Not if you change if back to what it should be after you’re done.
I’ll have to leave for a full charge to go but I think they need to also change the charge
After 10 Minutes approx 6% gone therefore 36% drop an hr so 1 charge about 3hrs so about 7 recharges

From a new start, I now have 6 bases on 6 different planets, representing the 6 basic biomes (hot, cold, toxic, radioactive, tropical, desert). They’re all linked by base teleporters, so I don’t even need to get in my ship to travel between them. I can plant almost unlimited quantities of crops outdoors. No equipment needed beyond the initial planting requirements.
Even if the plants do take longer to grow, I have orders of magnitude more of them than I did in 1.3.
I don’t think longer growing times will be a problem. It’s just a case of getting to know how the new game works, and adjusting your methods to suit.
Looks like Steam put a new experimental patch up. No notes yet.
I should learn to read. Found them:
Latest changes on Experimental 09/08:
-
Fixed an issue that prevented pre-NEXT saves from accessing the Base Computer Archive missions
-
Fixed an issue where some non-existent base parts were showing in the Guide
-
Fixed an issue that made melee boost jumping overly hard to do
-
Made further adjustments to the farming timers. Note: plant timers have been on real-world rather than in-game time since the launch of NEXT, and these adjustments are in response to that.
Seen some of those. Question is, when will they be existent? Mystery solved anyway @Oshoryu
So are all the original base parts available yet?
ie platforms, corner posts etc.
While I can now do the Base Archives, it was a New Save that had the problem…also, the melee jump is still giving me problems. I often end up standing in one spot and my head bobbing side to side quickly like a bobble-head…
I’m still waiting for the release to Public on Steam before I try it.
How do you even start this? Do I have to use my base that’s restored from an old one or do I use any base computer? To be fair I haven’t really looked at my base computers since setting them up.
Provided you have a base computer; you will set your LOG to the archives mission and it should start straight up with an icon telling you to interact with your base computer.
Best to leave your freighter in another system as it sometimes glitches the process on PS4 (a restart fixes it)
Edit: this how you will access these missions on PS4 Legacy Saves once its patched. Its not working right now & I forgot due to my jumping beyween different saves.
Ah okay thanks. Guess I’ll wait. I’m also excited to get the new refiners.
Latest Experimental Patch Notes:
Hello Games [developer] 8 Aug @ 7:14pm
NEXT Experimental Branch 08/08
Hello everyone,
After the initial round of addressing high priority stability and performance issues, the team have been working intensely on a large number of gameplay fixes and improvements, which we have now finished QA testing and are ready to release to Steam Experimental.
As always, thank you for playing the game and taking the time to report any issues you encounter! We appreciate your patience and understanding while we tackle the highest priority issues first.
Please note that due to the large number of changes in this patch, there is always the possibility it 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:
C:\Users[Username]\AppData\Roaming\HelloGames\NMS\st_[userid])
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.
Feedback and reports of new bugs/issues being found on Experimental are welcome, so please post them here, or submit a ticket to Zendesk[hellogames.zendesk.com] with the phrase “Steam Experimental 08/08” in the ticket title.
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. Select “Code: 3xperimental” in the dropdown menu under “Select the beta you would like to opt into”.
Latest changes on Experimental 09/08:
Latest changes on Experimental 09/08:
Fixed an issue that prevented pre-NEXT saves from accessing the Base Computer Archive missions
Fixed an issue where some non-existent base parts were showing in the Guide
Fixed an issue that made melee boost jumping overly hard to do
Made further adjustments to the farming timers. Note: plant timers have been on real-world rather than in-game time since the launch of NEXT, and these adjustments are in response to that.
