No Man's Sky "Path Finder" Content Update announced

I ran a Habitat scan 5 times in a single system of 5 planets and it only shows the same 1 habitat on the same planet.

Do I need to scan using a different scanner each time or something?

I'm using the scanner you can build yourself with some minerals.

EDIT - or do I have to "discover" that one first before a new will will show up?

Strange. That should point you to the nearest vacant base.
 
Strange. That should point you to the nearest vacant base.

Really? maybe my game is bugged or something.

Here's what I've been doing:

1. Land on a planet
2. Open the build menu
3. Drop a scanner
4. Scan for habitat

And each time, it finds 1 single starter-base location on a random planet in whatever system I'm in. No matter how many times I run the scan, it only shows the same base on the same planet, which is usually a different planet than the one I'm on.

It's very annoying. i had no idea they were scattered all over every planet like Drop Pods and everything else in the game. Maybe I should just fly around and look for one manually? That could take forever though.
 
This may be a silly question but how do I exactly buy another starship without selling/abandoning my current ship? I want to own more than one without losing my 48 slot ship. I'm playing in Creative mode.
 
Really? maybe my game is bugged or something.

Here's what I've been doing:

1. Land on a planet
2. Open the build menu
3. Drop a scanner
4. Scan for habitat

And each time, it finds 1 single starter-base location on a random planet in whatever system I'm in. No matter how many times I run the scan, it only shows the same base on the same planet, which is usually a different planet than the one I'm on.

It's very annoying. i had no idea they were scattered all over every planet like Drop Pods and everything else in the game. Maybe I should just fly around and look for one manually? That could take forever though.

Are you saving at each location so the scanner knows you've already found that one?
 
Photomode is awesome , I love how it shows off the scale of your freighters.
Yeah, but freighters always felt huge, what really gets me is the size of asteroids. Especially those "tiny" ones that break apart when you bump into them (first picture).

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Yeah, but freighters always felt huge, what really gets me is the size of asteroids. Especially those "tiny" ones that break apart when you bump into them (first picture).
I had no idea they were even close to that size, seeing them like that makes such a difference.

I wonder if we'll get the option to switch camera views at some point? Particularly now as the game contains both first and third person views.
 
I had no idea they were even close to that size, seeing them like that makes such a difference.

I wonder if we'll get the option to switch camera views at some point? Particularly now as the game contains both first and third person views.

there is no visible player model, though
 
https://steamcommunity.com/app/275850/discussions/0/135511027323597578/

Soon we’ll be releasing a patch to the experimental branch. Here are the patch notes:

Exocraft Geobays can now be crafted on any planet - this means vehicles can be summoned anywhere (whereas previously, vehicles could only be summoned on your home planet).
HUD markers have been added to allow you to easily navigate back to an Exocraft Geobay
Fixed a bug that caused vehicle weapons and mining lasers not to drain charge
Fixed a rare issue which could cause the Starship cockpit to vanish when exiting
Fixed some freighter door texture issues
Fixed a rare crash when scanning from a vehicle
Fixed a rare crash when feeding creatures
Fixed an issue which caused weapons to miss-fire when using Plasma Launcher
During warp the quick menu now hides properly as intended

*squeal*

No mention of the performance problems on PC is a little worrying. Someone made a fantastic suggestion in the comments though that rather than building Geobays to summon vehicles on every single planet we want to explore, we should be able to build them on our freighters and just call them down.
 
Obviously, it varies. Some planets have more even grass coverage, flatter terrain also makes it harder for these issues to pop up. Some lighting conditions make shadows barely noticeable and some paint a black halo around every grass sprite.
Some interiors make it harder to see, depending on the building style and position of the sun, but when it is noticeable, it's seriously the messiest ambient occlusion I've seen this gen, if not ever. The shadows are really overdone, low-res and constantly shifting as you move around. It's nearly every AO issue turned up to 11 - https://youtu.be/eqs48JpOSRw (and that's under favorable Default filter conditions, the shadows turned sickly green when I moved the sun and Vintage made them look like dirt).

Well maybe I just haven't seen the right conditions for it to happen yet.
I'd definitely file a bug report and attach some of those shots: https://hellogames.zendesk.com/hc/en-us/requests/new

I don't think the AO looks great on landscapes right now, but it does look rather nice on the stations and ships. Hopefully they can get it fixed.

I really wish we could pick and choose whatever planet we wanted for our Base.

I keep finding awesome planets I want to call home, but when I scan for a base habitat area, it's usually on the next planet over that's dead and lifeless or has a horrible stormy atmosphere.

