The update of the year, No Man’s Sky Origins 3.0, has landed and we’ve finally gotten a healthy helping of what many of us were hoping for: improved variation. I a have a lot to say about this update as a whole, and intend to do so in posts soon to come, but early in my exploration of the game’s new universe I discovered the most inhospitable hellscape of a planet I have ever encountered in 2,700 hours in the game. It is an “Erupting Planet” with frenzied Sentinels and “Colossal Firestorms” that I was quick to experience upon landing, after my suit AI warned me of an approaching “Wall of Flame.” It is a terrible place.
I was in love.
Where better a place for another cozy little “Tiny Home” base (my ninth, in fact)? So, I began scouting out locations from the air, when finally I found the place — a spot near the wall of a sooty canyon at the base of three active volcanoes, with sparse flame-ravaged trees bespeckling the dark lava rock surface. There I built a metal base, raised on a pedestal to avoid the frequent flame spurts that characterize the world, with water and fuel storage tanks (obviously) situated on the safety of the roof. (At least there are no R.O.U.S.es — well, actually…)
The base is situated in the Eissentam galaxy in Normal mode on PC (Steam). I didn’t expect my first post since Origins launched to be another base build post, but the situation was too perfect. More from me on Origins soon, and I hope you enjoyed a look at this little patch of paradise. Stop in for a visit…if you’re up for it.
Here we go with the seventh installment of my mission to build quaint little bases all across the galaxy(/ies). This appropriately named “tiny home” base is suspended between two massive rock plateaus on the desolate fungal moon Eslingto IV in the Goride VIII system within the Eissentam galaxy.
Since No Man’s Sky NEXT landed, I started seeing a rare sort of world that is defined by clusters of large, flat-topped plateaus separated by great distances. It occurred to me that it might be interesting to build a dwelling in the very small gap that is sometimes all that separates neighboring plateaus. I kept an eye out for this type of world and finally, quite recently, encountered one.
The base’s location affords a clear view of the planet to which the moon is in orbital lock, as well as other distant groupings of elevated plateaus. The local fauna seem friendly enough and the sentinels are generally unobtrusive, though Dangerously Toxic Rain sweeps through with some frequency.
Dial in the glyphs and stop in for a visit!
And, it seems I’ve chosen No Man’s Sky‘s fourth birthday to publish this post. As such, I know it’s Spiced “Apple” Cakes, Appalling Jam Sponges, Briney Delights, and Haunted Chocolate Dreams all around, today, for readers and myself in celebration of the the journey that flutters behind us as well as the undiscovered road ahead. Happy Birthday, No Man’s Sky. At 2,600 hours in, for myself, it’s been an eventful four years!
A Day-One Player’s Opinion on the Procedural Generation of “No Man’s Sky” in 2020
Scanning my YouTube feed just a short while ago, I spotted a video that grabbed my attention. The video in question is entitled “My Honest Opinion On No Man’s Sky Current Procedural Generation: A Review In 2020“. Regular readers are surely aware that I have rather strong opinions on the procedural generation in No Man’s Sky and how it has changed over time. As such, I began watching to see what the video’s creator, Thunder (THTDI Inc), had to say about it.
This video spoke to me.
Fifteen minutes later, I sat down to make this post and share a wonderfully succinct take on the current state of proc gen in No Man’s Sky, its effects on exploration (as compared to that of the early days of the game), and how things could be made better for those of us that are interested primarily in exploration, above all of the other gameplay aspects that No Man’s Sky has on offer.
As a day-one player with 2,500 hours in-game, I have shared my wish, on this blog and through various other outlets, that Hello Games let the proc gen engine “off the leash” a bit in order to bring to the universe new worlds that are truly shocking, wildly alien, and, as such, extremely engaging to explore at length. In the pre-NEXT days, such worlds abounded but, as I’ve expressed previously, perhaps to a fault.
While I, personally, find many more stunning vistas in Foundation [v1.1 circa November 2016], I can’t deny that sometimes the terrain is difficult or even downright troublesome. And, the non-stunning worlds can be rather similar and fairly monotonous to encounter. This adds to the intrigue of approaching an unexplored world and wondering just is waiting on the surface as you descend through the atmosphere, because it could be something quite strange and unusual. But, then, it might just look like this.
In order to get back to that wild, no man’s land (…or sky, as it were), I have been playing Foundation 1.1 alongside the current game for the past year or so. (Tips, for anyone interested in doing so). In a post providing an update on that effort, A Progress Update From a “No Man’s Sky” Time Traveler, I concluded that, while the wild, unbounded terrain of olde makes for extremely engaging exploration, the direction that Hello Games went in the NEXT release, where worlds were made more approachable perhaps, was likely a good one for the majority of gamers out there.