This is an addition to the fixes already deployed to the Experimental branch 08/08:
Fixed a memory leak in the UI
Fixed a number of crashes to do with freighters
Fixed a crash that affected particular planets
Fixed a crash that could occur while creating a race track in a borrowed Exocraft
Reduced texture memory usage to improve overall stability
Fixed an issue where players would get stuck in The Purge mission
Fixed an issue where players would get stuck in the Ghost in the Machine mission
Fixed an issue where players would receive incorrect mission instructions while returning with the Mind-Arc
Fixed an issue where Sentinels would chase players forever if they did not complete the final Weapon Specialist mission
Fixed an issue that was causing dialogue and rewards at certain found buildings to repeat (including Traveller graves and portal glyphs)
Fixed an issue that caused players upgrading their save to not have any primary missions if they were on the tutorial for expanding their inventory when they upgraded to NEXT
Fixed an issue where legacy saves would not know the recipe for microchips, the large refiner and some advanced survival products
Fixed an issue where trade commodities were not available for sale in the space station
Fixed an issue where player ships could shoot themselves in multiplayer
Fixed an issue where some base parts were not available in the blueprint analyser
Fixed an issue where players would get stuck if they died before using the Navigation Data in the tutorial
Fixed an issue where the labels of hot / cold thermal protection upgrades were the wrong way around
Fixed an issue where the Efficient Launch Thruster upgrade was not learnable in space stations
Fixed an issue where terrain edits caused by building parts would regenerate in multiplayer
Fixed an issue where Base Computers placed inside other bases could not be deleted
Fixed some instances of an issue where ships would all spawn on the same landing pad
Fixed a number of incorrect refiner recipes
Expanded the available refiner recipes
Removed the chance to get nanites from Buried Technology Modules
Reduced the frequency of storms in some situations
Slightly increased the cost of launch fuel, but made one canister entirely refill the thrusters
In normal mode, slightly reduced the base rates of hazard and life support fuel usage
Slightly reduced the radius at which Sentinel drones will investigate players
Reduced the time required to scan discoveries with the Analysis Visor
Increased the recharge rate of the jetpack when onboard a Space Station
Since the release of No Man’s Sky NEXT, farm plants have grown in real-world time (rather than game time), allowing farms to continue growing while you are away from the game. As a consequence, adjusted farming times + prices.
Placed the Space Anomaly marker on the entrance to the Anomaly rather than the centre of the model
Fixed an issue where mission markers would not attach to the correct base
Reduced the number of whispering eggs around Abandoned Buildings
Fixed an issue with rain audio
Added audio to the target tagging UI
Fixed a bug in the auto-aim system concerning large creatures
Reduced the critical hit zone for biological horrors
Fixed an issue in creature replication that could cause creatures to freeze
Fixed an issue where mordite would not be awarded to the correct player when killing creatures in multiplayer
Fixed an issue that could cause the third person camera to turn sluggishly
Fixed an issue where players respawning in Survival mode would have no life support and rapidly die again
Fixed an issue where some of Nada + Polo’s missions had untranslated text
Fixed an issue where some of the procedural missions given by NPCs had untranslated text
Fixed an issue where some exotic biomes incorrectly reported their weather as fine or calm
Fixed an issue where chairs did not display their text correctly
Fixed an issue where the launch fuel tutorial did not trigger correctly
Fixed a number of incorrect timings of mission update messages
Fixed an issue where activating the torch did not close the quick menu
Fixed an issue where Infra-Knife accelerator projectiles would originate from behind the player’s ship.
Fixed an issue where the freighter would not be visible to other players in multiplayer
Fixed a number of issues where expeditions would reward the wrong player in multiplayer
Fixed an issue where fleet frigates would return to the wrong location on completion of an expedition.
Fixed an issue where changing between first and third person camera while on a ladder would break player animations.
Fixed an issue where players would lose access to the main menu after reloading a save just after upgrading to NEXT
On PC, pressing P will default to opening the Log rather than Options. Options continues to be the default option for Esc.
Fixed an issue where Korvax eye textures would become misaligned.
Fixed an issue where falling animations would not play
Fixed an issue where the player would play the sliding animation while swimming
Fixed an issue that would stop players from firing or reloading their Multi-Tool in specific situations
Fixed an issue where Multi-Tool lasers would bend in the wrong direction.
Fixed an issue where the Multi-Tool glitched while going into the Analysis Visor
Fixed a number of issues for players in specific timezones
Thank you,
Hello Games
Last edited by Hello Games; 16 hours ago
1.55 is now out on PS4 in north america and look at the beauty that just showed up in store at the first station I checked out:
Quick question…what the hell are “base computer archive missions”?
The patch notes for 1.55 say: " * Fixed an issue that prevented pre-NEXT saves from accessing the Base Computer Archive missions"
But my base computer still says absolutely nothing other than rename, delete, or upload.
You have to have the mission active in the log when activating a base computer.
And HOW do I get the mission to be active in the log because I have nothing active in the log at all right now…zero.
That I don’t know… As far as I remember, the mission popped up in the log somewhen during the tutorial.
Maybe try putting out another Base Comp someplace…? The lore that comes with the Base Archives is getting interesting. It mentions a family of glass Have no idea what that means…
I had this exact issue - you have to carry on with the Artemis storyline for a bit and then it’ll start giving you the base computer missions. Took me a long time to work this out
Can’t do…Artemis’ story I finished loooooooong looooooong ago…try more like last September was when I finished that up.