Wishes for Update 1.3, 1.4 and beyond

Something else as well, is that I used to really enjoy the visual aspect of going through discoveries. I do miss how we were previously able to view flora/fauna post-analysis so, would really like to see a return of that if ever possible, either just the way it was (larger, brighter and centralised, also loved looking back on how the creatures moved) even better if the white box they used to appear in was made translucent while the flora/fauna remained opaque, would look great. However it was done though, I’d be happy if it were as worth taking photos of this part once again, as it used to be. I had planned to print them all out to make a uniformed journal of creatures and plants I’d found which I could forever add to, seeing a nice clear image with the names and stats around them but now, that wouldn’t really work.

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@FRANK_CADILLAC @know-nuffin Base complexity is only shown once it reaches 76%. I would love to see this always shown. For each building part, I’d like to see exact values/percentages as well to help making decisions.

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if you are running on the pc

    Go to [your Steam] library and find [No Man’s Sky]
    [Right click on the game’s title and ]Hit properties down the bottom
    Go to local files tab at top
    Click browse local files
    Double click on Binaries
    and again on settings
    open TKGRAPHICSSETTINGS.MXML
    Go to the last two properties in the file RemoveBaseBuildingRestrictions and set it to “true” and/or set BaseBuildingLimit to an arbitrarily high number.
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Just a fair warning, removing or increasing the Build Restrictions, will disable Base Sharing and can cause issues/crashes.

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I’m on ps4 but thanks anyway :+1:

Another thought after the joy of learning tonight that I had not completely lost my belongings after all: opening up what would be the sixth slot in the storage containers, particularly now with so many new additions of things we can either find, harvest or craft…I think would be excellent if this were made possible (I don’t recall this already suggested in previous reads, apologies if it has been). Having to either shuffle around or break down my once-nicely grouped items in their respective crates with now more things of use than I have space to store correctly, that extra slot in each crate I can’t look at without thinking has the potential to be unlocked…or even just in the name of balance…will no doubt think of something else in time but I think that’s all for now :slight_smile:

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Ahem… With savegame editor on PC, you can unlock up to nine slots on those vaults… cough
The same goes for vehicles…
So many slots that may unlocked in the roamer right now… Mind blown!

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Yeah I have often thought that storage containers are big right yet only a small amount of slots, our backpacks can now be upgraded to hold loads more stuff than a container now, this seems a bit arse about face! Upgrade able containers is deffinately a must for a future update as well as being able to craft more than 10!? At least 20 or 10 on your base and 10 on your ship.

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@William funny, I had to google savegame editor, I hadn’t heard of! I’m on PS4 though…but thank you anyway!

@FRANK_CADILLAC Good thinking being able to craft more than 10 as well…yes to this most definitely.

(arse about face haha! Great expression, haven’t heard that in ages!)

:smile:

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Stacks of a 100’d products would indeed be more handy for the game-play than all this new unconnected new inventories… Least in my mind, and without testing.

Also, were not for the save editor… Those tech slots would be making me crazy not being able to enjoy all the synergy bonus, having so many base-techs that you cannot dismantle or even move on vanilla inventories.
Suggestion: Allow us to move it, and have base-tech start in the technology tab.

Also, drag and drop of items… Please! I’m more than tempted to quit the game and use the editor each time I want/need to rearrange the contents of my inventories, just because that drag and drop feature that the editor has for items.

There is a great mod for base containers that “entangles” their content so that you can build as many of each you need, all sharing content… That should be made canon. As cargo teleporters/storage, they make sense.

Freighter storage… Needs rethinking, too, I’d say. Once your ship is docked on a freighter, cargo should flow to it no-prob. (what are those ships doing, going in, if not, anyways) The freighter you don’t own, should also have stuff to buy and sell. (not having to build a trading terminal)

Freighter travel poses a balancing issue… Calling it in costs nothing, and always follows, yet if you decide to jump from it, you get to pay for the gas. It can jump twice the distance as a ship for the same cost, and their only “disadvantage” is not having scanner tech available… Why more than four slots, then?
Suggestion: Teleporting your ship in should cost the launch-plutonium, your freighter a warp-ammount of it, or an equivalent single-use “caller” you have to craft, a la bypass-chip. Having your freighter near would allow for free ship and exocraft “beam-down”.
Enable scanners on freighters and just have the cost of their jump be x3 times (?) higher, always. So you either leave it parked on a Terminus station or pay to move it, always.

Aaand, ships need up scalable thruster tech that makes take-off cheaper.