Thunder, the creator of the presented video, points out that a few new biomes would indeed add variety, but unless the proc gen is allowed to vary the worlds with a wilder, more random hand, that variety will be limited. I think the ideal would be a combination of the sorts of worlds that we presently enjoy in Beyond, along with new, wilder worlds that are truly aberrant, even eerie.
Recent rumors, alongside an expiration of the patent of the Superformula, have lead to speculation that a proc gen overhaul may be in the works. Time will tell, on that front. Whatever the case, I was eager to share this video with readers and would love to hear the thoughts of others as regards the worlds of No Man’s Sky.
Community Event #27 : A Pearl of a Weekend Quicksilver Quest
No Man’s Sky Community Event #27 took place this past weekend on a lush world with skies and grass of blue. The event was centered at the site of a crashed starship. Upon arrival, players found the wrecked hull of the downed ship aglitter with a strange static energy. The sickly smell of scorched hair and flesh emanated through the waves of static. A demand was heard — and a threat. The hunt for Albumen Pearls commenced.
I participated in the event in the early afternoon of Sunday the 3rd and saw much activity on the ground and in the skies as other interlopers labored to quell the demands of the static anomaly. As well, a more than usual number of player bases had been constructed across the surface of the event planet, and other planets in the system. Some of those I visited were quite impressive in their design and construction. And some were well-stocked with a certain, particular type of flora that made things a little easier for those accepting the assistance… (And this weekend, that was me.)
The accompanying video shows some of the highlights of the weekend event, as I experienced it.
It’s great to rake in that Quicksilver, as a player who recently resurrected a two-year-running Eissentam galaxy save file that sat dormant since NEXT landed in 2018, and is trying to secure all the base adornments. But, the real fun of these events, for me, is seeing other players doing their thing, along with the wild bases they inevitably create within the event system.
This past weekend saw No Man’s Sky Community Event #25. I participated in the early afternoon of Saturday the 18th and was pleased to see a good many other interlopers in the event system, laboring to assuage the hunger of the event planet which, it was revealed, required an offering of Vortex Cubes. This, it seems, was the disturbance detected by Nada and Polo and conveyed by Hesperus.
The event took place on a megaflora planet featuring forests of behemoth, leek-like life forms. Locating Vortex Cubes on this world meant descending into subterranean caves or boring through the very bedrock with the Terrain Manipulator. The task was simple enough and the cravings of the planet were satisfied in fairly short order. During such events, though, it’s seeing other members of the No Man’s Sky community running about the world and, also, visiting the bases that some of them leave behind, that provides the most enjoyment for me.
The accompanying event video shows some of the action during the event and highlights a few of the bases found on the event world and on others in the system that I happened to have visited. I hope readers enjoy the glimpse of the weekend’s activity.
During the summer leading up to the release of the Beyond update (No Man’s Sky 2.0) in August of 2019, I travelled to a small community hub known as Neo Wanderers (and later as The Masters Association). It is the third player community in the Euclid galaxy that I joined, after the Galactic Hub [ base photo ] and the Korvax Ascendancy [ base photo ]. What I didn’t realize before I set out was just how small a community it was — in fact, on my platform (PC), I was then and am now the only resident in the system.
No matter, however. After arriving at my destination, I explored the planets of the core system and, as I was flying over an orange and blue ocean world, I spotted a small pair of floating rock islands that struck me as the perfect place for a cozy little base. I touched down, wandered through the small patch of trees atop the main floating formation, and began construction of what has become perhaps my favorite of the bases I have created so far in the No Man’s Sky universe.
One of the hallmarks of the base is an extensive use of lighting — both inside and outside the cottage, on the ground, in the trees — extensive. Sadly, when Beyond arrived, the base went dark, and seeing its power and wiring requirements (which is a mechanic I’m glad Hello Games added, actually), I knew the aesthetic of the base would be destroyed if I were to wire it up. And, so, I left the base behind and moved on to other things.
Happily here, nine months later, the recent arrival of the Exo Mech update (No Man’s Sky 2.4) brought with it the Electrical Cloaking Unit that allows the wires that power various base components to be hidden! Noting that, I returned to my Sky Island Cottage, located and tapped into an Electromagnetic Power Hotspot, and went crazy crazy with the wires. And, a few hours later things were as good as new — better, in fact, with some tweaks and additions I’ve added along the way.
