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Since the first Cosmos update, my teleporter interface has been painfully slow. It was extremely slow after the Cosmos update, but that seemed to be patched quickly. Still seems pretty slow.

Doesn't help that I'm about halfway through my Galaxy tour, and have a portal base in 7C out of FF galaxies so far, but even during the Expedition it was painfully slow.

Anyone experiencing this?

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While doing the 10 years anniversary expedition the planets are plastered with communication beacons, bases, and other stuff that totally destroys the immersion.

I turned off multiplayer but all those things seem to stay.

I get that NMS is a multiplayer-first experience nowadays but how can I immerse myself in the old “last traveler” idea?

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Cosmos 7.05 (www.nomanssky.com)
submitted 1 month ago by to c/nomanssky@lemmy.world
 
 

Bug Fixes

  • Fixed an issue that prevented progress on the Beacon milestone if players manually upgraded a building from its control terminal.
  • Fixed an issue that put the "Read Notes" on expedition milestones that had no accompanying notes.
  • Fixed an issue that caused expedition artwork to have no collision.
  • Improved messaging when redeeming expedition rewards.
  • Improved the messaging in the deep-space outpost tutorial mission when the mission board is unavailable.
  • Fixed an issue that could prevent access to underwater ruins, blocking players who need a trident key.
  • Fixed a rare issue that could cause the mission marker for the Home in the Stars mission to appear in the wrong place.
  • Fixed an issue that could cause some settlement buildings to fail to place correctly, blocking progress.
  • Reduced waiting times when upgrading settlement buildings for the Beacon milestone.
  • Balanced the alliance scoring algorithm to reduce the effectiveness of a small number of members gathering a large number of stations. Additional server-side balancing changes will continue.
  • Fixed an issue that could cause the ship hatch to load in an incorrect open/closed state.
  • Added an external control button to corvette hatches.
  • Fixed an issue that caused a number of decorative corvette pieces to be missing from the shop.
  • Fixed an issue that allowed players to become stuck inside geometry while reloading a save aboard a corvette.
  • Fixed an issue that prevent powered objects from working on a corvette immediately after construction.
  • Fixed an issue that made players leave their seats while trying to land at an outpost while playing VR with some specific controller types.
  • Fixed an issue that caused some asteroids to lack collision.
  • Fixed a number of collision issues aboard space outposts.
  • Fixed an issue that prevented the gravitino coil from being holstered.
  • Fixed a number of issues that could prevent derelict freighters from correctly being flagged as completed, especially when trying to complete one for an expedition milestone.
  • Fixed an issue that caused heaters on derelict freighters to be always on, regardless of their visual state.
  • Fixed an issue that caused all derelict freighters in the same region of the galaxy to share a name.
  • Fixed an issue that prevented turrets from targeting the player correctly on derelict freighters.
  • Fixed an issue that caused insufficiently random distribution of derelict freighter internal styles.
  • Fixed a number of minor mission flow issues related to derelict freighters.
  • Fixed an issue that caused drones on derelict freighters to become stuck in the ceiling.
  • Fixed an issue that prevented decals from appearing when customising the Nomad exocraft.
  • Fixed an issue that prevented decals from appearing when customising the Roamer exocraft.
  • Fixed an issue that could caused some planetary junk to fall through the terrain if it fell from the Colossus.
  • Fixed an issue that allowed planetary scrap to slip out the back of the Colossus Flatbed.
  • Fixed an issue that prevented players from landing on a freighter after a battle.
  • Fixed an issue that caused incorrect gravity inside freighters.
  • Fixed an issue that caused some snake-like creatures to immediately be reported as extinct after being discovered.
  • Fixed an issue that could cause player discoveries to vanish.
  • Fixed an issue that could cause recently discovered objects to become undiscovered shortly after.
  • Fixed an issue that caused solar panels to work incorrectly in space bases.
  • Fixed an issue that prevented players from moving the Deep-Space Base Computer once it was placed.
  • Fixed an issue that prevented base parts from being rotated while snapping mode was engaged.
  • Fixed an issue that prevented powered objects from working correctly when built in space stations.
  • Fixed a number of art issues with external station decoration.
  • Added the ability to recolour more pieces of exterior station decoration.
  • Added the ability to reset a space station base, freeing up parts for editing other bases.
  • Fixed a large number of networking issues with moveable cargo objects.
  • Fixed a number of networking exploits that could disrupt other players' games.
  • Fixed a number of collision issues with moveable cargo objects.
  • Fixed an issue that could cause players to get stuck inside the collision of another player's corvette while docked at a shared landing pad.
  • Fixed a minor visual issue with some foliage types.
  • Fixed a minor visual issue with floating island waterfalls.
  • Fixed an issue that caused the vision seen at underwater ruins to be blown out.
  • Fixed a number of visual issues related to HDR support.
  • Fixed a minor visual issue with VFX in the terrain manipulator's flatten mode.
  • Fixed a number of audio mix issues.
  • Introduced a significant memory optimisation for PlayStation 5.
  • Fixed an issue that prevented vignettes and scanlines from being turned off, on Switch 1 and 2.
  • Fixed an issue on PSVR1/2 which caused rendering errors on refraction effects and ship decals.
  • Fixed and issue on PSVR1/2 which caused rendering errors when under-water.
  • Fixed a crash related to player networking.
  • Fixed a crash related to physics systems.
  • Fixed a crash related to physics systems.
  • Fixed a crash related to NPC networking.
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7
 
