No Man's Sky

No Man's Sky

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Hello Games  [developer] Oct 15, 2022 @ 1:05am
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Experimental Branch 15/10
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 20/10
  • Fixed an issue that prevented the "Missions Done" stat from being displayed correctly in the Korvax section of the Journey Milestone page.
  • Fixed an issue that caused some Journey Milestone guidance missions to incorrectly report the milestone as complete.
  • The value and quality of items found in crashed freighter storage containers has been increased.
  • Fixed an experimental branch-only issue that caused the inventory page to be missing in VR.
  • Fixed an experimental branch-only issue that caused players who moved their saves back from the experimental branch to the live version of the game to have their supercharged slots replaced with broken slots.
  • Fixed a rare issue related to saving the game while the disc was busy.
  • Fixed an issue that allowed inventories to be expanded beyond the intended limit for their C/B/A/S class rating.

Experimental Branch 19/10
  • New visuals have been added when reloading a save from within the game menus.
  • Fixed a number of networking issues.
  • Increased the amount of time the information portal displays the preview of unread guide entries before cycling to the next entry.
  • Fixed a number of instances of untranslated text in Journey Milestone guidance missions.
  • Fixed an issue that caused the collision box for the Industrial Pallet to be too big.
  • Fixed an experimental-branch only issue that caused the inventory page not function correctly in VR.
  • Warp Hypercores will now always fully charge the ship hyperdrive, even on the hardest fuel settings.
  • Bases now show the difficulty settings with which they were created.
  • Fixed an issue that prevented the "Missions Done" stat from being displayed correctly in the Korvax section of the Journey Milestone page.

Experimental Branch 18/10
  • Added an "Unread" icon to new entries in the Collected Knowledge catalogue of the information portal.
  • Fixed an issue that could prevent the save summary text from appearing correctly on the final save slot in the list.
  • Fixed a memory issue affecting time-based missions.
  • Fixed an issue that could prevent the technology slot purchase screen from offering more than 30 slots in some rare circumstances.
  • Added an option on the inventory page to temporarily expand large inventories and view them without the need to scroll.
  • Clicking an inventory filter a second time will now disable that filter.
  • Fixed a visual issue that caused some customisation banner options to appear in the wrong place in the UI.
  • Fixed an issue that could cause framerate loss while browsing large freighter inventories.
  • Fixed an issue that could cause entries to disappear from the Plaque, Monolith or Abandoned Building pages of the Collected Knowledge catalogue.
  • Fixed an issue that could cause players to fall through the floor of their freighter when loading in very specific locations.
  • Fixed a number of visual issues with inventory slot purchasing.
  • Fixed an issue that could cause the base building tutorial to fail to progress past the "Powering the Base" section.
  • Fixed a rare issue that could cause mission events involving base NPCs to point to the wrong system. This recovery will take place upon visiting the incorrectly marked system.
  • Launch Fuel canisters now always fully recharge the Launch Thrusters, even on harder difficulty settings.
  • Added additional fuel information to the "Summon Ship" error messages.
  • The chance of technology being broken by incoming damage now scales with the current strength of your shields.
  • The Save Point blueprint is now available for research aboard the Space Anomaly.
  • Fixed an issue that caused some players to have inaccessible slots when viewing storage container inventories on their freighter.

Experimental Branch 15/10
  • Technology inventories now have a chance to contain supercharged slots that offer substantial boosts to the stats of technologies deployed to those slots. The number of supercharged slots is tied to the class of the starship, freighter or Multi-Tool in question, with 1 slots available for C-Class and 4 for S-Class.

  • An icon reflecting the player's current mode is now visible alongside the icon representing their current platform.
  • Players who elect to permanently lock their difficulty settings will have this reflected in their mode icon.

  • Fixed an issue that could cause technology items to fail to install correctly in some weapons or ships acquired from the Quicksilver Synthesis Companion .
  • The technology research trees now stay open when purchasing multiple parts with the difficulty set to zero costs.
  • Fixed an issue that caused the cursor to reset to the centre of the screen upon certain button inputs on the storage container transfer screen.
  • Fixed an issue that could cause Exosuit Upgrade Chart hints to continue displaying after the chart had been used or sold.
  • Fixed an issue that caused the Paralysis Mortar not to be known by default when opting to start with all technologies known.

  • Fixed a number of visual issues related to purchasing new inventory slots.
  • Fixed a minor visual issue with mission icons during Journey Milestone guidance missions.
  • Fixed an issue that could occasionally cause asteroids to appear the wrong colour.

  • Fixed an issue that could cause a softlock on load after triggering a Journey Milestone guidance mission involving the mission board whilst within a pirate-controlled system.

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; Oct 20, 2022 @ 9:29am
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Showing 151-165 of 225 comments
Foxglovez Oct 19, 2022 @ 8:36am 
Originally posted by The Planar One:
Originally posted by Foxglovez:
One shouldn't ever go to pick something up in experimental and then plan to go back to normal mode for the obvious reason that it is not applied there, though it's easy not to know that the first time. So the question is - why would you go back to normal mode? Experimental is better and certainly has quicker fixes about 99% of the time. Yes occasionally something bad happens and we all go back to normal, but in 2 yrs I think I remember that happening once. That's just my take, your mileage may differ.

