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No Man's Sky - a procedurally generated sand box space exploration game

Playing at 4K also (man it's pretty!). I probably need to do some investigation into my noise issue, could just need some tweaking as far as the fan profile or something. Right now it has me wishing I was still running my massive (but quiet) Noctua HSF because these radiator fans are getting quite loud after running this game for a bit. Room gets pretty warm too, so something is making my rig work. :) I may look into replacing the stock fans because some quick Googling shows that I'm not alone as far as the noise goes. Strange that I never noticed it until this game, which really seems to ramp things up. I'm on a 6700K/32GB/1080 Ti build, for reference.
Which 1080Ti are you using?
Noctua does tend to have quieter fans compared to Corsair's offerings.
I've run Corsair fans in my last two builds without issues, they're cheaper than the Cougar fans I was running but, don't seem to move as much air as quiet, I have 6 + the 2 Deep Cool fans.
The game runs like total ass for me... even at medium settings I can't maintain 60fps. The fuck??
Are you using AA?
 
I've run Corsair fans in my last two builds without issues, they're cheaper than the Cougar fans I was running but, don't seem to move as much air as quiet, I have 6 + the 2 Deep Cool fans.
I didn't say there were issues with them, just that from my experience Corsair fans tend to be fairly noticeable above 8/900 RPM. This is with the sp120s, af140s, and whatever came with my h100i gtx (the sp/af are the quiet editions).
 
Slowly shifting my game play to be more mission orientated while still first-contacting/scanning what I can after only a few landings. Less on the "scan everything for completionist's sake".

Still haven't found Class-A gun that's better than my piddly little thing. I would like better scanning and more tech slots.

Maybe I've been dumb up to now, but it seems like the words I 'learned' are colored now. Makes it better on the guessing for weird dialog trees where you get a reward for picking the right option.

Chaffed Nuts was _FINALLY_ traded in. "CN mk 2: Silvered Scroat" was picked up last night. Class S, but same slots as my current right. Man oh man.. the speed bump and maneuverability was worth the buy in alone. Amusingly there was the same color/body type in the station bay and it was a class C. Sucka!

Having some issues with general game play where my speed flips out to -5000 then all around the board I get yo-yo'ed and occasionally chucked into space. Not fun.
I noticed I could shift my ship tech over when purchasing, but did see while in the purchasing screen I could "break down" my existing tech repeatedly for base components. As in no cap to do it once. Odd bug.

Now off to figure out how to get an Atlas v2/3 card. Ugh.. The whole anomaly/Atlas station is so far lost on me. I pop in and not sure what I should be doing or not doing. Oh well.
 
My problem with the Atlas stuff is 1) the progression feels glacially slow and 2) the whole plot line feels vague/esoteric enough to be kind of uninteresting. To me, at least.

Also, the whole Artemis/Apollo stuff is so annoying. It's basically just flying back and forth between planets in the same system repeatedly.

Really wish the mission content was more compelling because pure exploration doesn't really do it for me.
 
I flipped a coin on the Artimis vs Atlas thing.. Atlas won out. We'll see if that's a good idea. Shockingly have sunk only about 50hours into it I believe so it took that long for the terrain/"Oooh, look at that!" to wear off.

The planet bases have gotten a nice update where a few have a foyer or a circular center thing to them. That's nice.
 
Which 1080Ti are you using?

It's the AORUS Xtreme Edition. I just assumed that it was the gfx card getting loud, so I started doing some research and kept seeing where it was rated to be one of the quietest cards, even under load. So then I paid a little bit more attention to what was actually spinning up and determined it to be the H115i for sure. I found some Blacknoise Noiseblocker PWM fans that are supposed to be quieter than the stock Corsairs while still moving a lot of air, but they are about $30/ea. and also an odd size (29mm thick vs. the usual 25mm, so require different mounting screws)...not sure if it's worth that so I might just deal with it for now. This is my first build incorporating water and I guess I was mistaken in expecting it to be quiet under load. :)

Maybe I've been dumb up to now, but it seems like the words I 'learned' are colored now. Makes it better on the guessing for weird dialog trees where you get a reward for picking the right option.

