No Man's Sky

No Man's Sky

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Hello Games  [developer] Feb 18 @ 7:28am
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Experimental Branch 18/02
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.

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 27/02
  • Fixed an issue which causes holes to appear in terrain that was introduced during a previous iteration of these experimental builds.

Experimental Branch 20/02
  • Fixed an issue that could cause Sentinel Walkers to fail to spawn.
  • Fixed an issue that could cause the base building hologram to fail to collide correctly with the planet surface.
  • Players can now archive their current starship or Multi-Tool, as long as it is not the only one left.
  • Fixed an issue that caused the Minotaur to sink into its geobay.
  • Fixed a number of rare issues related to the Atlas Station.
  • Fixed an issue that prevented players from recolouring Solar ships in the starship customiser.
  • Fixed a number of issues that could occur after exchanging ships with an NPC.
  • Fixed an issue that could cause players to pop to the surface while swimming on moons.
  • If players die in midair while on a planet, their grave will now spawn on the planet's surface.
  • Fixed a text issue with the S-Wing Megalith Engine ship part.

  • Fixed an issue that prevent completion of the Chronicle expedition milestones if the Rendezvous milestones autocomplete.
  • Fixed a rare blocker in In Stellar Multitiudes where Polo would offer the incorrect dialogue.
  • Fixed a rare mission blocker in They Who Returned.

  • Fixed a specific performance issue on PlayStation 5.
  • Fixed a rare crash.
  • Fixed a rare issue that could cause a crash followed by an infinite load after claiming abandoned ships on water worlds.

Experimental Branch 18/02
  • Fixed an issue that could cause players not to know the Terrain Manipulator recipe in the Titan Expedition.
  • Fixed an issue that caused misleading mission text when locating storm crystals for an expedition.

  • Fixed a rare mission blocker in In Stellar Multitudes.
  • Fixed a number of rare mission blockers that could cause players to have the wrong crafting recipes during In Stellar Multitudes.
  • Fixed an issue that could cause a second mission marker to persist when not needed during In Stellar Multitudes.

  • Fixed an issue that could cause the Under a Rebel Star mission to get stuck after fleeing sentinels.
  • Fixed a number of minor mission text issues that could occur when switching to a new settlement.
  • Fixed a rare mission blocker that could prevent players from acquiring a replacement radiant brain from Tethys in A Trace of Metal.

  • Reloading a save made inside an Exocraft will no longer place you outside it.
  • Fixed an issue that prevented the Quick Menu from being accessible in Exocraft when using the swap Quick/Build Menu option.
  • Fixed an issue that prevented the full range of terrain manipulator modes being accessible in while in an Exocraft.
  • Fixed an issue that prevented hotkeys that were set for the Minotaur AI from saving correctly.

  • Fixed an issue that caused the Nautilon to dive slightly when using the keyboard to navigate the Quick Menu.
  • Made a number of improvements to buoyancy and control when piloting the Nautilon on the surface of the water.
  • Made a significant number of improvements to the Nautilon's visual effects.

  • Fixed an issue where an expedition reward Multi-Tool with a custom name would overwrite the primary Multi-Tool's name.
  • Fixed an issue that caused some inventory sort hover tips to clip off the edge of the screen.
  • Fixed an issue that caused expanded tech or cargo inventories not to reset properly when switching inventory pages.
  • Fixed an issue that caused some backpacks to appear very small in the inventory.
  • Localised weather anomalies are now tracked in the Analysis Visor.
  • Crabs can now be adopted as player companions.
  • Fixed an issue that could cause the "New Planet Discovered" UI to be squashed by the saving UI.
  • Fixed a number of audio issues in the loading starfield.
  • Fixed a minor animation glitch when using the Analysis Visor.
  • Fixed a number of clipping issues when wearing a cape and another cloth item at the same time.

  • Fixed a minor visual glitch with some specific barren trees.
  • Fixed a minor visual glitch with some specific lush trees.
  • Fixed a number of rare visual glitches with water rendering.
  • Fixed an issue that caused some large planetary objects to vanish shortly after spawning.
  • Fixed a number of visual issues with foam when in Photo Mode.
  • Fixed a number of minor visual issues with planet atmosphere rendering.
  • Fixed a number of minor visual issues with metal surface rendering.
  • Fixed an issue that could cause water effects to appear above the surface.
  • Fixed a visual glitch that could occur when loading into game on PC while alt-tabbed to a different window.
  • Fixed an issue that could caused the loading starfield to appear jittery.
  • Fixed an issue that could cause some starship trails to appear in front of the ship while moving at high speed.
  • Fixed a number of minor visual glitches with the display of moons in the Discovery Page.

  • Improved the quality of GTAO in PC VR.
  • Fixed an issue that caused flickering when rendering water in VR.

  • Fixed a number of ghosting issues on Xbox.
  • Introduced a significant memory optimisation for PlayStation 4.
  • Fixed an issue that prevent foliage being pushed properly by nearby objects on Mac.
  • Fixed a number of visual issues on Mac.

  • Improved indexing in arrays of data, to help mod authors more easily merge in modded data. The index ID is also now clearly highlighted in the output of the SaveOutModdedMetadata option.

  • Fixed a crash that occurs when playing the PlayStation 4 version of NMS on PlayStation 5.
  • Introduced a significant memory optimisation for all platforms.
  • Fixed a rare issue that could cause a softlock when opening the galaxy map after landing on a derelict freighter.
  • Fixed a number of rare crashes.