You can often find bases just by flying around on the surface and scanning from your ship. As with other POIs, they won't always show up when you do the big planetary scans.
 
No mention of the performance problems on PC is a little worrying. Someone made a fantastic suggestion in the comments though that rather than building Geobays to summon vehicles on every single planet we want to explore, we should be able to build them on our freighters and just call them down.

That's a much better idea than anything being implemented. Maybe if enough people shout it at them they'll put it in?
 
No mention of the performance problems on PC is a little worrying. Someone made a fantastic suggestion in the comments though that rather than building Geobays to summon vehicles on every single planet we want to explore, we should be able to build them on our freighters and just call them down.
Remember that not everyone has a freighter. The current solution is clunky, but at least new players won't be left behind feature-wise until they can purchase an expensive freighter (which they may not even want to own).
 
I think you should be able to build buggies anywhere, like you can scanners and other tech. I don't even care if they're resource-expensive, being stuck on your home planet takes away 75% of the point of land vehicles for exploration.
 
I think you should be able to build buggies anywhere, like you can scanners and other tech. I don't even care if they're resource-expensive, being stuck on your home planet takes away 75% of the point of land vehicles for exploration.

That's coming:

Exocraft Geobays can now be crafted on any planet - this means vehicles can be summoned anywhere (whereas previously, vehicles could only be summoned on your home planet).

https://steamcommunity.com/app/275850/discussions/0/135511027323597578/
 
I think you should be able to build buggies anywhere, like you can scanners and other tech. I don't even care if they're resource-expensive, being stuck on your home planet takes away 75% of the point of land vehicles for exploration.

They said that's coming soon in a quick patch!

I hope the next major release does something to make the wildlife better. I'm still planet hopping and the wildlife (which I was most looking forward to in this game) is too samey from planet to planet and even on the same planets. Seems like 80% of the wildlife is some sort of variant of a deer.
 
It's great that they're responding so fast about making the vehicles able to be built on any planet. Exploration of new planets, or landing on a resource-rich planet and going on a mining run, is where vehicles will shine, not at your home base. It's just odd that Hello seem to have not realized that until they got feedback.

Having a dropship show up would be less gamey than a magical pad, but it would've taken them more time to implement and many people don't own a freighter, so I can see why they just went with the easy route.
 
It's great that they're responding so fast about making the vehicles able to be built on any planet. Exploration of new planets, or landing on a resource-rich planet and going on a mining run, is where vehicles will shine, not at your home base. It's just odd that Hello seem to have not realized that until they got feedback.

Having a dropship show up would be less gamey than a magical pad, but it would've taken them more time to implement and many people don't own a freighter, so I can see why they just went with the easy route.

I'm assuming you'll just look for another habitable base and then call your vehicle there.
 
It's great that they're responding so fast about making the vehicles able to be built on any planet. Exploration of new planets, or landing on a resource-rich planet and going on a mining run, is where vehicles will shine, not at your home base. It's just odd that Hello seem to have not realized that until they got feedback.

Having a dropship show up would be less gamey than a magical pad, but it would've taken them more time to implement and many people don't own a freighter, so I can see why they just went with the easy route.
I doubt they hadn't realized people would want to use vehicles on any planet - as they've said with each of these major updates, they're designed to lay the groundwork onto which to build further enhancements. The very fact that exovehicles were introduced in conjunction with the modular geobay to store and generate them, as opposed to the way players have to obtain ships and freighters, speaks to that.
 
Remember that not everyone has a freighter. The current solution is clunky, but at least new players won't be left behind feature-wise until they can purchase an expensive freighter (which they may not even want to own).

For sure. I don't mean replacing the "build Geobays anywhere" idea, but in addition to. It would be a great new incentive to own a freighter if it streamlines that process some more and cuts down on resource costs.

I hope the next major release does something to make the wildlife better. I'm still planet hopping and the wildlife (which I was most looking forward to in this game) is too samey from planet to planet and even on the same planets. Seems like 80% of the wildlife is some sort of variant of a deer.

Yeah, I'm an ecologist by profession, so I survey and record wildlife and environments for a living. It was by far the biggest selling point of NMS for me. The main issue I see is that they all share the same exact behaviours - walk around in circles endlessly, maybe eat something else walking around in circles. They need to vastly improve animations and behaviours.

