HG just fixed ship customization in 3xperimental. The colors are now true.
Ah, you were talking about the price of the one the scrap dealer sells. Yes, that one should reset daily.
I just spoke to Helios & an extra bit of dialogue āask about derelict freightersā was there & yielded the Emergency Broadcast Reciever.
Just had time to try the update, the atmosphere on the derelicts is well done!
I casually vacuumed up all the living slime with the mining beam, and decompressed all the glass bottles with creatures, oops ā But no bio horror nests on that freighter.
I saw four neutral jellyfish, one of which bumped into me and disappeared. Also some guard bots that were no match for a scatter blaster. Some turrets that were easy to avoid and did hardly any damage.
Do we walk more slowly when cold and faster when near heatersā¦? Thatās a mechanic I didnāt fully figure out.
The teleporters are a nice QoL touch to find our way out again.
If I ever open an insurance company in the NMS universe, my first policy for any freighter insurance shall be that any insurance claim is null and void if the vessel picks up random bacteria samples from passing asteroids or comets. Seriously!
Nah you just donāt freeze near heaters. I agree on the difficulty level. The atmosphere is nice, but thereās no real threat (pretty common for NMS by nowā¦).
On the PC, the left shift key will let you walk a bit faster.
Got these as freighter salvage but havenāt figured out how to put them in the freighterās technical area.
I think that has been fixed with the current 3xperimental update:
- Fixed an issue that prevented freighter technology from being placed in the technology inventory.
Thank you!
Noted an interesting feature (exploit?) regarding the Cargo Bulkhead, (Size Expander), tech you can get from the engineering terminal at the end of freighter explorations.
When you boost your freighter storage, it doesnāt consume the item. I was able to use mine twice, effectively boosting my (Legacy era), S freighter into a massive 48 slotter with 3 rows of tech slots.
Not sure if thatās supposed to happen but it was a welcome occurance.
In my other game it simply upped my C freighter a certain amount & I hit my limit.
Wonāt be for much longer when 3xperimental goes live to all:
- Fixed an issue that allowed multiple uses of the Cargo Bulkhead upgrade module.
Iām wondering if its meant to give you several slots before its used up or just one slot at a timeā¦?
In my case, I clicked it several times before it stopped & then it immediately did the same thing again when I went to expand it further.
It wasnāt until a bit later that I realized that it was probably not meant to work like that. I usually avoid exploits but in this case I stumbled over it myself so I let myself keep it.
*My Legacy Save freighter has a couple of odd things going on: Bridge has remained built out with all sorts of decorations, which newer saves donāt allow.
Sections blocking new rooms because old decorations never deleted, effectively blocking new construction.
It changes colours all the time to match the local system.
Bit glitchyā¦
Sure sounds glitchy alright, so I gues it deserves to be treated with some
I can still place some deco on the bridge though, just not quite everywhere. The colour changing was fixed, but only with newer freighters or through a Save Editor to give it a āhomeā seed.
My FAV info from the update Notes:
āWe have several more significant releases planned for the yearā
Ohhhh, Yeah!
Bring 'em on!
Can these be used on your Frigates during an expedition?
I think you install them on your freighter & they boost the performance of your frigates or your freighter.
Iām not seeing any derelict freighters. I have installed the emergency signal detector (which I bought from the scrap dealer). It tells me to use my pulse drive to ātuneā it, and I do. I travel far across the system, and burn through tank after tank of tritium. The detector runs through frequency after frequency after frequency, and findsā¦ nothing.
Iāve been trying this for around five hours now, and Iāve used up something like 40,000 tritium. Iāve been to five different systems, and Iāve found zilch. Nada.
@DevilinPixy pointed out (#48 above) that a change in the Steam 3xperimental is suppose to fix it so that new tech modules can be added to the freighter.
My problem with missing freighter derelicts seems to be solved. I had tried restarting the game a couple of times, which didnāt improve things. Then I tried rebooting the computer, and now itās working properly.
I suspect something in todayās patch couldnāt integrate properly until the computer was restarted. Anyway, it all seems to be behaving itself now.
Itās all very Nostromoā¦
I somehow bumbled my way into having three of those Nests release their inhabitants at once, and for a moment things actually got hectic. As with almost everything in NMS thereās potential here for great moments and emergent gameplay, but HG mostly annihilate it by just keeping things too darn predictable. I donāt get how theyāre always getting the difficult stuff right, but fail at the simple thingsā¦
Somebody should force the whole team to play a few rounds of D&D (or maybe more appropriately Traveller) just to show them what miraculous impact a bit of unpredictability can have on emergent narrative.