/r/NMS_Academia
This subreddit is for the sharing of scientific knowledge within the NMS universe. All topics should be for the purpose of research and dissemination of findings among all Federation member civilizations on topics (not entirely limited to) zoology, geography/maps, botany, farming, weather, etc. More research endeavors may be added as needed.
Menu
Flair | Summary |
---|---|
Anthropology | Active human(oid) & superhumanoid studies |
Archaeology | Ancient human(oid) & superhumanoid studies |
Architecture | Base building techniques & information |
Astronomy | The study of stars |
Botany | The study of flora / plants |
Cartography | The science & art of mapping |
Geology & Geography | The study of planetary (or asteroid) features |
Glitch | The study of anomalies & aberrations in the simulation's code |
Hoplology | The study of combat |
Meteorology | The study of weather |
Mineralogy | The study of minerals |
Physics | The study of the nature of matter and energy |
Zoology | The study of fauna / animals |
r/NMS_Academia is only fully supported on the desktop version of "old" reddit. Some features will be missing on mobile apps and "new" reddit.
Sponsored by r/NMSGalacticHub
Header / Footer image by yoshift1
/r/NMS_Academia
(I really hope this is the correct reddit page) Hi, I'm looking for someone who can teach me how to make a low orbit base, I know how to get the landing pad in the sky, but building the base is the issue, I don't really have any inspiration and I don't know how to get the parts to connect like I want them to when trying. I play on Xbox One S, my username is Norse_GamerYT. Any help will be greatly appreciated, Thanks!
Greetings everyone,
I'm curious if anyone knows with certainty the upper and lower limits for the age of regions. The lowest I've seen is one at 2.0 billion years old and highest is 13.0 billion years. Anyone seen regions beyond this?
Yesterday, I found a planet in Euclid with the same name as a planet in another galaxy. Both were computer-generated names, which I had thought were unique. Anyone else come across this?
So what if you find that perfect freighter you've been looking for but don't have an extra 100 mil laying around? Here is the solution and it's perfectly legit, no cheating, no save editor required. It's pretty much the first thing I do at the beginning of every expedition.
Every system, every space station trade terminal in the game buys and sells cobalt. Cobalt is abundant in caves and you can mine tonnes of it in a short time (with the added benefit of no storms or sentinels inside the caves). Go spelunking and gather up about 30,000 or so cobalt, and soon your financial security in this game is guaranteed. Now start system hopping. Sell all your cobalt at the space station and you will immediately crash the local system cobalt economy, and the price drops to like -80% or something. Now you can buy back all the cobalt you just sold, plus that terminal's local supply of cobalt, giving you a little more cobalt than what you started with and a little bit of profit too since the buy back price has tanked because you just crashed the local cobalt economy.
Warp over to the next system. Repeat. Eventually you will have a full cargo hold full of cobalt (9999 per slot) and be raking in 30, 40 million + units with each new transaction. You keep accumulating more and more profit and more and more cobalt with each sale, leaving a trail of crashed cobalt economies in your wake as you play the cobalt stock market across the galaxy with mad abandon. Up around 50 million profit per sale the profits starts evening out, but by then you're a billionaire, or close to it. Stash some of your cobalt in an inventory chest and keep going.
Don't worry, all those cobalt economies will eventually recover after a few days. But you will never again have to scrounge around on hell planets full of hateful sentinels for puny scrap piles of resources just to improve your cash flow. Getting down below 2 billion units? No problem. Just go get that tanker full of cobalt you saved in your inventory chests and go crash a few more system economies. Billionaires never need to actually mine resources. They simply buy them. :)
Foreword:
As this is not really a mathematics lesson, this tutorial assumes familiarity with the hexadecimal (base 16) numbering system which uses the digits 0-9 along with the letters A-F (representing decimal numbers 10 - 15) to create a single base 16 number. Any good calculator with programming functions should be able to easily make these conversions to decimal and back for you.