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 on PC: %appdata%\HelloGames\NMS\ and here on mac: ~/Library/Application Support/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; Feb 27 @ 6:13am
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Showing 76-90 of 204 comments
Caramirdan Feb 20 @ 10:00pm 
OMgosh, the swimming on a moon has been addressed--sweet!
icepurple Feb 20 @ 11:07pm 
Any idea when the listed fixes are going live?
How is it you guys have yet to fix the text boxes? So many boxes where the text does NOT FIT. Take the refiner as an example.
- BuG -
After I've completed artemis quest line, each time I boot up the game, and log in game (after loading screen), i get a message "nothing found". Has been days and still going.
Anyone know if the macOS version has been updated yet?
Originally posted by icepurple:
- BuG -
After I've completed artemis quest line, each time I boot up the game, and log in game (after loading screen), i get a message "nothing found". Has been days and still going.
I've had that one for years. Would be lost without it at this point.
Originally posted by nanoplasm:
Originally posted by nanoplasm:
If the Vile Egg float is already unlocked on another save in the same account, it cannot be unlocked again on other saves in the same Steam account.

https://youtu.be/ncdcWeVyJ9c

In the video, defeating the Deepwater Guardian should have unlocked the Vile Egg float. But as seen in the video, it didn't unlock it.

The same goes for the Jellyfish Tank helm customization which is also unlocked by defeating Deepwater Guardian. If the helm is unlocked on one save, it cannot be unlocked again on other saves of the same Steam account by defeating the Deepwater Guardian.

This was reported in previous experimental post.
Just tested this on the build from Feb 20th, bug was not resolved. Ticket also sent to Zendesk.
This bug was also reported by others on Reddit.

https://www.reddit.com/r/NoMansSkyTheGame/comments/1igzl0q/psa_it_appears_that_fishbowl_helmets_can_only_be/
Still waiting for the hud to be locked to the direction the player is looking while playing in vr
Originally posted by Exp Notes:
* Fixed an issue that could cause players to pop to the surface while swimming on moons.

I've tested this on a couple of saves on a few different moons - Resolved
Thank You! :nmsatlas:
Since the 18/02 update I have lots of graphical glitches - and I don't know how to upload a screenshot
Originally posted by DirtJezus:
Since the 18/02 update I have lots of graphical glitches - and I don't know how to upload a screenshot
If you mean the textures with long rectangle tearing, people has reported that.

https://steamcommunity.com/sharedfiles/filedetails/?id=3431746766
Last edited by nanoplasm; Feb 21 @ 1:38pm
frvind74 Feb 21 @ 2:19pm 
https://steamcommunity.com/sharedfiles/filedetails/?id=3431766336

https://steamcommunity.com/sharedfiles/filedetails/?id=3431766467

Hi HG

On PC Steam (RTX 2060, last drivers) the ground is falling apart (and the graphics settings have nothing to do with it).
Now you can't play anymore :steambored:
Last edited by frvind74; Feb 21 @ 2:51pm
Perhaps this is mostly a suggestion, but i do believe it's also a bug report... So i was trolling reddit and i found this thread:

Https:/www.reddit.com/r/NoMansSkyTheGame/comments/1iv3jn4/when_the_last_underground_creature_wont_spawn_and/

It got me thinking. Yesterday i spent about 3 or 4 hours roaming a glacial planet looking for the final of 13 creatures. (yes, in the experimental branch)

I found the first 12 in less than half an hour.

It was a rare creature, meant to spawn underground. I visited at least a dozen caves, but never found it. Frustrating, yes, but i wasn't bored-- stomping around in the mech was entertaining & eventually lead me to find some mutated plants that gave me a few thousand sulfide gas, never saw that before... I digress.

So to state the problem: It should not take many hours to fully discover all fauna on a planet. Most people simply do not have the time. It should also not be seemingly impossible to discover any creatures, as this is necessary to get the nanite bonus.

But on the other hand there are going to be bugs with random generation, it is a guarantee, and is not something that can be tested on all 18 quintilian planets or reasonably avoided. In real life we know some creatures exist, but not a single person has ever seen a live one-- though we can indeed determine they still exist. So, how can this possibly be handled?

What if we could declare a creature is 'ultra rare', after searching for a sufficient amount of time, have it removed from the total count per the nanite reward by the declarer but still allow them to get the remaining nanite bonus? This would allow closure for us, prompt us to move on without feeling shafted for all the time we'd put into it.

Further this should pave a much bigger bonus to following travelers if they happen to find it-- but not allow the initial declaring traveler to receive this bonus. (to prevent it becoming an exploit)

This could become a data gathering tool for the devs. Players could declare a creature unfindable, as a sort of built-in error reporting, while it would also encourage other travelers to try to find this specific creature.
Last edited by gorgofdoom; Feb 21 @ 6:13pm
Floid Feb 21 @ 8:07pm 
Wish you guys would post these branch updates in the Events & Announcements sub-forum, as it would make it alot easier to catch them when their posted.
https://steamcommunity.com/sharedfiles/filedetails/?id=3431946428

name failed to generate on a fossil. got it from an atlantid monolith. was the encounter where you 'became' monolith and a guy left and then came back and gave you an item (from 'open your mind' prompt.) Can upload and link to clip of full thing if need be for full context.
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Date Posted: Feb 18 @ 7:28am
Posts: 204