No Man's Sky

No Man's Sky

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Hello Games  [developer] Apr 9, 2021 @ 2:16pm
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Experimental Branch 09/04
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 15/04
  • Fixed a number of issues where Nexus missions would warp players to an incorrect system.
  • Fixed an issue that could cause reported bases to respawn.
  • Fixed an issue that caused the Mission Control milestone to award invalid technology.

Experimental Branch Update 14/04
  • Fixed an issue that could lead to too many derelict freighters spawning in busy systems, leading to crashes and/or poor performance.

Experimental Branch Update 13/04
  • Communications Stations have a smaller message display radius in protected locations.
  • Fixed an issue that could cause clipped text in the Target Sweep UI.
  • Fixed a PS4 Pro and PS4 on PS5 specific crash.
  • Fixed a crash that could occur when renaming.
  • Fixed a crashed related to terrain textures.

Experimental Branch Update 12/04
  • Save beacon markers are now hidden when placed within a base.
  • In protected UAs, save beacon markers are not shown for players outside your group.
  • Fixed an issue that obfuscated information important to modders.
  • Fixed a crash related to creature navigation.
  • Fixed a PS4/Xbox One specific crash.
  • Fixed a crash that could occur while warping or browsing the galaxy map.
  • Fixed a crash that could occur if the creature you are interacting with dies during the interaction.

Experimental Branch 09/04
  • Rendezvous Points are now labelled as such when viewed in the space station and Space Anomaly teleport lists.
  • Fixed an issue that could prevented all alien language being translated in some interactions.
  • Fixed an issue that could prevent some standing-based titles from unlocking.
  • Fixed an issue that could prevent the Atlas Path title from unlocking.
  • Fixed an issue that could prevent the Nada and Polo story title from unlocking.
  • Fixed an issue that incorrectly show jetpack trails for items that had not been unlocked.
  • Restored Expedition save games that had previously been ended prematurely.
  • Fixed an issue that caused the Cluster Horde and Moneybags milestones to track your current highest currency, rather than the total currency earned.
  • Fixed an issue that caused the Portable Refiner and Nutrient Processors to use the wrong in-world icon.
  • Reduced the pulse engine lock-on strength for some multiplayer-related markers.
  • Decreased the cooldown on the starship scanner when used to scan planets from space.
  • Fixed a number of issues that could cause flickering markers when flying in a busy system.
  • Fixed an issue that caused too many save beacon/player base markers to be displayed in busy systems.
  • Fixed an issue where players were unable to reselect the custom jetpack trails their Traveller had begun an expedition with.
  • Fixed an issue that could prevent the Horrific Flesh Helmet and another special scrap items from being successfully purchased.
  • Optimised several requests made to the Discovery Servers to reduce server load.
  • Fixed an issue that caused the Catalogue to be clipped when viewed on particular platforms or at some specific resolutions.
  • Fixed a number of issues that allowed players to pin inappropriate recipes in the catalogue.
  • Fixed an issue that prevented delivery missions from registering the delivery as complete.
  • Fixed an issue that prevented players from being correctly awarded the Lost Bathysphere as a reward for completing Dreams of the Deep.
  • Fixed a number of issues with Nexus delivery missions.
  • Fixed an exploit that allowed players to attack other players with Exocraft weapons while themselves being immune to PvP damage.
  • Fixed an issue that caused the Summon Ship interaction point to overlap on some planetary archives.
  • Fixed an issue that caused a small subset of Explorer-class starships to be a different colour than before the Expeditions update.
  • Fixed a crash related to texture rendering.
  • Fixed an issue that caused the alien pods on derelict freighters to be overly bright.
  • Fixed an issue that could cause players to be teleported to an incorrect derelict freighter, if several freighters were present in the same system.
  • Fixed a number of issues that could prevent players from being able to place refiners and other similar objects near to protected seasonal locations.
  • Improved a number of protections designed to prevent players from building on top of protected areas.
  • Players may now recolour their base markers by recolouring the base computer itself, in a similar fashion to Save Beacons.
  • Fixed an issue that credited all players in the system with the rewards and/or reputation damage when another player attacked a NPC or pirate ship.
  • Fixed an issue that prevented players being immediately awarded the Golden First Spawn helmet, Streamlined Jetpack or Expedition Flag when claiming rewards from the expedition page.
  • Fixed a crash related to NPC animation.
  • Fixed an animation glitch that could occur while melee boosting.

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.
Last edited by Hello Games; Apr 15, 2021 @ 7:59am
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Showing 31-45 of 103 comments
Cross Apr 11, 2021 @ 12:38pm 
"Decreased the cooldown on the starship scanner when used to scan planets from space."

Personally, as an active explorer, this is a very welcome change! I cant wait to see how is it now.
Geldric™ Apr 11, 2021 @ 3:17pm 
Since this update I'm getting a lot of Refiner "weirdness". Example, new Exp save, quickly made a refiner and dropped in 50 ferrite dust. When done I grabbed the Pure out. I then went to process some Sodium and when I went back into the Refiner I got out my Sod. Nitrate but then got 50 pure ferrite again and then again. I checked my inventory and all I had was lots of pure ferrite. :(

Same save, a few minutes later I was making some Chrom. metal. Was around 170-ish, took it out and placed in my exosuit. I then exited the refiner, checked and nothing in my inventory.. anywhere.

On a similar but non-refiner error, I grabbed my free "S" class ship after buying an "A" class. I was crafting the photon cannon and had to refine some Sod Nitrate. After completing both ingredients, um the photon cannon just disappeared .