Although the NMS Save Editor is not required in order to convert coordinates, it is handy to use in order to read your current Universe Address or decode other internal Universe Addresses such as in the Discovery Manager data. In this tutorial I will be showing the steps for converting a Galactic Address into Galactic Coordinate string and from there into Portal Coordinates.
Method:
Inside your save file, your current location in the NMS universe is stored as follows:
`{`
`"RealityIndex":0,`
`"GalacticAddress":{`
`"VoxelX":-976,`
`"VoxelY":-8,`
`"VoxelZ":1366,`
`"SolarSystemIndex":1,`
`"PlanetIndex":3`
`}`
`}`
This is the actual stored Galactic Address parameter for HUB11 system 1 planet 3 in the Nonlopsi Instability Region of the Euclid Galaxy, Galactic Hub space, which will be used as the example in this tutorial.
The RealityIndex parameter shown above is your current galaxy number minus 1. Since Euclid is galaxy #1, the RealityIndex for Euclid Galaxy is 0. Eissentam galaxy is #10, so the RealityIndex for Eissentam galaxy would be 9, and so on. You can get an in-depth look at how galaxies are laid out in No Man's Sky in this excellent post:
https://www.reddit.com/r/NoMansSkyTheGame/comments/ttozr2/no_mans_sky_galactic_map/
Because the galactic coordinates are calculated with 0 being the center of a cube with dimensions X, Y, Z = 0-4095, 0-127, 0-4095, an offset must be added to each of the GalacticAddress voxel parameters as the first step in acquiring the actual hexadecimal coordinates. These offsets are:
X +2047; Y +127; Z +2047
For HUB11 using the GalacticAddress parameters above, this gives us:
-976 + 2047 = 1071 = 042F
-8 + 127 = 119 = 0077
1366 + 2047 = 3413 = 0D55
The SolarSystemIndex parameter is the system number for your current region. In the galactic coordinate string each section contains 4 digits. In this case the system is 1 so the translated galactic coordinates become:
XXXX:YYYY:ZZZZ:SSSS = 042F:0077:0D55:0001
This is the output you would receive from a signal beacon placed on this planet.
To obtain the 12-character portal code, we use the decimal GalacticAddress parameter converted directly to hexadecimal without the offset. The Portal hex code layout is as follows:
P SSS YY ZZZ XXX
Where P is the planet number and SSS is the system number. We are on planet 3 so the first number in the portal hex code = 3.
A note on negative hex numbers: To obtain a negative number in hexadecimal for purposes of converting these No Man's Sky addresses, you simply add the negative number to 4096:
VoxelX = -976 = 4096 + (-976) = 3120 = C30 hex.
VoxelY = -8 = 4096 + ( -8) = 4088 = FF8 hex.
VoxelZ = 1366 = 556 hex.
Or even better, use your calculator. :)
Using the layout above of 1 digit for planet, 3 for system, 2 for Y coordinate, 3 for Z and X coordinates, and always using the right-most digits, the hex code for the portal symbols becomes:
P SSS YY ZZZ XXX = 3 001 F8 556 C30
Substituting each number for it's corresponding symbol, we get a portal address as seen in the example image.
But Wait! Here's the fun part- each pet that you adopt anywhere in any galaxy has encoded within it the Universe Address (UA) where it originally spawned. Have a pet and can't remember which planet you found it on? Just use the encoded UA to find the portal codes.
The format for a Universe Address is as follows:
P SSS GG YY ZZZ XXX
Where P is the planet number, SSS is the system number, GG is the RealityIndex or galaxy number, followed by the Y, Z, X coordinates in that order all in hexadecimal notation with a prefix of "0x".
The UA for a creature found on the example planet above (HUB11-1 planet 3) would be:
P SSS GG YY ZZZ XXX
3 001 00 F8 556 C30
This is found (with the "0x" prefix) in the JSON code for the adopted animal as:
`"UA":"0x300100F8556C30",`
Just remove the 2-digit Reality Index (character place numbers 5 & 6 disregarding the prefix) and you have the direct portal code for this animal.