I made a walk-through video to have a record this base, in the event that the Beyond update reset the universe. (I didn’t see the wiring thing coming…) That video is shown here, along with a few photos, old and new. I hope you enjoy my build. If you’d like to visit, the base can be found in the Euclid galaxy on PC, in Normal play mode at coordinates 09DC:0082:0DDE:0079. Find a portal and stop in for a visit, why don’t you?
Since the Living Ship update landed a few weeks back, new living ships and the pulse-driving space encounters have been the hot topic in the No Man’s Sky community. As mentioned in my last post, I eagerly ran through the Starbirth mission and successfully hatched my own living ship. Since then, I’ve spent most of my in-game time warping through a great many different systems, exploring what’s out there in the way of space encounters, and upgrading my living ships as opportunity has permitted.
That’s “ships,” plural; after a few days I decided I wanted to seek out a living ship of a different design, so I purchased a second Void Egg from the Quicksilver merchant and, upon pulsing out of the Anomaly, was contacted by the alien Host who sent me coordinates to a spot on the surface of one of the system’s planets. Upon landing, I found my new living ship gently quivering at its crash site, waiting for me. (The entire Starbirth mission does not repeat when a new Void Egg is acquired, happily).
I passed up the first few ships presented to me, but in just the third or fourth, I found real keeper with which I am very pleased. I have been upgrading it and exploring with it, seeking out new, as yet unseen, phenomenon waiting to be discovered.
Some of these moments of discovery I have put together in a short video, presented here. But be warned — it will be a spoiler if you’ve not yet experienced some of the strange encounters shown within (and I’ve certainly not yet seen all that’s out there to be found in this update).
When No Man’s Sky NEXT landed back in July of 2018, the universe was “reset.” To incorporate the dramatic changes to the types of planets and their terrain generation, Hello Games rebooted the NMS universe. Leading up to the release of NEXT, we (the player community) saw this coming — it was not a surprise.
Not long before the release of NEXT, I had put the finishing touches on the base I was most proud of up to that point, an orange, multi-level base situated on a mild and picturesque desert planet in the Eissentam galaxy. It was, I think, the seventh base I had created since Foundation v1.1 introduced base building to the game. (Before NEXT, players could have only one base at a time, and they had to be situated at the one-room starter bases randomly speckling the surface of viable planets (which are now the base computers you may have stumbled upon, oddly just sitting in the middle of a field.)) Since I knew that this lovely base may end up at the bottom of an ocean ( [Narrator]: “It did…” ), I decided to make a brief video tour of the place, to remember it by.
Incidentally, when NEXT landed, I restarted the game anew back in the Euclid galaxy, wanting to stay “closer to the action,” what with the multiplayer component having been notably extended. Just a few weeks ago, I dusted off this Eissentam save and have been playing in that galaxy primarily, working to upgrade everything with the new hardware and systems brought by NEXT, Beyond, and the other upgrades. After sitting dormant for a year and a half, I have relocated this base to a current planet (a base capability that came with NEXT) and am exploring outwards from there. Seeing this base reappear in the current game was quite a moment of nostalgia, I can tell you.
I hope you enjoy the little tour of my base in the last days of the Atlas Rises era.
As mentioned in earlier posts, I am presently exploring the historical universe of No Man’s Sky Foundation (v1.1, circa 2016) alongside the current universe of No Man’s Sky Beyond. In so doing, I regularly encounter a great many striking worlds — bizarre and spectacular, both — in my travels. I have shared a number of these in earlier posts and in my Back to Foundations photo gallery.
Recently, while exploring the Foundations universe, I set down upon a lush, golden planet that was truly breathtaking. A planet part ocean, the land is covered in vibrant grasses and trees and rises in places to great, craggy heights. I was so struck by the beauty of the world that I wanted to share it with readers, and have captured a bit of footage while just wandering the hillsides. I hope you enjoy.
This past weekend was community event week #11 in the No Man’s Sky universe and, as you might expect, I portalled in and took part. I enjoy the sort of mayhem that these weekend events bring, and was worried that the action I’ve been seeing during my typical, late-Sunday arrivals (as the event timer is nearly spent) would be absent during this earlier, mid-day Saturday partaking. Happily that wasn’t the case.
Stepping out of the portal and hopping over to the event site, I saw players chasing players, sentinels chasing players, walkers melting players, and raging, horned lizard-beasts that seemed pissed off at the whole affair. And, of course, player bases peppered the planet. I captured a little bit of the action while I was there.