  • Fast herbivores could run across landscapes in herds. Size of herds would vary, but they could create extremely rare grazeland planets with hundreds (thousands if possible, but I doubt the engine could cope) of antelope or wildebeest types migrating together. Same deal for water planets, but with fish and whales of course.
  • Slow predators could operate as ambush predators, like crocodiles by rivers, or lynx up in trees. Agile predators could stalk and hunt prey, often in packs. That would also create a broader range of dangers for the player to deal with.
  • Make MUCH more use of trees, with animals up in branches like sloths and chameleons, and create clearer distinctions between woodland and field environments so different species can be found grazing in different areas. Size shouldn't be an issue since they already have butterfly sized animals floating around. So long as the scanner picks them up.
  • Wider variety of reactions to the player: some wildlife could simply run as they do now; others could enter threatening/defensive poses as territorial displays or kick sand/dirt around to try and ward you off; some could hide in relevant environmental features (tunnelling into sand, climbing trees, diving into the water, etc). Maybe some herbivores have defences that reflect their planet's hazards like venomous fluids, toxic spines, maybe even fiery breath as a super rare chance? Predator/prey relationships are basically a constant arms race between offence and defence. They should be used against the player.
  • Birds that land. Seriously big wish for me. Smaller bird flocks could land in trees, larger flocks on land or water, all to create far more variety in how different types of bird act than simply "flying in circles".
  • Sand worm. And lots of other similarly big but super rare encounters. They've programmed our ships to destroy trees and the buggy to destroy rocks when they're bumped into, so they can program a giant T-rex or King Kong to do the same. Get some hugely awesome fantasy/horror designs in there as super rare encounters that players can find and brag about on forums and social media.
 
Another practical thing they need to do is grey out a 'used' upgrade instead of removing it from the list. I'd like to know what upgrades I actually have instead of worrying I might have just got it with the purchase of the ship
 
I doubt they hadn't realized people would want to use vehicles on any planet - as they've said with each of these major updates, they're designed to lay the groundwork onto which to build further enhancements. The very fact that exovehicles were introduced in conjunction with the modular geobay to store and generate them, as opposed to the way players have to obtain ships and freighters, speaks to that.

Sure, but introducing a patch to enable it a couple days after the update? It's not like they have forced deadlines anymore, so it's just odd that they wouldn't just include it in Path Finder.

I'm not a big fan of the magical spawn pad; would've preferred a physical garage where vehicles are built and stored. But it does enable spawning on other planets hopefully anywhere, so I guess it's a decent compromise.
 
I want to see more and larger marine life in future updates. And darker ocean depths.

And a jet pack upgrade that gives you thrusters under water with the usual +1/+2/+3 upgrades. They could also make it so you could install the upgrades over each other to save space, so +1 over +3 would become +4.
 
Yeah, I'm an ecologist by profession, so I survey and record wildlife and environments for a living. It was by far the biggest selling point of NMS for me. The main issue I see is that they all share the same exact behaviours - walk around in circles endlessly, maybe eat something else walking around in circles. They need to vastly improve animations and behaviours.

Yes to all this. The creature AI and ecosystem biodiversity need serious bumps. You should send this feedback to Hello... https://hellogames.zendesk.com/hc/en-us/requests/new
 
I have a question for the ppl that still playing the game with the new patches.

I supose creative mode is the only mode you can build a base so can i pass the the stuff i have in Normal mode (Ship, weapon all upgrades etc) to Creative mode? Or do i need to start from scratch?

Also, in Creative mode can you still reach the center of the galaxy and move on to a diferent one, or you can only stay in the same one u start? (Just curious as 1 galaxy is huge enough to play all my life and not be able to visit every planet)

I have been busy with alot new games, and will still be busy with Nier then Persona etc, but these new patches are looking great and might go back to NMS in the summer again.
 
I have a question for the ppl that still playing the game with the new patches.

I supose creative mode is the only mode you can build a base so can i pass the the stuff i have in Normal mode (Ship, weapon all upgrades etc) to Creative mode? Or do i need to start from scratch?

Also, in Creative mode can you still reach the center of the galaxy and move on to a diferent one, or you can only stay in the same one u start? (Just curious as 1 galaxy is huge enough to play all my life and not be able to visit every planet)

I have been busy with alot new games, and will still be busy with Nier then Persona etc, but these new patches are looking great and might go back to NMS in the summer again.

You can do everything in creative mode that you can do in any other mode. The difference is everything is free.
 
I supose creative mode is the only mode you can build a base so can i pass the the stuff i have in Normal mode (Ship, weapon all upgrades etc) to Creative mode? Or do i need to start from scratch?

You can build bases in any mode, though obviously it's easier to do in Creative mode.
 
You can build bases in any mode, though obviously it's easier to do in Creative mode.

Oh thats great, in that case i think i will just stick with the Normal mode. I guess ill have more fun there searching for materials and all that.

You can do everything in creative mode that you can do in any other mode. The difference is everything is free.
Im afraid that it will be too easy for me and would get bored if thers no danger and have to hunt for materials and stuff.
 
