![]() We’re also very pleased to confirm the dates for a new campaign of Twitch drops! This weekend, from Thursday 9th September to Monday 13th September, tune into streamers playing No Man’s Sky on Twitch to earn an exciting new spread of in-game rewards.Īnd some stunning in-game photography by u/blakespot, u/tyrannosaur85, and Research To help commemorate the fifth anniversary of No Man’s Sky, we are releasing this stylish black and gold t-shirt, available for a limited time in the Official NMS Merchandise store here (Americas and Canada) or here (rest of world). This season places all expeditioners on the toxic world of Gisto Major, where their bespoke starship will require specialist attention to repair and launch into space.Ĭartographers begins today, and will run for approximately two months. The second expedition, Beachhead, confronted travellers with a tightly-woven mystery, and a race against time to unravel it, with players all across the world eventually helping to summon the legendary SSV Normandy SR1 from Mass Effect.Įxpedition seasons give us the opportunity to craft No Man’s Sky experiences that differ from the established game modes, and Cartographers is yet another unique journey, focused primarily on deep exploration of a single planet. In the Pioneers expedition, travellers embarked on a long journey across the galaxy: exploring, trading, building, mining and rendezvousing across five different planets. Expedition Three: Cartographers begins today! Today, we are releasing version 3.64 of No Man’s Sky, and we are very excited to announce an event we know players have been anticipating. Thank you for sharing your screenshots and stories! We love seeing your process of discovery, and are often blown away by your extraordinary creativity with base building. Populated civilisations are something the community have requested for a long time, and it’s incredibly rewarding for us to see players claiming their first settlement, meeting their first citizens, and experimenting with all the new base parts. A base created on the servers would be 'updated' when the player auto or manually saves within the vicinity of their base (or gets prompted to upload if they leave without saving).The release of Frontiers has been an intense and exciting time for the team. Perhaps allow the player to convert (via the base computer) from local to server (copying the base to the global server and removing the local reference) and vice versa, deleting the base from the global servers and retaining a copy on the save file rather than having both a locally saved AND an uploaded version. All changes after that would be saved on the respective location (save file vs servers). ![]() Seems to me that it would simply make more sense and be more streamlined for all to choose where the base is stored when creating it via the Base Computer - either locally or on the server. Translation optimized with, because its not easy to explain p This is also the reason why bases with your own player ID are never downloaded from the HG server. I believe HG has fiddled with this a lot to get it under control. In this case, the base build in multiplayer competes with the downloaded base from the HG server at the player who does not own the base. This problem may be known to some players who have built bases together in multiplayer. In the worst case 2 almost identical bases would be on top of each other. The base you uploaded and the base in the savegame would compete with each other. The problem with this is that if the base comes from the server and is in the savegame at the same time, there will be version problems. ![]() If the base is not included there, then it will not be visible in the game. Originally posted by Ǥɾᴧᴤʆᴧᵯᴧ:Bases with your own player ID will never be downloaded from the HG server.
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