No Man's Sky - First star to the right, and straight on till morning

I still find the VR stuff pretty unusable, but they’ve done a great job with the main game. There are tech trees on top of tech trees, all of which you can ignore if you don’t care about that particular sub-category. There’s at least two ways of acquiring most technologies, so you can play the parts of the game you like and skip the parts you don’t. The different game modes (chill, hard, permadeath, creative) are all balanced very differently, so you can choose the level of difficulty you like. They’ve gotten rid of many of the tedious parts (most notably, you can buy a “recharger” technology for your launch thruster that makes it recharge over time, thus ending the constant dihydrogen scavenger hunts, and you can carry effectively unlimited amounts of the basic elements, so you can “stock up” when things are plentiful, or just buy stuff at the trade station rather than go back down to a planet to shoot rocks for ferrite dust).

This game is barely recognizable as the same game that shipped in 2016; it re-invents itself each time around.

That said, there’s still some rough edges I wish they’d work on:

Ironically, one of them is their main selling point: the procedural planets, plants, and creatures have very, very little variety to them, every toxic planet looks pretty much like any other.

There’s a painful minigame with your frigates where you need to repair them in space. This involves climbing all over the ship–in many cases using ladders and massive detours from one side to the other, and repair each console individually by feeding it a little bit of some material. There’s no danger during this process, and it takes forever – several minutes for each individual ship, made more painful by your slow walking speed. And heaven forbid you don’t have the right material; in which case you need to leave, go mine or buy it, return, and do it all over again. This entire concept is for them to show off their ship models, but it gets old the very first time. The whole thing needs to be tossed. (Eventually you’ll learn to never send out a fleet at the same level as the mission, only overpowered ones, and the number of repairs will go down.). Late in the game, I don’t bother repairing the frigates at all, I just let them get destroyed and buy new ones.

The whole “we’ve got an infinite universe, now explore it at snail speed” gets old, too. The only mod I tend to use–if one’s available for a given version–is to turns off running and jetpack limits, allowing me to explore the world at “limping turtle” speed instead. Otherwise, with all the upgrades installed, you can’t run for more than about 30 seconds at a time, then you slow way down and pant annoyingly.

Finally, there’s a bug that’s been there for about three versions now that the “storage containers” that you build are nonsensical about removal. It will almost always tell you that there’s not enough space in your inventory, even when there is. The solution is to randomly put something else into the storage container, at which point random items will move around. Do it enough, and eventually you end up with the item you actually wanted.

That last one–and the ship repair one–sometimes make me wonder if the devs actually get much time to actually play the game. The storage container bug is a massive, huge glitch that’s been in there for years, and still isn’t fixed.

Adding - some of the above may be fixed – I didn’t realize when I wrote that that there had been a massive update today.

So, after the Thansgiving patch and another one today…well, win some, lose some. The long-standing bug with containers has been fixed (and they’re able to hold much more, finally making them practical storage devices). There are a whole bunch of other improvements, too.

But…the “fix the ships” mini-game has actually been made worse. Nearly all of the models now cause you to get “stuck” in doors and have to jump free, and one of the ships invisibly occludes a necessary door entirely – it’s literally impossible to fix that ship. I’m going to send it out alone on a dangerous mission, I think…

There are a couple new updates out for NMS. A couple weeks ago they added a “living ship” story line, where you hatch and grow a ship apparently. I only just started this one, and it takes several days to mature apparently.
Then today this just added a new exo-mech called the Minotaur, gotta gather a few missing bit to put this one together.

I’ve been playing a bit since the living ship update. Have the ship finished off and a few upgrades; it’s pretty cool.

Note that you can’t buy upgrades to the ship–you find them in encounters when using the pulse drive. They’re a bit rare but I have a few so far.

At least with the randomization I got, there’s not a lot of traditional storage but there’s a crapload of tech upgrade slots. This will be a ridiculously powerful ship once I have the slots fully filled out.

Also, don’t do what I did and accidentally wipe your S-class ship when acquiring the new one. I was able to go back to a manual save, but I had to repeat a bunch of boring mission stuff. Maybe scrap one of your crappier ships in advance (I think you can have 6 total).

Learn how to use the planetary coordinate system. There’s a display in your ship when flying in atmosphere, and then on the ground with your scanner display. First number is north/south, second is east/west.

Got my living ship fully kitted out after cruising around for a while. It’s a heck of a ship.

You’ll need lots of nanites to “evolve” the upgrades. I’ve found that selling food items to Iteration: Cronus on the Space Anomaly is a great way to earn them. I make batches of jam doughnuts 50x or 100x at a time and sell them for ~100 nanites each (it’s random). It’s a bit tedious since you can only sell them one at a time, but nevertheless it’s way faster than missions or other ways of earning them. Making the food items also takes a while, but it’s mostly just putting things in the food processor (or rather, several of them) and waiting. You can do other things while they’re running.

The Minotaur is pretty cool, though the maneuverability is bad. Can’t seem to back up or rotate in place. Also, I wish it had an underwater module of some sort; I wanted to stomp around my underwater base but it needs constant oxygen.

Underwater bases are pretty cool now. The local teleporter was a nice addition: I have a very deep base, with a tall tower that goes above the waves and supports a landing platform. Would be super annoying with ladders (it would need like 20 of them), but now I can just step to my ship and back in seconds.

One issue with the Minotaur is that they nerfed all the of other exocraft to make it better. All the other land craft now need a module to protect you from the elements inside. So in order to land on any planet, throw down your Pilgim and explore, you either need to clear 4 slots for Cold, Heat, Rads, and Acid modules inside, which is annoying because I had them filled with stuff I needed to make it faster. Or constantly switch protection modules, installed depending on the planet. Minotaur has with a module that allows complete protection.

I logged many hours into this game until I hit a game breaking bug. Well, it MAY be a bug. I can’t debrief my frigates that returned from a mission. I have researched this until I hit the end of the internet and nothing has worked so far. I deleted all my command rooms on my capital ship, saved, and logged back in. Rebuilt my command rooms and still no debrief. I warped my capital ship to other systems, saved, still no joy. I downloaded the editor but it will not let me delete the ships that are awaiting debrief. I’m terrified of actually messing with the JSON files, so that’s a no go for me. If anyone has any ideas please let me know because I sunk a lot of time and money into building my fleet and I miss playing this game.

It is one mission that won’t end, or all frigate missions locked?

Seems like all are locked.

9 frigates awaiting debrief. I just deleted all my command rooms again.

Is there anything weird in the frigate control map?
and which editor are you using? I used NMSEditor back in the day to fix a lot of bugs, and I got around them all in one way or another.

How do I access the frigate control map? Do you mean the Manage Fleet option on the bridge of my capital ship?

I’m using the NMS save game editor ver. 1.6.12 (Beyond)

Yes.
Assuming your editor works like NMSEditor, what I would do is

…After making a save backup of course…

write down all the freighter info, then give yourself enough money to buy a new one and buy any Freighter you can find , and see if you can build a mission room and start a mission. If so, then can edit your new one to be the same as the old one with the keys and whatnot(or make it better I won’t tell ;))

You’ll have to rebuild all your freighter rooms, but That’s kind fun anyway.

I’m using the NMS save game editor ver. 1.6.12 (Beyond)

You, sir, are an intergalactic GOD. Your suggestions worked beautifully! Thank you!

Great, glad it worked for you.

I started playing again this weekend and really like some of the changes here. No more random rewards at manufacturing facilities! Nomad exocraft hovering over water instead of sinking! I know I can’t be the only one who suggested that for the Nomad.