I believe the colored text was introduced in the 1.34 update that was introduced last Friday because I wasn't seeing it until then.

Shockingly have sunk only about 50hours into it

Same! Hard to believe I've played for that long, but I've had a couple of 10 hour days with it during weekends where nothing else was pressing. And I'm still finding new planet types, which is very cool...although I landed on one that was labeled "Extreme Irradiated" or something to that effect, and it sucked. It didn't whittle away at my hazard protection, it drained it.
 
Now off to figure out how to get an Atlas v2/3 card. Ugh.. The whole anomaly/Atlas station is so far lost on me. I pop in and not sure what I should be doing or not doing. Oh well.

I'm in the same boat here- trying to figure out how to get a v2 pass blueprint myself.
 
It's the AORUS Xtreme Edition. I just assumed that it was the gfx card getting loud, so I started doing some research and kept seeing where it was rated to be one of the quietest cards, even under load. So then I paid a little bit more attention to what was actually spinning up and determined it to be the H115i for sure. I found some Blacknoise Noiseblocker PWM fans that are supposed to be quieter than the stock Corsairs while still moving a lot of air, but they are about $30/ea. and also an odd size (29mm thick vs. the usual 25mm, so require different mounting screws)...not sure if it's worth that so I might just deal with it for now. This is my first build incorporating water and I guess I was mistaken in expecting it to be quiet under load. :)

I'm not sure what case you're running, but what about trying a push pull setup on the rad? The 4 fans on mine are quieter than the GPU at load...
 
Snapped a picture of this pokemon-esque little feller a while back.

AaANhDA.jpg
 
As I figured I am winding down my game play.. I was at a little outpost when I heard a weird repeated noise.. very much unlike the normal critter skreeches.. I wheeled around with my bolt caster and found these - surprisingly humanoid - little buggers making the sounds. Male and a female. This was the first time I have seen legit bipedal creatures.. and didn't know they were an option in in the game makeup!

pSMkuZV.jpg


sD3LMpg.jpg
 
Big 'ol 1.37
Today we’re releasing Patch 1.37, which introduces a number of improvements including a new ship control scheme for mouse & keyboard players, an upload all discoveries option and improved trade prices. This patch is available now!

New mouse & keyboard control scheme

In this patch, we’ve added a new ship control scheme for PC mouse & keyboard players. This option can be toggled, and changes ship controls to be cursor based, meaning you’ll be able to direct your ship easily using your mouse. In addition, PC mouse and keyboard players can now look around the ship’s cockpit by holding the ALT key. Note: This new option will be active by default, and can be toggled off by visiting the General Options menu.