Alternately you can use the most excellent decoder found at
https://www.xainesworld.com/no-mans-sky/pathfinder-portal-address-converter/
From where the attached images are taken.
Greetings Academic Interlopers. New here. Love NMS, irl I study digital linguistics and social networks of online games. Am I in the right place?
This post was originally posted on r/NoMansSkyTheGame but was removed for unknown reasons, so I've decided to repost it here since this sub feels more appropriate.
Lets take for granted for a moment that the universe of No Man's Sky is revealed in the game to be an enormous simulation, one of many, which is made manifest and perpetually observed by the Atlas. The benefit of us knowing that the universe is intended by the developers to be an artifice allows us to interpret things otherwise excused as the limitations of game mechanics as potential lore. Take for example star systems themselves.
In-game solar systems exist in a sort of bubble from which you can't fly into or out of. The only loading screens in the game besides the one used to boot it up are the ones used to essentially teleport between star systems (time to load is not dependent on distance traveled). Furthermore, planets do not actually orbit their stars. Planets exist in a sort of loose atomic cluster type of configuration, with the star orbiting all of them. This is easily observed in game, and of course it's not how it works in real life but it makes a certain amount of sense when you remember that the universe of No Man's Sky is basically a garden for the Atlas.
There is no such thing as a goldilocks zone because every planet is in the goldilocks zone, every planet has life including the so-called lifeless planets, and every planet has similar repitions of the same kinds of life on them. If you assume the intent is to grow and study life, then each star system is basically it's own iteration of the same experiment, with slight variations repeated into the size of a galaxy.
Now lets assume that our inability to leave stellar/planetary space is actually representational of the structure of the universe in No Man's Sky (instead of a limitation of videogames and design). That would mean that deep space simply does not exist, and that the universe is comprised of a teaming sea of stellar/planetary bubbles.
We know that light from stars is known to travel between stars (because you can see the stars in the sky in-game), but I don't actually think that starlight is light traveling through space. I think each star in the sky is essentially a "hole" in the curtain of space. I think that when you warp from one star to another your ship is basically "going through" that hole which is why it looks like you're flying through a tunnel of colorful light. Within the fiction of the NMS universe, I think the travel time is probably instantaneous but that the experience of warping looks like that scene from 2001: A Space Odyssey because the simulated person is literally piercing the veil of their reality every time they do it.
So if we assume my theory is true (that stars are connected to eachother by theoretical straight lines which manifest as points of light in the sky bubble which surrounds a solar system) then we can describe the shape of the galaxy as an enormous tree of sorts. The in-game mechanics show us that the only limiting factor to traveling to another star is whether your hyperdrive has the range to reach it. Otherwise we can assume that every star is "connected" to every other star, and that stars exist in a sort of lattice that is arranged within a defined three-dimensional area. There is one exception though. The center.
The center of the galaxy, for the purposes of interstellar travel, is treated as a star. It's the only "star" in the galaxy that can only be warped to by it's immediate neighbors. Even if you have the range, you can't warp to it from farther than its closest neighbors. So each galaxy has a single point of origin, from which a number of stars branched out, from which the entire rest of the galaxy branched out. When you enter the center, you actually go to the next galaxy, spawning on a random star on the outer edge of it. There are 255 unique galaxies in No Man's Sky, each one connected center-to-edge to the next one and the 255th one loops back around to the 1st one that you started in.
So from here we can visualize the universe as being less like a tree and more like a doughnut. The centers of each galaxy connecting randomly to all of the possible starting planets in the next galaxy, each star connecting to every other star except the centers. Each galaxy in the chain sort of exploding outward from its nexus in an infinite loop.
What's cool about this is that according to in-game lore, this universe of 255 interwoven galaxies isn't even the only universe simulation the Atlas has made. So from an extremely macro perspective, the No Man's Sky universe looks like an array of bespoke cosmic doughnuts made of interstellar and intergalactic lattices, floating in an abstract nothingness that can't even be called space. Actually, at this level a cosmological perspective would probably just break down since there's not anything simulated outside of the simulation. It just becomes computer filesystems after that.