 

I wanna get more into cooking, but a lot of things need milk. So we just got the blueprints for the automatic feeder and automatic milking machine (can't remember the exact names for them and our game being set to German doesn't help with that, haha).

But we can't find them in the build menu?

They...should be in the build menu, right? If so, what category are they in?

-- Frost

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Edit (9/7/26): couldn’t get the video going, I’ll repost it later with an updated version

Side note: I dunno which interior I want, this is an exploration ship, used to be all ambassador habs but the steam/mist from the hydroponics was clipping into the captains quarters and now arrrrg choices :( but yeah thats why it no longer has decorations in the captains room or plants. Maybe I'll make the hydroponics and refiner titan, medbay and crate room thunderbird, captains quarters. Stupid brain who's side are you on (not mine clearly)

RANT OVER

Anyway decision paralysis aside title says it all, a quick tour of my corvette. I really like the layout as each boarding ramp has a purpose, the front is boarding from the ground or teleporter, and the middle one is really for taking the stairs down from the captains quarter to teleport down. If I had planned ahead when building I woulda added that one entryway that moves the floor down, think its the titan boarding area

Kinda lucked out on the garden as originally it was planned to just be a passage way, but then 5 min later realized I could add the gardens, and I had enough room for two (or one full planter?) of each biome, nip nip near the stairs, and sac venom on the floor below

Moving downstairs and forward is the refiner room. It refines. This room was kinda out of necessity as to provide a wall between this room, the med bay, and crate/production room. Moving downstairs is storage. I think the only time I've been down here outside of the entry/exit is grabbing materials for settlements while using my freighter as a bookmark in other system. But using the numbered glyphs I feel like just adds that bit of pizazz. (Fun fact my first corvette had storage on level -1, so if this ship was built like the first one, ramps would take you into the refiner room and you could go down to habs that would be flush with the space station floor)

The captains quarters is under remodeling as ofc the one room I decide to delete is the most decorated one, it wasn't cmuch but had some lockers, a corner couch near the back, but go go gadget indecisiveness (is this post just disguised as me asking for help deciding which hab...? probably)

lT26Fl2bZzDZGzi.jpg

AbH3CYZqfsUhJGR.jpg
I have no idea how well image uploading works so hopefully it did, but heres one of my favorite decorations. Basically using a holographic sign as kinda a shield for the atmosphere inside (even tho you're still find standing on top in space) but an empty hole felt just weird. My first one (deleted by the aforementioned switching habs) and had it PERFECT. This one is good enough being slighlty misaligned. But I only notice it if im teetering between the two and its a few pixels off and not worth fixing it cus that'd prolly make it worse

Anyways Ive been working on this thing on off since after the corvette expedition, and kinda serves as to be an expedition ship, and thankfully the mobile flying fortress that can land on planets is the one build im really proud of... which is more than can be said for numerous planetary bases and a freighter base torn down and rebuilt and torn down numerous times even pre endurance and is now a hallway with a planet scanner, teleporter, and storage SOMEWHERE

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cross-posted from: https://mastodon.social/ap/users/116100228638268031/statuses/116931090375546278

Featured Screenshot by Navigator Copernicus“Maiden Flight of Athena 2/4”#NoMansSky #NMSCordGallery #VirtualPhotography

Featured Screenshot by Navigator Copernicus
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Treasure Planet Vibes (files.mastodon.social)
 
 

Cross posted from https://mastodon.social/ap/users/116100228638268031/statuses/116876739808867959

Featured Screenshot by Riddou#NoMansSky #NMSCordGallery #VirtualPhotography

Treasure Planet Vibes
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  • Swarm Expedition
  • Global War Effort
  • Rival Teams
  • Research Materials
  • Ground Enemies
  • Drone Protection
  • Expedition Rewards
  • Direwasp Suit
  • Community Goals
  • Restore Planets
  • Construct the Core
  • Atlas Threat
  • Huge Battles
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This post is in no way meant to complain about all the amazing content that was added to this game after release. That being said one "complaint" heard about the game is that a lot of the content feels added on and there doesn't seem to be one overarching mechanic or one cohesive grand design. Xeno Arena being a prime example. It's a criticism that I can relate to but it hasn't stopped my from putting in >170 hours.