Other changes and improvements
  • Allowed economy Scanner to be used from the Quick Menu to locate an outpost
  • Improved prices trade outposts offer for trade goods
  • Added ability to hold backspace to delete text in text entry fields
  • Improved pagination of tech and product build windows
  • Improved pricing of freighters and freighter trade-in values
  • Added economy information to the galactic map for systems the player has already visited
  • Added a quick menu option to scan for outposts using an economy scanner
  • Increased tech fragment rewards for tech debris
  • Added a penalty to standing for killing civilian ships
  • Updated and improved terrain editing effects
  • Changed farmer missions to count plants grown anywhere towards requirements, including outside of player bases
  • Improved rewards given from factory and harvester buildings to avoid awarding known recipes
  • Improved fog and weather effects in low flight mode
  • Reduced FPS when the game is not in focus
  • Added categories to the item transfer window
  • Added a new send window to aid in transferring items
  • Improved planet temperature ranges
  • Improved storms on lush planets
  • Improved price comparison text on the ship purchase screen
  • Added “Upload All” button on the discovery page
  • Improved trade product pricing
  • Improved price modifiers for different economy types
Bug fixes
  • Players who find themselves a long way away from their mission destination can now use the log to reset the mission. The mission log will highlight missions and destinations over several thousand light years away with a red icon. Holding R3 or the middle mouse button over this icon will reset the mission to the most recent safe stage, allowing progress to continue.
  • Fixed an issue where some players did not receive all of the portal glyphs. If you experienced this issue, the next time you find a portal glyph, and that were previously missed should be restored.
  • Restored missing Atlas Seed blueprints to affected players
  • Fixed an issue that caused players to skip certain Atlas Stations
  • Reduced chance of multiple missions sending you to the same destination
  • Fixed landing of S-class ships
  • Fixed an issue in displaying temperature modifiers on hot planets
  • Fixed an issue with a particular Factory Raid mission which would prevent completion
  • Prevented failed timed missions remaining on the mission board indefinitely
  • Fixed issue where certain missions would incorrectly show markers in the galactic map
  • Fixed issue where planters on a player’s freighter would break whenever the freighter was moved
  • Fixed an exploit with teleporting between systems to trade
  • Prevented gas harvesters being constructed on planets with no atmosphere to harvest
  • Fixed number visibility when moving inventory items
  • Fixed an issue where player could not build item stacks in creative mode
  • Fixed issue where the economy description on the galactic map had untranslated text
  • Fixed issue where units would function incorrectly for players with more than the maximum amount
  • Fixed issues where maintenance components would require different repairs after rebooting the game
  • Fixed an issue where delivery missions were occasionally failing to register as complete
  • Prevented bounty missions failing if you choose not to attempt them immediately
  • Prevented terrain editing effects showing while you are in your vehicle
 
After one month of play, I think I've done fairly well. I got an A-Class 47-slot hauler, finished the Artemis quest line, started slowly producing circuit boards, learned a ton of Gek, and still haven't finished one freakin' flora milestone.

I have a 4790K/GTX1080 setup on a 4K monitor and with the detail set to high (not Ultra) it stutters a little bit depending on what's happening. It's generally not a problem, as it doesn't tend to happen when I'm doing something like coming in to land or otherwise something that could get me killed. There's no significant chop whatsoever.

Oh and regarding 1.37, the new flight mechanic is... I dunno. I personally dislike it highly and the friendly fighters that were helping with the pirate raid on the freighter I did a minute after logging in after the update, well, they don't like it either. Lucky they put an option to not use it. Tho it does make the hauler fly like it looks.
 
Added “Upload All” button on the discovery page
Thank god!

That and I noticed some things are a bit more 'one click' instead of 'click and hold'.. and I can direct items from my ship to my multipack cargo or on person faster.
 
Came across more variants of the bipeds and super odd behavior.

"bird" variant ..
LHHx37Q.jpg

Be8vfov.jpg



Mole/bear faced..
lP2DnS9.jpg

czryajJ.jpg



This the weird behavior.. when a group of ships flew above they started running in circles then stopped, threw out their arms, and reared back like this. Really odd.
LxYCgNz.jpg





Side note on my progress..
- finally got an Atlas3 pass.. never got an Atlas 2. So much more rooms!
- The exo dune buggy thing isn't that much fun to play with.
- Base building isn't bad in small doses.
- Swapped out my Chaffed Nuts v2 'exotic' explorer for just a flat out exotic ship. Handles better in combat.. looks fly.. has about the same tech and space.. keeping it lean!
 
I've seen a few flying whale things too.. big suckers.

Winding down a bit now as I am cruising through missions and futzing with finding a damn station that has anything to sell for blue prints. More or less plateaued with nano credit needs. Oh.. it is nice that if I am getting a duplicate blueprint for a mission I just get regular credits.

Came across a few more of these damn bipeds.. but this time in giant creature format.

py1hPu7.jpg


Drreptw.jpg


I did find a bird one that was a hunter.. so it was weird seeing it zip around killing things. It started to get fresh with me so I put a few of them down. On the plus side I had a forgotten mission to kill a pair of predators and that sufficed.

Side note - Who ever suggested beefing up the ship mining laser for combat wasn't kidding. Kept my pulse guns (they recharge for free), but beefed up my green lasers.. daaaaaaaaamn.. a ton of damage and is whacking these bandits like nothing.
 