Oh thats great, in that case i think i will just stick with the Normal mode. I guess ill have more fun there searching for materials and all that.


Im afraid that it will be too easy for me and would get bored if thers no danger and have to hunt for materials and stuff.

Play Survival mode. You'll get a better appreciation of the game.
 
Sure, but introducing a patch to enable it a couple days after the update? It's not like they have forced deadlines anymore, so it's just odd that they wouldn't just include it in Path Finder.

I'm not a big fan of the magical spawn pad; would've preferred a physical garage where vehicles are built and stored. But it does enable spawning on other planets hopefully anywhere, so I guess it's a decent compromise.
It's only going out in the *experimental* patch on PC though. No idea when we're going to see it on PS4 as an official update. IMO, I think there's still some work to be done to really optimize vehicles well enough to enable them anywhere, but I don't doubt that was the goal to begin with. I've seen the game start to really chug just taking the roamer for a brief spin. Seems like they're pushing the limits of their ground-level rendering by adding the vehicles and need more time to properly optimize against their relative speed.

I don't really care about the method for spawning/accessing vehicles. The game is built around plenty of technologies that work indistinguishably from magic, so I don't have a problem with the spawn pads. It would be nice to own a uniquely crafted exovehicle, like you can a ship, so towards that end it would be nice to eventually garage your favorites.
 
Tip of the day!

The vehicles can jump! That makes mountain slopes into ramps, at least with the water buggy. It basically becomes a space ship for a few seconds xD Complete game changer for me at least :)
 
Yes to all this. The creature AI and ecosystem biodiversity need serious bumps. You should send this feedback to Hello... https://hellogames.zendesk.com/hc/en-us/requests/new
Wow, this is great. I was going to tweet at them about remote play controls, but this is a WAY better solution. Just sent off my request, thanks!

My request was for a shoulder button toggle, to just switch L! & L2, R1 & R2 via switch in the options. When you remote play, the accessibility options no longer work, so the OS level remapping stops working. On the Vita, L2 & R2 and the upper left & right corners of the touch screen. This makes several things trickier than normal. The L3 and R3 are fantastic, they work great on the touch screen. As would L1 and R1. Hence the need for a switch!
 
Wow, this is great. I was going to tweet at them about remote play controls, but this is a WAY better solution. Just sent off my request, thanks!

My request was for a shoulder button toggle, to just switch L! & L2, R1 & R2 via switch in the options. When you remote play, the accessibility options no longer work, so the OS level remapping stops working. On the Vita, L2 & R2 and the upper left & right corners of the touch screen. This makes several things trickier than normal. The L3 and R3 are fantastic, they work great on the touch screen. As would L1 and R1. Hence the need for a switch!
They need to just give us the gamepad controls remapping feature that's present in the PC version. It's great, I don't understand why it's only available on PC version.
 
Wow, this is great. I was going to tweet at them about remote play controls, but this is a WAY better solution. Just sent off my request, thanks!

My request was for a shoulder button toggle, to just switch L! & L2, R1 & R2 via switch in the options. When you remote play, the accessibility options no longer work, so the OS level remapping stops working. On the Vita, L2 & R2 and the upper left & right corners of the touch screen. This makes several things trickier than normal. The L3 and R3 are fantastic, they work great on the touch screen. As would L1 and R1. Hence the need for a switch!

Yep, a simple swap is all it needs. This game is absolutely perfect on remote play except for that one glaring flaw. Seems like it would be such an easy thing to do (obviously I have no programming knowledge, but of all the changes this seems so straightforward).

Come on HG, make it so!

Edit: I submitted it as feedback using the link above.
 
They need to just give us the gamepad controls remapping feature that's present in the PC version. It's great, I don't understand why it's only available on PC version.
Whole remapping would be great, but I've heard that a complete customizable layout can actually be a nightmare for developers due to hundreds of possible combinations that might/might not break the game. I don't mind the controls at all now, aside from the RP debacle I detailed, but I'd fully support this for other people.
Yep, a simple swap is all it needs. This game is absolutely perfect on remote play except for that one glaring flaw. Seems like it would be such an easy thing to do (obviously I have no programming knowledge, but of all the changes this seems so straightforward).

Come on HG, make it so!

Edit: I submitted it as feedback using the link above.
Yay, thank you!
 
I've actually gone off survival mode. The plutonium shortage is too much now exovehicles require it too. I was hoping they would ease the burden on the launch thrusters. Nope.

I can't confirm this but I could swear if you land at an outpost that has a landing pad your liftoff is free. Maybe it was a bug.
 
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