019 @ 2:00pm 
Confirmed, current limit of 2 large and 3 medium in "local area", which seems to be a certain distance around the current position of your refiners. I had to walk to the other end of my base (as far away as my current refining room as possible) before it would let me set down another refiner. Haven't tried any glitch placement though, maybe that could bypass the limit?

Also, I feel that this limit on refiner count is too artificial -- it makes no sense why you couldn't build three large refiners next to each other. Materials? You obviously have them. Power? Lol you can build teleporters for crying out loud, plus the refiners need no power in-game. If it's to control resource exploitation (no indium/stasis farms, nyah! -- devs), this seems a wrong-headed way to go about it -- artificial nerfing usually kills fun faster than it kills exploits.
_darkaura_ Dec 2, 2019 @ 3:30pm 
Originally posted by Cythal:
Hmm if that is the case my freighter materials processing deck with 10 large refiners will remain as is. I was going to rebuild some sections to solve issue of hydroponics bays that are too far from bridge not being powered.

I guess I will just build my farm next to a portal on a planet. I have checked the patch notes and cannot find anything relating to this. I suggest a bug

One thing they did that makes farming on a planet more friendly is adding the "Harvest All" to the hydroponic domes. It makes harvesting much faster, as you can harvest all the plants in a single dome as you run through it to the next.

_darkaura_ Dec 2, 2019 @ 3:33pm 
Originally posted by phonon5891:
If it's to control resource exploitation (no indium/stasis farms, nyah! -- devs), this seems a wrong-headed way to go about it -- artificial nerfing usually kills fun faster than it kills exploits.
I kind of wonder if it wasn't an attempt at solving or reducing some duping bug.



Originally posted by phonon5891:
Haven't tried any glitch placement though, maybe that could bypass the limit?

Hmm, I haven't really tried glitch building. It may work. I'd probably better off personally modding the game files to increase that limit, since I'm on PC.
Gumsk Dec 2, 2019 @ 4:50pm 
This seems like a heavy-handed way to fix any kind of bug, and smacks of some programmer saying "that's not how you're supposed to make your base look! Play the game my way!" Hopefully the limitation is in the techtable somewhere and can be modded.
Gumsk Dec 2, 2019 @ 4:53pm 
Originally posted by phonon5891:
Haven't tried any glitch placement though, maybe that cHmm, I haven't really tried glitch building. It may work. I'd probably better off personally modding the game files to increase that limit, since I'm on PC.
Since the refiners don't need power, you should be able to get around it by moving it in the save file / JSON area. Go to PlayerStateData, PersistentPlayerBases, find the correct base, Objects.
Bushranger Ben Dec 2, 2019 @ 6:34pm 
Originally posted by Gumsk:
This seems like a heavy-handed way to fix any kind of bug, and smacks of some programmer saying "that's not how you're supposed to make your base look! Play the game my way!" Hopefully the limitation is in the techtable somewhere and can be modded.

It does seem strange and the fact that if you already had them down means a bunch of people are just business as usual anyway. Here I was thinking there was a limit of five within a certain area (last night I tried to put a few extra down haha) but it was just that I already had placed them.
Two large and three medium isn't much really when your hanging about your base converting gasses (I need a Nitrogen hot spot! lol) and making glass and carbon and ferrite dust and....well you get it.
I want to feel like the time spent crafting was worth it (I guess people have a different gauge as far is this is concerned though).
I suppose I will start making specific rooms for them with short range teleporters on any new main bases all leading to one spot. I am starting to think I need signs so I will know where I am going! :p
Starship Moguta Dec 2, 2019 @ 6:56pm 
This is disappointing. And nothing mentioned in the patch notes. I wonder what the justification is.
phonon5891 Dec 2, 2019 @ 8:00pm 
Originally posted by Starship Moguta:
This is disappointing. And nothing mentioned in the patch notes. I wonder what the justification is.

Yes, very disappointing. I was getting a bit bored with combat and exploration, so started farming and base building. The logical next step was crafting, and I had even built a huge area where I would be able to lay out 10x4 large refiners. Didn't think to test placing them first -- imagine my disappointment when I couldn't place more than two.

Originally posted by Gumsk:
This seems like a heavy-handed way to fix any kind of bug, and smacks of some programmer saying "that's not how you're supposed to make your base look! Play the game my way!" Hopefully the limitation is in the techtable somewhere and can be modded.

This is certainly a possibility: look at how they limited atmospheric extractors (three per planet, lol), and now this. What's next? Three hydroponic farms per base? Limit of ten player-planted plants outside? These limitations don't hurt the exploiters as much as they hurt regular people just trying to play the way they want. Just look at how people are already finding wire glitches to place 20+ industrial extractors over one hotspot. If they want to stop the exploits, they should fix the glitches instead of imposing artificial limits (which will likely be bypassed by glitches again).

"It's a sandbox", they said. "You're supposed to make your own story", they said. Yeah, except when the devs don't like your story and patch it out.
Smokescreen Dec 2, 2019 @ 8:41pm 
ugh! In every game I make like 20 forges, because it gives great satisfaction to know I am gaining a long term benefit at the short term sacrifice, or cost, of constructing more refiners. But, this... is forced stupidity -- forcing me to work inefficiently, just so it takes longer. I don't like feeling limited on purpose. It seems like being punished for diligence, instead of being rewarded for it.
Phobos Dec 3, 2019 @ 12:35am 
Originally posted by _darkaura_:
So, I decided to rearrange my freighter's refining area, and I scrapped my 8 refiners, and saved. When I went to rebuild the refiners, it only lets me build 2 now, and says "Limit 2 to local area."

This is very sad for me, because I use them for a lot of things that take a while to complete.

Has anyone else run into this, or is something going weird with my files?

No mods, main branch as of 2019 Dec 2nd.

I have one base that has 36x large refiners, because it looked cool and was functional as you can crunch a few things at the same time without being forced to wait ' the odd 16 mins ' for a current crunch, before you can start with the next batch.

Only thing I wished to change was the 250x items limit in the refiner, in survival / permadeath wich imho is kinda stupid as you already are limited in what you can carry to the refiner.

Now with this update the 'retardation levels' has skyrocketed. No other way to say it as it is from a dev to the devs. This probably sounded good on paper or in someone's head, but in practice / ingame its just not there. Just return it as it was and lift the item number restriction for refiners as neither promote fun.

I suppose the only fix for this is hackery...
Last edited by Phobos; Dec 3, 2019 @ 12:38am
Vorade Dec 11, 2019 @ 5:03pm 
any way around this? I need more than 2...
Last edited by Vorade; Dec 11, 2019 @ 5:03pm
_darkaura_ Dec 11, 2019 @ 6:39pm 
Maybe glitch building or mods. Haven’t really tried yet.
vostl78 Dec 22, 2019 @ 1:47am 
Thats crap - thx for the Information - grrrrrrrrrrrrrrrr
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Date Posted: Dec 2, 2019 @ 11:52am
Posts: 38