Let me know if/how I can help
Pilgrim Apr 11, 2021 @ 5:51pm 
Originally posted by LameLefty:
Originally posted by Minamoto no Lumi:
I am on the experimental and I am at this point thoroughly convinced that underwater ruins do not exist. I have spent 2 hours scouring the oceans of two planets spamming sonar the entire time, have accumulated a couple of stacks of hypnotic eyes, and have come across several flat areas that look like they -should- have ruins, but do not:
https://steamcommunity.com/sharedfiles/filedetails/?id=2453859143

I am now on a third planet and have been searching for some now, and still am not seeing anything. The sonar finds nothing.

I had a similar experience last night trying to accomplish that milestone. At first. Hopped to three different ocean worlds in three different solar systems. Then I paid closer attention to the hint text, which says something like “Start your search in the deepest seas.” or words to that affect.

So I pulse-jumped halfway around the planet to an area of almost unbroken water. I found a tiny island, landed and summoned the Nautilon and scanned. Bam - submerged ruins. Talked to the mystery blob, got the key and a buried treasure. Swam back to my ship, flew a long distance over water and landed on another island. Repeat. Took four visits to submerged ruins but finally got the opportunity to offer a hypnotic eye and tick off the milestone. Still took a long time - a couple times my sonar scan revealed the previously-found ruin. Had to fly further away and try again but eventually got it done.

I will say, this would have been a lot easier if the game actually gave you the recipe for Nautilon fuel in addition to the submarine. It’s pretty silly to have to summon a sub to run a sonar scan, but then not be able to use it to travel to the ruins once you find them.

I did the same, had to fly to different parts of the planet to get to the ruins. As for the schematics, I did trigger the "Dreams of the Deep" quest some time ago. That chain gives you the schematics required.
crowstwo Apr 12, 2021 @ 5:01am 
"Restored Expedition save games that had previously been ended prematurely."

Does this mean we will be able to convert our expedition save to normal now and not have to wait 2 months? I finished my expedition and want to convert my save to normal.
Aurelia Apr 12, 2021 @ 10:27am 
With the last experimental, i was able to play with friends who were not on experimental, but this one is giving me "version mismatch" when i try to join them.
MrMesmer Apr 12, 2021 @ 1:46pm 
Thank you HG!
I'm so glad that you're ironing out the crashes. They were the worst in this update for me.
Frankly took a small break for that reason. So you're saying that it's now safe to begin the new content, huh? ;)
Great work, as always.
Holo Apr 12, 2021 @ 2:49pm 
12/04 - Loading my save from yesterday, I see that I've been gifted a full Exocomb slots 8x6. I'm pretty sure it was not like this yesterday due to the way it was filled with stuff.
I have quickly checked the techno and cargo slots, but all other types of inventory are the same as yesterday, just my Exocombination Main inventory is now completly unlocked. It's not a complain though, just an ethical problematic that I should raise de problem... lol
DmAnd Apr 12, 2021 @ 2:59pm 
WHY IS MY BELLY BUTTON LINT ALWAYS BLUE???
Percy Lee Apr 12, 2021 @ 5:25pm 
Still waiting on a few bug fixes, but overall the game has become stable and playable now.
+VLFBERHT+ Apr 12, 2021 @ 8:14pm 
experimental branch

The only issue i have encountered during Expedition play [only].

At times when exiting ship after landing at a new object location... i.e. but intermittently not specific to this action: launch from a space station and land on a planet, jump out of ship [save creation ?] or more rarely, by simply randomly jumping in and out of ship to generate a save.

- From "first person view" (both in ship and in character) the "hang [game completely stops responding" of up to 60 seconds, involves a totally blank screen, when exiting ship.

- In 3rd person (both in ship and character) camera action that would normally zoom up into view position behind character hangs just as exiting ship occurs.

Again, its "up-to" 60 seconds, but can be as little as 10. Does not happen all of the time.

Other than that, VERY smooth frame rate at 100-FPS with most things on High, planets and textures on Ultra. 1080ti.x299 w/i7x_16threads,32gb_ddr4, SSD.

Good Luck
Last edited by +VLFBERHT+; Apr 12, 2021 @ 8:15pm
Dortamur Apr 12, 2021 @ 11:18pm 
"Save beacon markers are now hidden when placed within a base."

Is the lack of portable Save Points in Expeditions intentional? I think you'd have a lot less Save Beacons in bases if we could make Save Points.

Also, it would be nice to be able to save on my Freighter without having to go down several flights of stairs and jump in & out of my ship.... ;-)
Isthatyoudave? Apr 13, 2021 @ 4:08am 
Another update that does not address the stutters and awful gaming experience for so many players. Still not detecting hardware correctly, but I have a nice pink ship interior now.
Unplayable still.
Last edited by Isthatyoudave?; Apr 13, 2021 @ 4:09am
Geldric™ Apr 13, 2021 @ 4:54am 
Newest update: New Exp save; made refiner, refined Sodium into 52 Sod Nitrate. Removed from ref. then placed 146 copper in and before I could hit the start button the copper was gone and 52 Sod. Nitrate in results. Removed and without placing anything into ref. I grabbed like 4 more batches of 52 Sod Nitrate so I ended up with >300 Sodium Nitrate and NO chromatic metal :steamthumbsdown:
- I picked up ref. and placed back down to see if I could replicate issue but it never happened again.
Last edited by Geldric™; Apr 13, 2021 @ 4:55am
Bowi Apr 13, 2021 @ 10:01am 
🤷‍♂️ I mean... Thanks and congrats on the new build, but... ... What about stutters?
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Date Posted: Apr 9, 2021 @ 2:16pm
Posts: 103