But, I'm also definitely overthinking this. I'm pretty sure there's lots of examples of in-game text which implies that the universe in No Man's Sky is at least supposed to work similarly to our own, complete with orbital mechanics. So why did I write all this out? Well, I think it's fun, but I also think it's a valid extension of the lore. I'm genuinely a big fan of the stories and scifi concepts that Hello Games have put into this game, and I love the universe they've created. This is basically my way of making fanfiction, trying to fill out the world in ways that maybe weren't intended. What's fun about NMS is that there's a lot of room to make your own headcanon for a lot of things which play as perfectly valid because the fiction is so broad and malleable. I'd love to hear your theories and headcanons about various aspects of the game.
Greetings, academic interlopers.
With the recent Emergence update, the sandworms have become more varied and interesting. Sandworms will soon be documentable on the wiki with full pages. (I will report back on specifics for that as far as infobox, preload, page name, etc.).
It's about time we give these massive beauties a genus name. We would like to proceed again by having the community decide the new genus name. If you have considerable experience in fauna research and documentation, and have a proposal for a sandworm genus name, please comment here with your suggestion. We will then compile five or so potential names into a Google Form poll to decide the final genus name.
A couple quick thoughts about two options that would be possible, though perhaps not popular: One option would be to go with "Sandworm", the creature ID for the worms. That would be a fully game-based choice, but would not match well with the names of our other genera.
Another option would be to place sandworms into the already existing Oxyacta genus. The points in favor of doing this are that the new sandworm models are shared between the worms and Oxyacta, and the sandworm companion awarded in the Expedition is coded as a "Flying Snake", the creature ID for Oxyacta. The points against would be that the size, behavior, etc. of Oxyacta and sandworms are vastly different.
Anyway, we look forward to your suggestions...thanks for your time!
Miangoco's color guide is a fairly comprehensive guide to the effects of different dyes on coloration in most standard fauna. However, the genus Rhopalocera, specifically the large butterfly, differs drastically in coloration from other fauna when dyed during incubation; as far as I know, there is not yet a guide for this. As such, I have been breeding for different colorations in the offspring of my large butterfly companion, Xenotto, in hopes of determining the effect of every possible dye. Here are the data collected so far.
If anyone is interested in helping, there is still quite a bit of testing to be done: all of the raw ingredients, cooked ingredients, and/or trade goods need to be tested. I can provide eggs from Xenotto if necessary (testing to see if the colors are consistent in other species of Rhopalocera will come later). I would also like to color-pick the primary and secondary color from each image, in order to compare and contrast different dyes, and to organize the dyes by their ensuing coloration. Finally, I would like to make a guide similar to Miangoco's, presenting the data in an understandable and appealing manner to the community at large. If anyone is particularly skilled in design, help would be appreciated once testing is complete.
Thank you! I hope this contribution helps to advance our knowledge!
Currently multi-tools that were purchased prior to the Next update have a huge advantage over those purchased post-Next.
This is something I know that players organising pvp events have had great difficulty with, in regards to implementing fair rules. Especially as people that have been playing longer have an unfair advantage.
Whilst player's will have different stats dependent on the upgrades they have, that will be related to how much time and effort they have spent hunting them. That I would consider to be fair, as they have the same opportunity to reach the same damage potential, if they put in the same work. However currently the base stats do create a huge chasm of what is currently possible and what a Pre-Next tool can reach.
Whilst I'm sure that there may be a reason that old tools base stats can't be changed, is there a reason that current ones can't be increased to create a level playing field?
One of the huge benefits of this community is that they welcome new players in, so it's hard to see them left behind in terms of what they can achieve with the same amount of effort. To put it in perspective a new player with a current alien multi-tool that spends 30 hours to get the best X-class modules, will have much lower damage stats than a player with a pre-NEXT alien multi-tool who spent half the time getting max S-class modules.
