Voyagers Update 6.0

I think they should just call it EVA…

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But…that’s boring :joy:

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I like to use the term Space Wading myself. Since it does just seem to be the water wading animation repurposed :slight_smile:

Lyka Paddling? :thinking:

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“Eva … Eva!!” (Droid sound)

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Which is why the water sounds sometimes follow me when I exit my ship on the space station…:droplet:

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This is not Blender specific at all, anyone can in fact go way over the limit when it comes to part count. You can basically compare it with a Freighter base, where there is no upload present to be made available, the only difference being a limit on ‘construction’ parts. So you can use as many parts for decoration as you wish, until you hit the global save cap. Of course a freighter you’d have to visit, and is limited to just one in a system, while corvettes … well … yeah!

Of course Blender does make creation a whole lot easier, and no glitch building is required to be able to use any part you wish, including construction parts. Glitch building has its own issues currently, causing crashes, loss of corvettes and saves. External tools are for that matter saver to use, than the various tricks currently tried in-game.

Either way will affect performance, a lot when using many parts, and not just your own, but that of others as well. I certainly recommend being very aware and careful for that matter. I can see additional limits being put in place, as this can and already does cause quite a few issues.

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Makes me wonder if this is related to the weirdness I have noticed with the camera at times. Mostly seen it in build mode, where sometimes it just ‘flings’ the camera away when activated, quite a distance at times. Not sure if because of gravity, or just some collision that provides movement momentum or something. It has gotten somewhat better since release, but it still happens. Anyone else noticed?

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Yes, I’ve noticed this happening since the Voyagers update too. I first thought it was something buggy with Lo2k’s extended camera distance mod update, but eventually noticed it happens in vanilla too. On activation, it seems to try to back up about 5 times further than before, unless it collides with something else first.

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The space station corvette parts cache will store up to 500 identical parts per slot. It seems unlikely that we would need more storage.

I have been diligently collecting corvette parts - I now have 106 different types, and I think I’ve probably accounted for everything that’s currently available.

Thing is, the storage cache has 160 slots, only 106 of which are currently being used.

It seems Hello Games have planned for a lot more corvette parts than are currently available.

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Given how popular the corvette update has been, I can see corvette parts through the quicksilver community unlocking scheme being good incentive for those players to return after some time off, more so than any new base build or cosmetic piece ever could.

They’ll certainly try to capitalise on that

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The best laid plans….

I had one. To create a makeshift “landing area” for my Corvette when I warp in. However, it seems HG cannot quite decide exactly where to put the big ships.

So when I warped into a base today, my ship was hovering just off the landing pad and over the hill my landing pad is on.

I jumped into my Corvette to take off…

That is my camera right-side-up :up_arrow:

This is my camera upside down :down_arrow:

When I got into the pilot’s seat, my whole ship flipped upside down and was under the terrain.

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We sometimes forget (or perhaps cannot grasp) the immensity of No Man’s Sky. The No Man’s Sky universe is immense, almost beyond imagination.

One estimate for No Man’s Sky is that each galaxy averages 100 billion planets (or moons) and about 2 trillion star systems. If we assume 2 minutes to land and “discover” each planet and 2 minutes to travel to each star system, that means it would take about over 7.9 million years for a traveler to just visit and discover each planet in just one of the 256 galaxies in No Man’s Sky.

Really, who cares, though? The game is billed as “infinite” yet technically it is not. 18 Quintilian worlds is one heck of an enormous number, though. Again, it’s not important. For practical purposes, the exploration is so huge it might as well be infinite.

The tons of varied enhancements of terrain, environments, flora and fauna merge to make unique discoveries something to anticipate as we explore. That excludes the starship and encounter variations. Wow. Just wow!

When the scale gets that large, even a couple of orders of magnitude difference in estimates are not as significant in real world use.

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Those numbers don’t seem right… :thinking:

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@jedidia

You are right – I just noticed that myself. The number of star systems should be significantly less than planets. The star systems source may have incorrectly used “galaxy” when it should’ve been universe. Hmm…

18 Quintillion planets/moons per 256 galaxies = 70+ trillion/galaxy (yes, I know … not all planets are in use right now). If we assume an average of 4 planets per star system, that means about 18 trillion star systems.

Using those figures … 2 minutes per planet “discovery” and 2 minutes per star system warp results in 140+ trillion minutes for planet discovery + 36+ trillion minutes for star system warps = 176 trillion minutes = 334,855,400 years.

However, TheGamer.com claims, “Even if one planet were visited every second, it would take a single person nearly 600 billion years to explore them all [in the NMS Universe].” Dividing that by 256 galaxies yields 2.3 billion years for a galaxy.

OK… What…ever! It’s a humongous number. LOL.

Damn! I gotta take rejuvenating treatments… skin softeners, eye drops, ear wax removal, exercise more, eat healthier, and much more to stay fit for No Man’s Sky exploring!! :smiley:

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To be honest, as you have already said, once we start dealing with numbers so large, the actual figures don’t really matter. Your original point remains essentially correct - the game universe may not be factually infinite, but for all practical purposes, it might as well be.

In the throwaway world of computer games and digital data, it’s all too easy to lose sight of what an achievement this really is.

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A big reason I bought No Man’s Sky – despite being only an occasional player of mostly non-combat games – was their use of procedural generation, formulas and rules, etc. to create the game environment. That feat blew my mind. I had to experience it for myself.

I viewed my pre-launch buy as a way to help that plucky small studio achieve their dream.

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I never even thought to consider trying it but now I think I have a new goal for my Permadeath save.

You can have a squadron made up of living ships if you trade one for a regular starship and then talk to the pilot before they take off in their new living ship.

A lot of work for a squadron but it’s gone straight to the top of my “things I’ve never done” pile.

Then I might switch to the Wraith but I must complete my goal of reaching the centre in Permadeath with the Radiant Pillar first.

Permadeath playthrough is going well. I had 16 hours put into it over December 2024 and I’m at around 24 hours now.

I originally intended to use the Atlas Reset resolution to skip to the centre but I’m in a very comfortable place where I feel I can even take on a sentinel walker without fear of losing all my progress, so I’ve rejected the Atlas and I’m going to the centre the old fashioned way. Something I have not done since 2016.

Currently trying to trigger the Autophage quest line. I’ve finished atlas rises but wasn’t sure what the prerequisites are so I spent the day working on completing song of the deep, voice of freedom, trace of metal and tipping away at settlement requests.

Still no Autophage encounter, is there something else I should have done? (I haven’t started living ship nor do I have any living frigates, maybe that’s needed?)

If anyone knows the actual prerequisites as of the worlds pt 2 update please let me know :slight_smile:

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I can say definitively that you do not need living ship. As I remember it the only requirement is “trace of metal” at your settlement.

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As far as I remember, the Autophage quest triggers at the end of “A Trace of Metal” - which, in turn, triggers during the “The Settlers” quest.

The last time I did it was a while back, and I had to do the whole Artemis quest line, and the Atlas Path, before I could get The Settlers to trigger. I think it might be easier now.

(edit)

According to the Wiki, the steps to trigger the Autophage are now:

  1. Navigate to any “Dissonant” planet.

  2. Fight Dissonance Resonators, until they drop an Echo Locator.

  3. Use the Echo Locator, to locate a Harmonic Camp.

  4. Go to the Harmonic Camp. Solve the Harmonic Interface puzzle.

  5. Warp to another system in your starship (not your freighter). If this triggers a freighter battle, you need to warp once more.

  6. After landing in the new system, a communication with your ship will automatically trigger the mission.

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