I thought it could be fun to fantasise about ways to "fix" this. For instance one idea I had that would be relatively easy to implement is some sort of automated trade routes. You could tie together bases, settlements, settlement buildings and level, standing, capital spaceships (level), frigate expeditions, squadrons, maybe even some exclusive routes from community events. Rewards could include freighter upgrade/storage modules, the only sort of rare "loot" left in the game, or "exclusive" corvette parts or maybe even quicksilver or nanites.

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I (16,16,16,16,Autophage) responded to a comment asking about going to the next galaxy via a core jump. I'll call them "Interloper Kyle". Interloper Kyle asked for "no spoilers".

I described the general process for travelling to the galactic core, then jumping to the galactic core, informed them there was an animation, and that you spawned in the next galaxy with a "special surprise". They said no spoilers!

I was hanging out at the 00ει010λµ bar and my Overseer said I should've warned Interloper, that the "special surprise" isn't what they meant by "no spoilers". the settlement's assassin said that I was in the clear, that the "special surprise" is a rite of passage. About this time, Rucion walked in from their shift at the Pungent Food Cannery, so we all bailed, but it's got me thinking.

I haven't heard from Interloper Kyle, and comms message get returned "kzzzzzt". Should I have warned Interloper Kyle to pack some Repair Kits and extra Wiring Looms? Pick up an old hauler from the local Trading Post? AITAH?

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We've played a little bit of Pokemon, but never really got into it. Probably because of the peer pressure from other furries to like or at least know all the different critters.

In NMS everyone's procedurally generated, so there's none of that! And it turns out the battle system is really fun. I like all the buffs/debuffs/shields/"hit after 3 turns"/etc. moves.

Oh, and it's all holographic, so no one gets hurt.

I do wish you got the opportunity to start swapping moves before getting to max level, though. Can't even start tinkering before maxing out.

-- Frost

New critter battle screen. Our Jisa-Jisa (a wolfish desert creature with a stegosaurus tail) is fighting Oceanus's Uozuy-Uozuy, a low-flying bug.
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Crossposted from https://slrpnk.net/post/36315018

April 08, 2026. Hello everyone,

This is already shaping up to a big year for No Man’s Sky, as we celebrate our tenth anniversary year!

Even we struggle to know how we pulled off so many large updates in 2025. 2026 is building steadily on that momentum. Our small team is excited to share our latest update…

Our new update is called XENO ARENA and it's pretty wild! Xeno Arena lets you raise, train and battle the alien creatures found across the universe. Most of the planets you’ve visited in your travels have always been teeming with wildlife - and now, for the first time, those creatures are not just your companions, but your squad and maybe your champions!

https://m.youtube.com/watch?v=I0pzvZ-8yIs

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I made a simple word substitution tool in Go to translate English to Gek for a No Man's Sky activity log project. You can see the result here; gemini://zaibatsu.circumlunar.space/~cat/nms.log

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I haven't played in a while and came back to this 10m bill haha
Maybe not a lot of money, but its about half of my units.
I can't even remember how i ended up with this settlement on a desolate planet with extreme wind speeds.

Pretty cool though, I'm going to have to check this settlement mechanic out.
Maybe start another one thats not on a hellish firestorm planet.

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Three hundred hours in, multimillion unit production line, so many side quests done, 3 copies bought to share with family later and I'm finally doing the main quests🤣

The story is great so far and I enjoy the mystery/anime levels of complexity. I love that it works entirely offline and with multiplayer. I love that Hello Games chooses a working business model over gouging us for every little thing they do. Haters gonna hate but I love this game.

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I know the original update is two weeks old (February 11th), but I'm trying to make a habit of posting about major updates in the various gaming communities that I'm in. Hello Games have released four subsequent patches (6.21, 6.21.1, 6.22, and 6.23.

How are travellers enjoying the updates so far?

Excerpt from the article:

In 2025, No Man’s Sky Travellers were treated to one of our biggest years yet. Even we struggle to know how we pulled off so many large updates last year - Worlds Part II and Voyagers were both transformational and released in the same year, interspersed with smaller but significant updates in Relics, Beacon and Breach.