We can guage the damage by comparing the tool's base damage (just the core tech of mining laser and scatter blaster) vs. The tool with 3 (approx) max damage X class scatter upgrades.
Pre-NEXT Alien multi-tools have a base damage stat of 5,618.8. Fully upgraded the max potential is approximately 17,609.4
Vs.
Post-NEXT Alien multi-tools have a base damage of 3,996.4. Fully upgraded the max potential is approximately 12,524.8.
The disparity of two fully upgraded alien tools pre and post NEXT is 5,084.6 DPS.
Pre-NEXT Experimental multi-tools have a base damage of 4,293.2. Fully upgraded the max potential is approximately 13,454.9.
Vs.
Post-NEXT Experimental multi-tools have a base damage of 3,699.7. Fully upgraded the max potential is approximately 11,594.9.
The disparity of two fully upgraded experimental tools pre and post NEXT is 1,860 DPS.
Whilst combat is not the primary focus of the game, this seems like an easy fix, to give all players an equal opportunity regardless of when they started.
Just to clarify I'm a day one player with a pre-NEXT tool, and would prefer this change. All tools in the same class should have the same base damage stats, regardless of when they were purchased. The time and effort spent hunting the RNG upgrades should be the only deciding factor.
Hi All, I've posted this elsewhere on NMS reddits but this would be a great channel for this discussion too.
My favorite part of NMS is discovering and documenting fauna, and I know that a lot of player civilizations have their own exploration-focused activities. What if we create a network of all civs' science departments on the NMS wiki to link together everyone's discoveries in a single, easy-to-access resource?
I would propose calling this effort the Intergalactic Science Accord (ISA), or something similar (happy to take suggestions) and volunteer to set it up on the wiki, in cooperation with the senior editors. The project would not be a formal alliance like the Federation, but rather a joint initiative with representation from any interested civilization. Independent players not part of a civ could also participate as "freelance explorers."
The main request for participating civs and freelancers would be for them to consolidate their exploration content on a single page (see below for my own company's example) which the ISA (or whatever it ends up being called) would link to on its wiki page. Additionally, the page could have some changing content such as a "Fauna of the Month" highlight, and could feature explorer's notes from various civs and players.
I'd love to hear thoughts and suggestions about this idea!
My own consolidated discovery page, as an example:
GCAS is proud to announce its latest research venture, the Chronoproject, allowing us to once again revisit long-lost eras of the No Man's Sky universe. Thus far this week, successful research expeditions have been sent to the Release, Foundation, and Pathfinder eras of NMS.
Cyanotopia (Waxacoubente), Release, March 20, 2021
This time-travelling feat is made possible by obtaining previous versions of the NMS universe from the target time period and blocking them from being updated to the current universal iteration. It is easiest to set up through Steam where switching time periods can be as simple as altering the game's file path. This method allows the target time periods to be revisited in all their original glory without any mods or additional alterations. The initial expeditions have verified the original game seeds are intact. The only original feature missing is the Online Discovery services will not function for earlier game versions, and rightly so.
Cyanotopia (Waxacoubente), Pathfinder, March 20, 2021
For any other researchers interested in setting up their own time-travelling journeys, the files to do so have been posted to the official NMS discord (requires Steam and having NMS in your library). For those on other systems, there's quite a bit of good discussion there for ways to set it up for console players (a few have managed it for PS but not XBox yet, if I recall correctly).
Travellers be warned, exploration back in the olden days was much more difficult, with many of the modern amenities we now take for granted being missing. However, there was a much different aesthetic to the game with interesting terrain features and textures no longer seen which makes the journey getting there worth the trouble.
GCAS hopes to release future image galleries highlighting interesting discoveries made while time travelling. Future focus of the Chronoproject will be towards the subprojects of rediscovering long-lost worlds from our early days, thoroughly documenting now-extinct classes of fauna, and studying exactly what changed between major updates and how those changes affected life in the universe.