I remember seeing some pretty sweet flying chinese dragons? awhile back.
 
At this point in the game's life, with all the patches, is it worth picking up?
I would say, why not- a little research and you should know what you're getting into. It's not like at launch when there were still unknowns.
 
At this point in the game's life, with all the patches, is it worth picking up?

I would say it's worth it if:

A) you pick it up on sale
B) you go into it realizing that it's essentially an exploreagrind

I didn't get the game until the 1 year anniversary when it received a huge update and was on sale for half price. Everything I've read leads me to believe that the game is massively improved from what it was originally, but it really depends on what type of game you're looking for.

I've definitely gotten my $30 out of it, but it's probably not for everybody. Though, what game really is? If you want to go planet hopping though endless star systems you'll probably like it, as exploration is the name of the game. If you want quick progress and hate grinding for resources, you may grow tired of it before you get to some of the good stuff.
 
I haven't touched the game in weeks and honestly, I don't miss it that much. It was a fun experiment for $20 or whatever but ultimately it doesn't have any staying power for me.
 
At this point in the game's life, with all the patches, is it worth picking up?

Buy it on sale, I got my money's worth from it, the first week I had it, it had me playing past my bedtime. As time goes on though you see its quite repetitious and for as large of a "Universe" there is, its all really the same format.
 
I agree, i'll get it on a deep sale. I've done my research and it sounds like great eye-candy if nothing else. Seems it's come along way at least from launch.
 
Definetly on sale, but get it. I picked the game up after the 1.3 patch a few months back and it's been a heck of a ride. Currently traveling to the center.. abandoned the Atlas path for a while as I try and find the insane components for seeds.. Have all three warp upgrades running so I can jump four or five systems in one go.. about 1400 lightyears on a single charge. Making getting ot the center easier - and safer - than say a black hole.
 
1.38 "finally some more save slots :)"
Thanks for all your continued feedback - we’ve been listening carefully and have continued to make a number of improvements and today we're releasing Patch 1.38. In this patch we’re introducing an overhauled save system, which makes managing saves between game modes much easier. Read on for full patch notes!

New save system
  • You will now be presented with 5 save-game slots (each of which can be used for any game mode). Your existing saves will be mapped into these slots
  • Selecting an empty slot will start a new game, allowing you to then pick which game mode to play from the mode select menu
  • There are now two sub-slots for each save-game - one for auto saves, one for manual saves
  • Starting a new game with no existing saves will take you directly to mode select

If you experience any problems with the new save system, be sure to let us know!

Improvements & changes
  • Made the temperature range of dead planets more varied
  • In-flight weather effects now vary in strength based on height
  • The Analysis Visor can now be used to scan farm plants and see the remaining growth time
  • Analysis Visor can scan ships to determine their class, type and value at a distance
  • The Analysis Visor can be used to see the approximate distance of resources discovered with the Scanner
  • Added error message when no outpost is found by the economy scanner
  • Added the ability to skip black bars when discovering a planet or solar system
  • Prevented the cursor being reset to the center of the page as you switch between pause menus
  • Trade outposts now provide hazard protection
  • Added a chance for pirates to spawn earlier than usual when a player warps into a certain systems, to add more variety to exploration and trading
  • Galactic map now respects user mouse sensitivity settings
  • Galactic map now respects user control inversion settings
  • Prevented trade terminals having a negative quantity of stock
  • Made trading terminal stock values replenish over time
  • Separated stock levels for trading posts and space stations in the same system
  • Lush biomes in survival mode now occasionally exist without an aggressive sentinel presence
  • Reduced cursor UI slowdown when using a pad
  • Improved NPC ship target selection in space battles, prevented them reacting to accidental player fire
  • Added exotic ship audio for AI and NPC ships
  • Added ability to transfer items to and from containers in your base or freighter
  • Added tooltip text to explain the planet icons on the discovery page
  • Added ability to sell items from ship cargo slots at terminals
  • Storms on humid/lush planets are no longer toxic; humid/lush planets now have a chance of their rain being very hot. Note: no new storms have been added, and the frequency of storms has not been adjusted. Humid planets that previously had freezing rain storms in 1.3 have had that storm type changes to heated rain.
  • Added ability to transfer items from cargo slots during maintenance interactions
  • Improved trading by giving NPCs independent stock levels
  • Made NPCs who give directions refer to a wider spread of locations
  • Added ability to rebind the discard key

