NEXT Patch notes - Steam Experimental [POTENTIAL SPOILERS!]

I have all 4 flags but it’s hard for me to tell what I got from the analyzer and what I had from before 1.5…everything just kind of mixed together. But the analyzer unlocks more things as you get the ones it has…so buy a flag and it will likely unlock another and so on. Wait to completely exhaust the analyzer before reporting.

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I’ve unlocked everything else on a new save, that’s my problem. Actually it looks like I’m also missing the race initiator, didn’t notice that earlier.

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Did you finish working with the Vy’keen vehicle specialist? I think that’s where that comes from.

Yup, I’m on his daily missions now. More stuff to report. Guess this comes with the territory with these big updates.

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I got all of the items from the Blueprint Analyser, the list is now empty for me. I do have all 4 flags as the image below shows:

I am about to finish the Base Computer missions, with a 24 hr wait last night. Not sure if this will reward the Race Initiator, but I doubt it. For all I know the Race Initiator is bugged, according to other reports. Used to unlock it through the Exocraft Terminal, but now likely moved to the Blueprint Analyzer, where it is unavailable. Those with a new save will have it shown in the Guide, but without the craft icon. Those with a pre-existing save are able to build one, but not without issues creating a track. Might be something HG is still working on to get sorted?

On a side note, the decal shown at the bottom right in the image above, with the logo + Hello Games, shows as unlocked and craftable. I did get it from the Blueprint Analyser, but it does not show in my building menu.

Edit:

Just checked my Base Computer, got a couple of Salvaged Technology once more. I am no longer having to go off planet to investigate a terminal to get the timer going again. Actually, the mission now still shows in the Log to be selected and await recovery, but no longer shows a timer at all. I might be done with those?

Blueprint analyser empty

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Okay thanks for confirmation on the flags. I’ll still send a report to zendesk to let them know it got borked for me, and then I’ll prolly just use a save editor to add mine.

I also checked into the Race Initiator thing and yeah it does appear to be currently completely bugged/WIP. I’d go have a little nipnip to feel better, but that’s currently unavailable in new Next saves too! :stuck_out_tongue:

And yup, eventually the 98% base missions run out and it starts doing the 24-hour Salvaged Tech. It’s like the other daily specialist missions I guess, which is cool, although mercifully those aren’t permanently listed in the log.

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Make sure to get all the blueprints from the analyser, as some will make it show a new one not previously listed. Sometimes you have to get a blueprint you may not really wish, in order to get one it will only show after.

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Apparently my timer for the Base Computer Archives has started again, but did not show due to a Pirate Hunt mission being active. Once again, a 24hr wait, for likely a couple more (useless to me) Salvaged Technology items.

There is a 1.6GB update today. I have no idea how to find patch notes…:crazy_face:. What is in this update?

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About 4 hours ago on Steam - Normal:

HG Notes - PC:

NEXT PATCH 1.57

August 17, 2018.

Hello everyone,

We are continuing to address the highest priority stability issues reported by the community, as well as gameplay fixes and improvements. As always, thank you for playing the game and taking the time to report any issues you encounter!

We have now released update 1.57 to PC, which includes the fixes detailed below. We’ll be rolling out these fixes to other platforms as soon as possible.

Bug fixes:

  • Fixed an issue that prevented planets from being added to the Discovery timeline when exiting certain ship models
  • Fixed an issue that prevented players from using the Pulse Engine to escape between waves of Sentinel space fighters
  • Fixed an issue that could cause base NPC workers to become unresponsive after moving / deleting your base
  • Substantially increased the length of time fuel lasts in the hydroponic trays
  • Prevented an occasional crash on Xbox One X in scenes with a high node count
  • Fixed a crash related to creatures
  • Fixed a crash related to terrain generation
  • Fix for an issue with PC shader compilation when the game is first booted which would occasionally result in a crash
  • Various performance improvements
  • Various improvements to load times (approximately 5-10% improvement to warp times, 30% improvement to initial game load)
  • Fixed an issue that incorrectly limited the number of storage containers that could be built on the freighter
  • Fixed an issue that could prevent construction in the freighter base
  • Fixed an issue that could cause the ‘Nearby buildings’ scan on the signal booster to fail
  • Fixed an issue that prevented exploration-focussed frigates from charging their scanners
  • Fixed an issue that prevented damaged frigates from being completely repaired
  • Fixed an issue that could cause the lobby not to display all available games on PS4
  • Marked icons are now automatically cleared on arrival at the marked target
  • Fixed a number of cases where the HUD would prompt to mark icons that did not need marking
  • Improved target locking for ship PvP
  • Improved the appearance of HUD markers on player ships
  • Fixed a number of visual issues around using the Analyser Visor in very specific circumstances
  • Improved the mapping of the Steam Controller
  • Removed an obsolete building product from the blueprint analyser
  • Combat music now triggers when fighting biological horrors
  • Slightly increased the damage dealt by biological horrors
  • Fixed an issue that could cause expedition rewards to artificially increase after save/loading
  • Fixed an issue where the Personal Forcefield could be deployed on 0% charge
  • Fixed an issue where the Mining Beam and other weapon effects displayed the wrong colour in multiplayer
  • Fixed an issue where the screen on the Multi-Tool would display the wrong ammo count for the Blaze Javelin
  • Fixed an issue where the Multi-Tool was invisible in Photo Mode
  • Fixed an issue where the Personal Forcefield would remain in-world forever when cycling Alt Weapon modes
  • Fixed an issue where meleeing while sprinting could cause an animation glitch
  • Improved the appearance of clouds in 4K/1440p modes
  • Visual improvements made to some exotic biomes
  • Visual improvements made to the space station technology merchants
  • Increased the visibility of underground toxic hazards
  • Visual improvements to buried technology modules

If you experience any issues, let us know by submitting a bug report.

Thank you,

Hello Games

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Well, no longer can you buy any of the 3 gasses (Nitrogen, Radon, Sulphurine) anymore to craft the top-selling items. No mention in the patch notes, but those who paid attention likely noticed this :wink:

Was a bit OP to be honest, so I can’t say they made a bad decision. Just a bit more work portalling around with some cheap Oxygen instead.

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I have heard from a couple people that the farmer no longer gives the dailies for those weird seeds and cuttings of his. Is this true with the latest patch?
I really hope not as they are entertaining to read.

First thing I did was build two more bases.

3x gas harvester’s at each, with native plants :wink:

XDragon

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The way I plan to approach this is as such:

  1. find system with Lush and the other four types of worlds that have the special plants.
  2. Find a place or two on each of the planets with special plants where there are two or three batches of the special plants in close proximity…preferably near a building with a landing site if possible.
  3. Place a beacon and three atmospheric harvesters in a central location between the plant locations.
  4. Place my main primary base on the lush world/moon in the system.
  5. Profit.
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Already picked that system and base to call my home, force of habit to come prepared. I now have 3 more bases on the 3 planet types for gas collection. They are more or less next to a big planetary crop spot, so I don’t have to plant them myself, although I could if I truly cared for the units. Instead of a beacon, I have a teleporter at each base, no real need for a landing site. Just a quick teleport, harvest crops, collect 750 gas, do this three times. Back home, craft a couple more 15+mil products and I can continue to do whatever I wish to do that day … :wink:

Edit: I did notice a bug though when placing a Base Computer near a ‘wild’ crop site. As soon as I placed a wooden floor, 75% of the crops just vanished. I was keeping my distance even and tried a few more times, increasing the distance. These planetary crops just kept getting removed, as soon as I built something, so I reloaded a manual save, to pick a new spot which did not cause interference. Usually a cave, as I like to be safe from the weather when I teleport, without having to build a shelter.

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Does the farmer still give you quests in the latest patch?

If it’s the same problem I encountered, then it appears to be a bug. After the update, most of my specialists were borked. Mechanic acted like no new quest was available, scientist accepted my data but gave no reward, and the rest offered missions that wouldn’t activate when accepted. I had to delete & rebuild all of them (twice for the farmer) to fix them (scientist is still broken). This also lead to the discovery of another exploit… I zendesked this yesterday.

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Ugh, yes, it’s so frustrating how some things are instantly vaporized with the tiniest terrain edits made within a large distance of them, and yet most other things are (correctly) unaffected unless you’re right on top of (underneath) them! This bug has been there forever!

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New Experimental: NEXT Experimental Branch 24/08 :: No Man's Sky General Discussion

I want to hug all of Hello Games:

“Fixed an issue that prevented players with pre-NEXT saves from fully upgrading their Exosuit.”

and

“Fixed an issue where freighter crew would change race on warp.”

also the end of all griefing…forever:

“Added user permissions for multiplayer, on a per-save slot basis. Settings for visibility, damage + base editing can be customised to apply to all players, friends only, or no-one.”

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