No Mans Sky 1.37 (Steam)

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Squall8
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Re: No Mans Sky 1.30 (Steam)

Post by Squall8 » Wed Aug 23, 2017 3:21 am

Updated Table
dickfacemccunt wrote:
Mon Aug 21, 2017 10:39 pm
It's been a while since I did this. But I found seeds before by inputting the seed in backwards. For example:

Code: Select all

8831D1F95D2C3B46 - Ship Seed
Do scan for:

Code: Select all

46 3B 2C 5D F9 D1 31 88
Once narrowed down, change as desired then save and reload. You'll need to save and reload save editor or not..

It's just easier to use the save editor. Just have the game running when you edit the save, then reload your current save. Only takes a couple seconds.

amoebae
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Re: No Mans Sky 1.33 (Steam)

Post by amoebae » Wed Aug 23, 2017 2:30 pm

Thank you for the update, @Squall8 - very much appreciated.

dickfacemccunt
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Re: No Mans Sky 1.30 (Steam)

Post by dickfacemccunt » Wed Aug 23, 2017 10:54 pm

Squall8 wrote:
Wed Aug 23, 2017 3:21 am
Guess I need to install this game on SSD then. Cheers.

garrethking
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Re: No Mans Sky 1.33 (Steam)

Post by garrethking » Thu Aug 24, 2017 5:58 am

How do you build anywhere?

amoebae
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Re: No Mans Sky 1.33 (Steam)

Post by amoebae » Thu Aug 24, 2017 6:26 pm

garrethking wrote:
Thu Aug 24, 2017 5:58 am
How do you build anywhere?
You can do it without this table by editing one of the game files.

Find TKGRAPHICSSETTINGS.MXML inside No Man's Sky\Binaries\SETTINGS, open it in a text editor, and change "RemoveBaseBuildingRestrictions" value="false" to "RemoveBaseBuildingRestrictions" value="true".

You can also edit the line underneath to increase the amount of items allowed before the game won't let you build anymore. I have mine set to 7000 - I don't know if there's an upper limit, but you probably don't want to go too high anyway because your game will start to lag.

These edits seem to persist across updates/patches (I've only ever had to do it once, and that was as soon as base building was released).

amoebae
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Re: No Mans Sky 1.33 (Steam)

Post by amoebae » Fri Aug 25, 2017 7:09 pm

The latest update (1.34) broke infinite launch thrusters. Haven't tested everything else yet but it all ticks the checkbox.

Squall8
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Re: No Mans Sky 1.33 (Steam)

Post by Squall8 » Fri Aug 25, 2017 7:47 pm

amoebae wrote:
Fri Aug 25, 2017 7:09 pm
Updated

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Re: No Mans Sky 1.33 (Steam)

Post by amoebae » Fri Aug 25, 2017 9:01 pm

Squall8 wrote:
Fri Aug 25, 2017 7:47 pm
amoebae wrote:
Fri Aug 25, 2017 7:09 pm
Updated
You're a machine! Thank you :)

amoebae
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Re: No Mans Sky 1.33 (Steam)

Post by amoebae » Fri Sep 01, 2017 3:42 pm

A handful of things appear to be broken with 1.35 today.

So far I've noted:

Infinite Launch Thrusters
Ignore Crafting Requirements
Element Gathering Multiplier
Infinite Items Crafting/Selling

Looks like a good update, though!

Squall8
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Re: No Mans Sky 1.33 (Steam)

Post by Squall8 » Fri Sep 01, 2017 7:54 pm

amoebae wrote:
Fri Sep 01, 2017 3:42 pm
Updated. Let me know if I forgot anything. I had to do this one pretty quickly.. Any new content? (Elements/Products/Blueprints)

amoebae
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Re: No Mans Sky 1.33 (Steam)

Post by amoebae » Fri Sep 01, 2017 7:58 pm

Squall8 wrote:
Fri Sep 01, 2017 7:54 pm
amoebae wrote:
Fri Sep 01, 2017 3:42 pm
Updated. Let me know if I forgot anything. I had to do this one pretty quickly.. Any new content? (Elements/Products/Blueprints)
Thanks so much, I'll test it out and report back.

Nothing new like that that I'm aware of, outside of some inventory and crafting management changes - you can now craft multiples of items if you have space, for example - but no new items to craft.

doomwad765
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Re: No Mans Sky 1.35 (Steam)

Post by doomwad765 » Fri Sep 01, 2017 11:03 pm

Whatever happened to the "unlimited warp distance" cheat?

Squall8
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Re: No Mans Sky 1.35 (Steam)

Post by Squall8 » Sat Sep 02, 2017 6:47 am

doomwad765 wrote:
Fri Sep 01, 2017 11:03 pm
Use Current Inventory Stat Pointers, view your starships inventory, and change the hyperdrive range.

sunnymouse
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Re: No Mans Sky 1.35 (Steam)

Post by sunnymouse » Sun Sep 10, 2017 6:26 pm

Just fired up my game, had some update and now stack modifiers stopped working.

Update: It kinda does work, elements have some wonderfully huge capacity number. Have not tried products yet.

drewbums
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Re: No Mans Sky 1.35 (Steam)

Post by drewbums » Sun Sep 10, 2017 8:15 pm

Products are the same. It works, the 2nd enable just doesn't enable.

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