Bug fixes
  • Fixed an issue where some delivery missions would continuously tell players to visit other systems
  • Fixed an issue where the requirements to complete some missions could change as you spoke to NPCs
  • Fixed scaling issues with creature feeding icons
  • Fixed an issue where mining units would occasionally incorrectly produce Heridium
  • Prevented mining units being placed inside each other
  • Fixed an issue where base parts, including storage containers, built outside the base building radius in unlimited building mode would not be transferred when the player moved to a new base
  • Fixed an issue where storm-prone planets could be labelled as ‘Mild’. Storm frequency has not been adjusted - the text should now more accurately describe weather conditions.
  • Fixed an issue where the terrain manipulator audio would occasionally continue after terrain editing completed
  • Fixed an issue where the terrain manipulator hologram would remain in one location after subtracting from the terrain
  • Fixed an issue where the terrain manipulator would occasionally create longer lines than intended
  • Fixed an issue where the ship crosshair would appear at incorrect times
  • Fixed the Upload All button on the discovery page not deactivating after being used
  • Corrected button prompts in the ship combat wiki
  • Restored Spectral Class to the galaxy map text
  • Prevented users occasionally falling outside the trading post platform when exiting their ship
  • Prevented traders from attacking pirates which are far out of their range
  • Fixed an issue where NPC ships would stop outside the entrance of freighters and space stations in systems with no trade routes
  • Fixed an issue where smaller freighters and containers could not be destroyed
    Corrected Roamer and Rover inventories appearing incorrectly in the transfer window
  • Added protection to allow the Mind Arc step of the Artemis story to be completed even if a player deletes their base
  • Fixed issue where a blue eye icon would occasionally appear over the crosshair
  • Fixed an issue where the Space Anomaly could remain in the player's home system indefinitely
  • Fixed an issue with dismantling tech on ship compare screens not correctly destroying the tech
  • Fixed an issue where unbinding a key would exit the control menu
  • Fixed an issue where selecting a new key binding could accidentally result in it being set to a mouse button
  • Fixed an issue where the Space Anomaly mission had no objective text in the log.
  • Fixed an issue where some players who should have been able to restart distant missions were unable to do so
  • Fixed an issue which could cause excess stacked inventory items to be lost
 
Nice, looks like a lot of QoL stuff. I especially like this:

Analysis Visor can scan ships to determine their class, type and value at a distance

I wonder if you can see the number of slots as well...then it would be perfect. Trying to scout ships is/was a pain in the ass.
 
In what sense? At least in the planet scanned menu you can now do a "submit all" on all the three types and any miscellaneous planets you hadn't checked in.
 
I came across some of those last time I played. I actually took some pictures of them too, and had planned to post them here. They didn't show up in my Steam screenshots though, so I can't get to them from here.
 
I've reached near-ultimate status in the game. I have an S-Class multitool, S-Class ship (three, actually), an A-Class Star Destroyer freighter, pretty much every blueprint (except Freighter Warp Theta.. sheesh), max fame in every faction, and anytime I want I can cash in and cross the billion unit mark. Already did one
galaxy jump via Atlas Rises missions, to Eissentam
and while I'm still out at 680K LY or so to center, it's more a matter of gathering Thamium9 than anything else stopping me from just going.

I still manage to get mildly enthralled at every system I jump into and explore. The mission desk stuff, while painfully repetitive, gives me excuses to explore and check out planets in different systems. I plan to fill out the rest of my ship stable, and find that last freighter warp upgrade if it KILLS me.
 
Currently on sale for $23.99 at the Humble Store. Not bad for that price.
 
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