Today we’re pleased to announce that our first update of 2026, our 10th anniversary year, is already rolling out. It’s called Remnant and it introduces something that we and the community have been aching to introduce to No Man’s Sky since the beginning… a fully operational gravity gun! Full patch notes are available here.

Read the whole article | Archive.org

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Now Playing | No Man's Sky is one of the most fulfilling communal experiences I've had in gaming in a long time.

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I dug a river to fish from Trade Post, it's just proof that can be possible. I tried to find Trade Post near to water and this one was closest to it. Not so close as i wanted. Does anyone saw Trade Post with wet legs?

Screenshot from No Man's Sky game, visible Trade post and player fishing from it in manually dug river. Trade Post located near water.
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Important Links



What is Aeon City?

Aeon City is the Galactic Hub's upcoming Hubtropolis - a multi-base city featuring skyscrapers, roads, and otherwise proper city architecture. Aeon City is the successor to the now-defunct New Ziki City.

Aeon City will feature a variety of multiplayer activities (many of which can also be participated in solo):

  1. PVP in the Rust Dome - Fight other players in an arena designed to emulate FPS-style combat within NMS. Functional capture points enable game modes like Domination or Search-and-Destroy to be played as well.
  2. Starship Racecourse - Fly through a compact racecourse in the sky, outlined by floating, illuminated checkpoints which are proven to render even at starship-speeds.
  3. Exocraft Racetrack - Race other interlopers across a handmade (rather than terrain-based) racetrack which requires players to dodge obstacles and coordinate their exocraft being launched out of a DK Mountain-style cannon (Mario Kart).
  4. Traveler Hockey, Blasterball, and Gravolley Ball - Compete against other interlopers in these sphere-based sports, all originally invented by members of the Galactic Hub!
  5. Shield Wrestling - Push your opponents off of an elevated platform using the Personal Forcefield. This sport, also original to the Galactic Hub, is inspired by sumo wrestling.
  6. Clover, Neutron Cascade, Roulette, and 8-Sided Dice - Test your luck in these gambling minigames found in Caesarus's Palace Casino! Some have an element of skill, while others are pure chance.
  7. Various Minigames - Minigames, including Mini-Anomaly Darts (shoot an exocraft off a ramp and land on a horizontal dart board), Hoopsphere (basketball), Bumper Nautilons (bumper cars), and other small carnival-style minigames can be found around the city!
  8. Art Days - Biweekly events will be hosted in the city's Aeon Museum of Interloper Art where interlopers are able to add their own statues and canvasses to the museum.

There are also plenty of attractions to go with the activities - learn about Galactic Hub history in the History Museum, grab some NipNip at Aeon Community Collective, get spooky in Club Dissonance, stroll the Honor Garden where prolific interlopers are honored with permanent statues, speak to the NPCs found in the city with all-original dialogue, or check out one of the city's parks!

How Can I Join?

Now for the bad news: remember earlier, when I mentioned that Aeon City is the successor to the now-defunct New Ziki City (NZC)? NZC was open to the public, and too many players ignored the rules which forbid uploading bases in the system. The city uses the entire system's complexity budget (16,000 parts), so any additional bases uploaded will cause the city to be invisible for other visitors. This problem developed to such an extent that, along with the relocation of the Galactic Hub civilization as a whole, it was decided that NZC would no longer be maintained.

And these weren't people with any malicious intent (in most cases). They were probably people who found out about NZC from a Youtuber who failed to mention our rules forbidding base construction, or kids who are too young to understand why those rules matter. So I can't really blame them, but at the same time, I have to avoid that outcome repeating itself.

Unfortunately, I see no way around this except to make Aeon City accessible on an invite-only basis. This means you need to establish yourself in the Galactic Hub community - joining chapters, building bases, and generally demonstrating that you're invested in the community - before you're able to be admitted to Aeon City.

I do intend on making a public version of Aeon City, but it will not conform with the terrain like the original does. Instead, it will be located on floating platforms. This will allow me to easily relocate the city to a different system if too many bases are uploaded, preventing it from being permanently ruined like NZC was.

Aeon City is NOT open yet! I currently expect it to open in March, but I'm advertising it now so people interested in visiting can begin establishing themselves in the Galactic Hub community.



What is the Galactic Hub Project?

The Galactic Hub is a civilization (organized multiplayer group with specific in-game practices) founded on October 30th, 2016. We've been playing together since before NMS received a single update!

Check out the Galactic Hub Wiki for information on the Galactic Hub, and don't miss the Guide on How to Join.

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