No Man's Sky

No Man's Sky

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TaleBakes Jul 26, 2021 @ 5:43pm
Hazard protection in base
So I’m in the process of building a multi-level base with the basic walls, floors, etc. There are areas, especially in open foyers, where the game doesn’t register I’m in side a base and starts exposing me to the elements, which is bad because I’m on a toxic world. There are times where it seems to get confused and puts me in and out of the element drain as well. I’ve tinkered with different wall/floor arrangements, but no luck.

Any idea on what’s causing this and how to fix it?
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Showing 1-15 of 19 comments
Happy Monkey Jul 26, 2021 @ 5:50pm 
A floor or roof should be no more than two levels above you. There are certain ways around it, but that's a good rule of thumb.

Arches don't count as walls, but doors do. Not sure about open power doors.
Barmy Nimrod Jul 26, 2021 @ 6:11pm 
Wait until a tornado sucks you right through the walls and out of the building or lightning kills you. That's when it really SUCKS!
Rexxer Jul 26, 2021 @ 7:15pm 
If you create a multilevel cuboid space with a large (and high) internal space, there is no issue with weather leakage. However because you create volume directly by stacking cuboids in 3D, you use a massive number of cuboids and hence, construction points. It looks good though.

But yes, regular construction panels cannot create large (tall) volumes without letting weather in.
Gumsk Jul 26, 2021 @ 8:48pm 
If you run mods, this will create hazard protection around basic floor pieces:
https://www.nexusmods.com/nomanssky/mods/1657
knighttemplar1960 Jul 26, 2021 @ 11:24pm 
Any room made with basic tiles that is 3x3x3 or larger will have weather in the tiles that are not adjacent to walls or other objects. It is possible to cheese structures that are 3 tiles high by adding strips or a grid of the 1/4 walls at the very top of the 3rd level. You can also exclude weather from buildings that are 3 tiles high by making all your rooms have either width or length of 2 tiles.

Here are a couple of examples:

I built this geobay garage on a storm crystal planet before the exocraft hazard protection nerf. The geobays are placed on a slope that is 2 tiles high but the slope goes down to 4 tiles high where the opening is. There is no weather where the exo craft are parked and before the nerf I could get in the roamer and take it out looking for storm crystals and not be exposed to the weather except when I was actually harvesting storm crystals. You can see from the screen shot that my hazard protection is not turned on even though there is a large opening for the exo craft to exit by.
https://steamcommunity.com/sharedfiles/filedetails/?id=1800679503
This is a "green house" that I made on an extreme cold weather planet to grow frost crystals before they nerfed using frost crystals to make carbon in your refiner. You can see that it is 4 tiles high and I'm not adjacent to a wall but I am adjacent to a frost crystal that I planted directly in the ground. This has also prevented my hazard protection from kicking on.
https://steamcommunity.com/sharedfiles/filedetails/?id=1800678893
TaleBakes Jul 27, 2021 @ 12:17pm 
Originally posted by Rexxer:
If you create a multilevel cuboid space with a large (and high) internal space, there is no issue with weather leakage. However because you create volume directly by stacking cuboids in 3D, you use a massive number of cuboids and hence, construction points. It looks good though.

But yes, regular construction panels cannot create large (tall) volumes without letting weather in.

No dice. I wasn’t even able to make a single-level cuboid chamber without weather. My dimensions are appx. 12x10, and it appears neither structure type is good with this.
Last edited by TaleBakes; Jul 27, 2021 @ 12:39pm
Rexxer Jul 27, 2021 @ 9:42pm 
Originally posted by Drifter:
No dice. I wasn’t even able to make a single-level cuboid chamber without weather. My dimensions are appx. 12x10, and it appears neither structure type is good with this.

I've never had weather inside cuboids, so I have no clue why you are getting it. It's never happened even on the stormiest planet. Always comfy when the storm is howling outside and lightning battering the landscape. Could be something unique to your computer perhaps?
Yxklyx Jul 28, 2021 @ 10:51am 
So I'm new. What's a cuboid? I recently noticed there are prefab rooms that require power as well as the wooden walls, roofs. Which is the best way? All prefab?
Daedrius Jul 28, 2021 @ 11:19am 
I've never taken environmental while inside a room. I have had the glitch that show the different environmental affects on the visor - like nuclear fog, etc.. while indoors. I've even had that happen on space stations.
Happy Monkey Jul 28, 2021 @ 11:31am 
Cuboids are the small prefabs, which are based on cubes, rather than the large ones that are cylinders, squares, and corridors.
indigo Jul 28, 2021 @ 11:45am 
Holes, like those created by placing stairs, or building bases out of the "Basic" shapes.

As for lightning - been struck twice now, survived both times. First time I was jet-packing, second I wasn't paying attention, but scanning lifeforms. That one hurt.

Tornadoes are a fun way to travel - I'll run directly into them for the boost.

Meteorites though... those suck to get hit by.
TaleBakes Aug 7, 2021 @ 7:14pm 
So guys I figured out a sort of workaround:

The game recognizes interiors by player’s proximity to walls and ceilings.
With basic, or potentially cuboid, you’re able to create wide areas by placing ‘pillars’ at regular increments within the space. With single-level chambers I measured it out to 3 ^2 or 4 ^2 tile areas with half-wall pillars and had no problem, but higher areas require much closer areas. Honestly that isn't so bad, and I was still able to make a massive greenhouse how I wanted.
Last edited by TaleBakes; Aug 7, 2021 @ 7:16pm
Mr. Bufferlow Aug 7, 2021 @ 7:24pm 
Originally posted by Drifter:
So guys I figured out a sort of workaround:

The game recognizes interiors by player’s proximity to walls and ceilings.
With basic, or potentially cuboid, you’re able to create wide areas by creating ‘pillars’ at regular increments within the space. With single-level chambers I measured it out to 3 or 4 tile spaces with half-wall pillars and had no problem, but higher areas require much closer areas. Honestly that isn't so bad, and I was still able to make a massive greenhouse how I wanted.
You are on the right track. You can fool the checks by putting small additions around an open area so the "weather/no weather" bouncing sensors pick up that the space is smaller.

One option would be to use the short wall pieces like beams around each new "floor" and that may be sufficient to have the program decide it is "inside" versus out outside...so no weather.

I usually just build a hallway around at the second floor level because I can add stairs then and do the same at a third floor level. You get the open space feel and functionality.
Thrackk Aug 7, 2021 @ 9:20pm 
Originally posted by Gumsk:
If you run mods, this will create hazard protection around basic floor pieces:
https://www.nexusmods.com/nomanssky/mods/1657

I just saw this and just picked it up Thank You!
TaleBakes Aug 8, 2021 @ 12:41am 
Originally posted by Mr. Bufferlow:
Originally posted by Drifter:

For the short wall option, are you talking about integrating them into the floor itself? I tried having them over the floors in a lattice, but that didn’t work.
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Date Posted: Jul 26, 2021 @ 5:43pm
Posts: 19