No Man's Sky

No Man's Sky

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Hello Games  [developer] Aug 2, 2022 @ 11:57am
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Experimental Branch 02/08
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 08/08
  • Fixed a visual glitch that could occur when warping in the freighter.
  • Freighter storage containers now display their number designation as part of their hologram.
  • Some base parts that were previously restricted as underwater only can now be built on land.
  • Fixed a lighting glitch that affected freighter interiors.
  • Fixed an issue that caused incorrect pricing data within the Quicksilver shop UI.
  • Fixed an issue that could cause sentinels to temporarily stop network synching when a player died.
  • Players can now place internal walls freely around their freighter, including within automatically generated doorways.
  • Fixed a number of visual issues and glitches with the corridors connecting the freighter hangar to the bridge.
  • The freighter industrial expansion room now has a unique floor.
  • Older style freighter industrial expansion rooms have been added as variant parts.
  • Introduced a number of optimisations to freighter NPC pathfinding.
  • Fixed an issue that hid certain storage containers from the build menu if they were not built in that particular base.
  • Freighter storage containers that have already been built within the current base are now greyed out in the parts menu.
  • Fixed an issue that prevented other base parts from being placed upon Shelf Panels.
  • Fixed an issue that could cause other people's freighter base parts to be placed within your own freighter base during an expedition.
  • Fixed an issue that could prevent mission progress during Sentinel Pillar Nexus missions.
  • Fixed an issue that could cause players to fall through their freighter when saving the game at extreme distances from the centre of the solar system.

Experimental Branch 03/08
  • Fixed an issue that could cause the orb of the freighter Trade Room to become detached and drift across the freighter.
  • Fixed a number of minor visual glitches with freighter technology rooms.
  • Fixed an issue that prevented the expedition from correctly ending after completing all objectives early.
  • Fixed a number of memory-related crashes on PlayStation 5 and PC.

Experimental Branch 02/08
  • Fixed a number of network synchronisation issues with Sentinel combat.
  • Fixed an issue that could prevent progress in Sentinel Pillar Nexus missions if players dropped out.
  • Fixed a number of memory-related crashes on PlayStation 4.
  • Fixed an issue that could allow players to get stuck in the freighter bridge teleporter if they were jetpacking on entry.
  • A glass version of the freighter stairs is now available to research and construct.
  • Fixed a number of visual issues with decorative items that glowed too intensely.
  • Fixed a number of issues with freighter customisation that caused areas of paint to be too small or to be incorrectly labelled as primary/secondary/tertiary.
  • Freighter surface details (such as numbers and decals) are now recoloured when changing paint options on the freighter customisation screen.
  • Improved the appearance of landing lights in the freighter hangar.
  • Fixed an issue that could prevent players from claiming expedition reward frigates on other saves.
  • Fixed an issue that could cause a progression blocker in the Taste of Metal mission (and others) during an expedition.
  • Fixed an issue that could prevent players from claiming the reward for the first Polestar
  • Log milestone if they had already maxed out their ship inventory.

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; Aug 8, 2022 @ 11:38am
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Showing 61-75 of 154 comments
PurSpyk!! Aug 8, 2022 @ 10:43am 
Originally posted by RiChuF:
Originally posted by PurSpyk!!:
After latest update there are some serious issues with textures, my spaceship is black, my multi tool is black, plants and creatures on various planets are covered in random colour patterns. Anyone else?
well it is experimental what do ya thinks gunna happen with beta patches :winter2019joyfultearssnowman:

Actually after closing and reopening the game all textures are 100%
RiChuF Aug 8, 2022 @ 10:47am 
Originally posted by PurSpyk!!:
Originally posted by RiChuF:
well it is experimental what do ya thinks gunna happen with beta patches :winter2019joyfultearssnowman:

Actually after closing and reopening the game all textures are 100%
:BL3Thumbsup:
Originally posted by PurSpyk!!:
Originally posted by RiChuF:
well it is experimental what do ya thinks gunna happen with beta patches :winter2019joyfultearssnowman:

Actually after closing and reopening the game all textures are 100%

Isn't that what you're supposed to do in the first place. You call yourself beta tester? :steammocking:
RiChuF Aug 8, 2022 @ 10:51am 
Originally posted by Wile E Coyote, Super Genius:
Originally posted by PurSpyk!!:

Actually after closing and reopening the game all textures are 100%

Isn't that what you're supposed to do in the first place. You call yourself beta tester? :steammocking:
:winter2019joyfultearssnowman::winter2019joyfultearssnowman:
and wheres their report on it
like a 500 word one or something
a bit like we had to do in the days of old :steammocking:
Last edited by RiChuF; Aug 8, 2022 @ 10:53am
PurSpyk!! Aug 8, 2022 @ 10:55am 
Originally posted by RiChuF:
Originally posted by Wile E Coyote, Super Genius:

Isn't that what you're supposed to do in the first place. You call yourself beta tester? :steammocking:
:winter2019joyfultearssnowman::winter2019joyfultearssnowman:

Beta testers are supposed to report issues found, that's what I did. Previous updates didn't make me open the game twice to work.
Weaver Aug 8, 2022 @ 11:24am 
Originally posted by Iirly:
With the Stellar Extractors, you have to open each one up and click on what you want it to extract or it won't do anything.

OMG I did not know this. I was just about to come and complain about them not doing anything. Is there anywhere in the game that it says this? cause if not it should.