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Imagine a companion app where you can manage your inventories…

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K… After my previous incursion into the weather system, now for the “terrain” ideas.

Flora: The new scanning mechanic, with multiple types of yield and interesting random facts is as good an idea, and more noob-proof than having all resource plants proc-gen individually… KUDOS!

Hostile plantlife: More variation to those carnivores! Chance of a planet filled with them, and more types, like, “venus” fly-traps, spitting, dangling cave tentacles, exploding spores… And have some effects linked, like cactus that hurt when touched, “lava”-plants that burn, and psychoactive effects that “spell” the player when harvested from close-range…

Sink-holes: Have some (most?) of ground-level cave entrances covered by a scan-detectable “lids” that collapse if walked near, and swallow you if run over.

Quicksands: Isn’t it all a bit too “solid”? Cue by slow animating it, patches of quicksand that will stop your sprint, and slowly begin to sink you to death if not jet packed out or turned away soon enough.

Lava: Have some planets (all scorched), replacing the “water-core” by a lava core, that can be surface level or waiting below, eats thermal protection and no transparency. Panning-texture from plants with some added post-effect glow, add “hurt” and it’s all there. (quicksand mechanic would fit it)

Flowing-fluids: Not very “boxel-frindly”, so instead, a duplicate of the water-ball being offset by terrain with a waterfall effect.

Collapsing: Nothing less immerse than floaty bits. Would require a new boxel-calculation level to check connectivity for terrain, and trigger culling of disconnected boxels with existing “mining” and debris effects… Would be great if they triggered damage below.

“Pandora” landscapes: aka floating mountains. Luckily less present now, they seem a side effect of not having the previously mentioned cull… They would be impossible if present. So if they show, be it fully intentional and flow, drift and rotate… More like asteroids, and have them collapse if mined beyond superficial resources.

Gheisers: of all temperatures and effects. They could make you jump or vaporize/freeze/poison/radiate/electrocute you… Destroyable at surface. No need to go below, but extra-points if they radiate from the core.

Gravity: Localized values. Not necessarily tied to the size of planet, would affect jetpack effectiveness, sprint-speed and size of life. “pandora”-terrain could be linked just to low gravity ones, with a slim chance of Unobtanium anywhere else.

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Any or all of those ideas sound great and would definitely add to the exploration. I’d really like to see the next update really focus on the terrain, flora, fauna front! Besides the weather and other features people have mentioned, I’d like to see the terrain relief increase. If anything, I think our terrain differences (from low to high) has actually decreased in the last update (or even two). Maybe it’d due to the increased complexity that Sean and HG had to tone down the relief but it would be awesome to have some large Himalayan type mountains and Grand Canyon type canyons along with other cool features (big slot canyons, lave rock fields and so on).

So increase the weather and natural disasters
Bigger mountains
Bigger valleys/canyons
Bigger and smaller animals/insects
Continued AI improvement of animals
Continued Flora improvement

Keep up the great work HG! We are enjoying the game so much and see all your hard work!!!

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Quicksand is already in! I puts you into a massive ball of water at the centre :joy: With regard to multiple minerals from plants/rocks, some sort of refinery tech at your base would be cool to seperate the elements up.

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There’s only one thing I want… the ability to modify certain parameters to the procedural generation equations. Just a few sliders, nothing… difficult :wink:

Bigger windows in my freighter base; sometimes you just want to chill and admire the view.

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I agree with almost every point on this lis,t really well thought out, specially the point on the multitool, why can’t we have multiple ones?!

One other point I haven’t seen mention is a customization features. If we can set different color schemes for our base structures we should be able to choose different paint jobs for our ships, exocrafts and multitools. It could be the same sort of presets, and the affects will be different from ship to ship.

I also would like the ability to change certain aspects of a ship. We can craft materials that are used to starship constructions, we could use those materials to change wing types or change thrusters. Let us make ships our own, customization would be a cool feature in my opinion.

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When they first added Decals to base building (was they there from the begining of foundation? Or introduced in pathfinder? I cant remember.) I jumped the gun and got overly excited when one of the decals conformed to the shape of my ship when passing over it.

Sadly I soon realised I could not place the decal on my ship XD

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Multi-Multi-tools is now almost a necessity. I really want to add the Flora and Fauna scanner upgrades but now have no room :frowning:

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Same here, I would like a multitool for scanning flora and fauna, and the another one for mining and combat. I don’t think it should be difficult to implement that. Someone mentioned a marketplace type of setting to buy and trade multitools, that would be awesome specially if certain planets have a few different shops with different focus.

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