HGs expectation is that we who are on experimental do some testing and give zendesk list of stuff we find that can be improved on, or at least do more than just take advantage of early access to fixes. It's not like a real testing mode but it's what we have.

One should read the whole post as to 'why' i needed to do that - to address a worse bug in standard build. Jeezups wall of text VV
It doesn't matter why you came over, it just matters that you don't go back until all the stuff goes live. Just how it is.
Blubbiebacke Oct 19, 2022 @ 9:18am 
At the storage container I can only see 88 places in my inventory, scrolling unfortunately does not work.
snowraider8 Oct 19, 2022 @ 10:20am 
Now we just need a sort button
system11 Oct 19, 2022 @ 11:29am 
They need to add the equivalent of X class upgrades to living ships, they have been short changed by the 3+3 loss more than normal craft were.
CaptainMalnacido Oct 19, 2022 @ 11:34am 
Originally posted by system11:
They need to add the equivalent of X class upgrades to living ships, they have been short changed by the 3+3 loss more than normal craft were.
They also need tech equivalents to the pulse engine, shields and weapons like the sublight amplifier, ablative armour etc. Living ships kinda feels suboptimal bacause of that
SumGumption Oct 19, 2022 @ 12:08pm 
I don't know if HG is interested or not. But I would be more willing to test it, if experimental and normal build were separate from each other. Some games offer the experimental as a free game along side their normal build. I also feel that it would be less likely to impact the flow of our normal build during tweaking, if they were separate.
Kalis7777 Oct 19, 2022 @ 12:35pm 
Please look at the visual glitches in the anomaly in vr with the fog effects
Gmr Leon Oct 19, 2022 @ 12:51pm 
Bases now show the difficulty settings with which they were created.
lol, why keep giving to the pettier players?

None of the difficulty settings matter all that much without a network menu revision to better enable folks to customize their multiplayer experience, like to prevent people from dumping junk in their inventory unprompted.
Last edited by Gmr Leon; Oct 19, 2022 @ 12:53pm
CaptainMalnacido Oct 19, 2022 @ 1:22pm 
Originally posted by CaptainMalnacido:
Reparing damaged supercharged slots will unlock it but theres some "broken technology" remanent after repairing the slot. You can move this piece of technology but can't get rid of it
Allright something even funnier happened, i tested the today's experimental on my linux save, i found out not only the repaired tech modules dissapeared, but also a couple more i didnt ever repaired got automatically repaired, will look upon the windows side to see if those got repaired as well but i think this isn't a intended behavior.
Edit: it got fixed on windows too, probably by the steam cloud sync for some reason. It seems that damaged tech modules also get the remanent on normal slots, not only supercharged ones
Last edited by CaptainMalnacido; Oct 19, 2022 @ 1:30pm
WhiteCrow Oct 19, 2022 @ 3:55pm 
Originally posted by Vitamin Arrr:
I don't think any of these little measures you're eeking out to players is going to remotely make up for the fact that some of us lost a full 50% of the upgrades that we spent (in my case) hundreds of hours and hundreds of thousands of nannites grinding out.

The sad reality is, yourself and others who have accomplished similar are edge cases. If you don't think so, just know they have metrics on players and how they play. The majority of players did not sink hundreds of hours to min/max their stats, so these changes in the long run didn't harm many.

Just a loud minority.
Caliburn Oct 19, 2022 @ 5:47pm 
Has anybody tried playing in VR using the latest Experimental Build. All of my Inventory screens were blank. I read that Hello Games addressed an Experimental inventory bug in VR in the latest build but I am using the latest build. Just to make sure, I went back to the public build and then went back to Experimental but all of my Inventory screens were blank. I submitted a bug report on Zendesk.
DmAnd Oct 19, 2022 @ 6:44pm 
Originally posted by Caliburn:
Has anybody tried playing in VR using the latest Experimental Build. All of my Inventory screens were blank. I read that Hello Games addressed an Experimental inventory bug in VR in the latest build but I am using the latest build. Just to make sure, I went back to the public build and then went back to Experimental but all of my Inventory screens were blank. I submitted a bug report on Zendesk.

Same here
wavetrex Oct 19, 2022 @ 7:46pm 
Please release it already, that "Exosuit Upgrade Chart hints to continue displaying after the chart had been used or sold." is driving me nuts.
Tnx !
Masque Oct 19, 2022 @ 9:42pm 
Originally posted by wavetrex:
Please release it already, that "Exosuit Upgrade Chart hints to continue displaying after the chart had been used or sold." is driving me nuts.
Tnx !
Mine's not doing it any more, but only after I own ZERO of these charts.
wavetrex Oct 19, 2022 @ 11:29pm 
Originally posted by Masque:
Mine's not doing it any more, but only after I own ZERO of these charts.
If you have an active mission that is supposed to reward a chart, it keeps popping up. I usually take all "kill N creatures" missions because they get resolved while melting those bugs on derelicts. Also any "kill N sentinels" missions, since, well, it always happens.
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Date Posted: Oct 15, 2022 @ 1:05am
Posts: 225