I figured it out by trial and error with several extractors by interacting/not interacting on different ones, and then clicking the different outputs. If you select CM you'll get better yields from the further along progression of stars. So yellow the least, blue the most. For the gasses I imagine the number of planets of the type it mentions for that gas in the system probably increases yield of that gas.
Howll Aug 8, 2022 @ 12:04pm 
:steamthumbsup:
Eddio Aug 8, 2022 @ 12:11pm 
NPCs are no longer petrified of walking across Technology Expansion rooms in the latest experimental build, thanks for the fix!
StormFX Aug 8, 2022 @ 12:49pm 
Originally posted by Hello Games:
  • Players can now place internal walls freely around their freighter, including within automatically generated doorways.

Was there a bug with placing the Reinforced Window or something? There's no "internal walls" for freighters other than the aforementioned window, at least not in the build menu or the freighter upgrade menu. Fixed.

Originally posted by Hello Games:
  • The freighter industrial expansion room now has a unique floor.
  • Older style freighter industrial expansion rooms have been added as variant parts.

The new floor looks amazing! But the old style expansion room isn't in the build menu or upgrade menu. Fixed

Originally posted by Hello Games:
  • Freighter storage containers that have already been built within the current base are now greyed out in the parts menu.

This seems to have introduced some contextual graying out of other items, as well. Eg, if I'm inside a freighter base, the platform and exterior stairs are grayed out. A similar situation occurs with other various room-specific items (eg, most of the tech parts [wall-mounted stuff, etc]) are grayed out if not in a tech room. Mostly fixed.

Originally posted by Hello Games:
  • Fixed an issue that prevented other base parts from being placed upon Shelf Panels.

I'm not sure if this was mentioned, but wall-mounted items (panels, etc) are placed away from the wall with a notable gap. Seems to only be an issue on windows.

Other issues:

  • When attempting to delete a room that the player's position is preventing, the "Part Deleted" text still appears.
  • Custom colors are still not affecting the freighter's cabin, hangar or area under the freighter base when building.
  • The interior and glass stair parts have to be repurchased after each patch. Fixed
Last edited by StormFX; Aug 11, 2022 @ 3:26pm
Dolphin Aug 8, 2022 @ 1:11pm 
Originally posted by Eddio:
NPCs are no longer petrified of walking across Technology Expansion rooms in the latest experimental build, thanks for the fix!
Yes, I agree it is a general improvement, but it would still be nice to be able to somehow mark certain rooms or levels as out-of-bounds. Several NPCs have decided to just hang out in the captain's private quarters... they appear to teleport in despite not using the standard short-range teleporters. (There's no path from the main areas to this area, you have to teleport via short range teleport, and they were safe before the update)
Eddio Aug 8, 2022 @ 1:48pm 
Originally posted by Dolphin:
Originally posted by Eddio:
NPCs are no longer petrified of walking across Technology Expansion rooms in the latest experimental build, thanks for the fix!
Yes, I agree it is a general improvement, but it would still be nice to be able to somehow mark certain rooms or levels as out-of-bounds. Several NPCs have decided to just hang out in the captain's private quarters... they appear to teleport in despite not using the standard short-range teleporters. (There's no path from the main areas to this area, you have to teleport via short range teleport, and they were safe before the update)
There's a semi-workaround to this.

If you construct an enclosed area with only legacy freighter parts, they won't spawn (I know this because I still have old areas on my freighter that I haven't revamped yet lol), and also extends to the core freighter modules. However, it seems like they're very likely to spawn around any of the new modules, especially the ones that do something (galactic trade station, refiner, etc). This includes the Expansion modules UNLESS all 4 walls are replaced with a door, window, or non-existent due to being part of a larger room. Personally, I use this trick to manipulate NPCs into walking to their crew quarters (constructed with mostly legacy parts), which they wouldn't be interested in doing at all if there wasn't this *one* agricultural wall they absolutely had to check on waaaay in the back part of the room.

...But yeah, there should also be a way implemented to manually prevent NPCs from walking in places we don't want em lmao
WardoPo Aug 8, 2022 @ 1:49pm 
Originally posted by Hello Games:
  • Players can now place internal walls freely around their freighter, including within automatically generated doorways.

Unless this refers to reinforced windows (Which were able to be snaped into the interior of rooms before), there are no walls available to be built or unlock as building parts from the freighter's bridge.

Originally posted by Hello Games:
  • Older style freighter industrial expansion rooms have been added as variant parts.
  • [/quote]

    The old industrial expansion rooms do not seem to show up as variant parts even after restarting the game.
    Last edited by WardoPo; Aug 8, 2022 @ 1:51pm
    • Some base parts that were previously restricted as underwater only can now be built on land.
    • Players can now place internal walls freely around their freighter, including within automatically generated doorways.
    • Older style freighter industrial expansion rooms have been added as variant parts.
    None of these seem to be true. I've disabled mods & even re-installed game from scratch. Seems to be the same for everyone.
    Lindy Bomber Aug 8, 2022 @ 2:33pm 
    Players can now place internal walls freely around their freighter, including within automatically generated doorways.

    How do yo do this? I don't see it in the build menu, and I do not see any new part blue prints to buy.

    (I am in experimental)
    Kalis7777 Aug 8, 2022 @ 3:10pm 
    Any chance you guys could fix the black hole visuals in vr? It’s super broken low rez looking
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    Date Posted: Aug 2, 2022 @ 11:57am
    Posts: 154