If I had anything to add, it would be to not underestimate how important interior lighting is, especially if you are using the Alloy parts for your base. I've lost track of how many bases I've visited where the interiors were darker than caves due to how little light is making it inside. There are lights available that don't require wires and electricity that are perfect for this use.
Choosing the right lamp is a thing. I end up downscaling a table lamp and use it as a hidden lightbulb inside the hanging lamp that does not emit light. The white lightbar I only use for kitchen.
Another one I recently learned: placing several storage containers in highly visible parts of your base, causing them to constantly load in whenever you pass by or look in their direction. This causes parts all over your base to struggle to load in. Solution: Put your storage containers in a part of your base that's tucked away and out of sight.
I know you specifically recommend not engaging in mega projects early in the game. However I always end up building a gigantic observation tower/hotel on every save file. I always do it in the early game with short stairs and short wood panels, and then build the building(s) around the staircase as it goes up and my base expands. Eventually I'll hit about the height of the sears tower (roughly 440 meters). One thing I learned is, that's about as high as I want to build. Since I don't use short range teleporters, there is a practical limit to how high one can build a continual staircase, provide lighting and doorways going all the way up etc. Maybe I'm just lazy. PS, if you plan to add a landing pad to your skyscraper, resist the urge to build it on the very top. This can obscure the view of the penthouse, cause visitors to be completely out of reach for trade, and make it a pain to get to your ship with out bringing it to you on the ground. Instead, Build it about half way up the structure. This is more aesthetically pleasing, and gives visitors a choice on where to go on arrival where either choice, up or down, isn't too much of a hassle to get to. You can set up little glass floor pads around the base of the tower for base jumping when you reach the top. Thank you for coming to my ted talk.
The save often tip is HUGE. I ran into an issue when working on my freighter base where I clipped into the floor. and had to reset from the last save. The autosave just brought me back to the same clipped spot so I had to use the manual restore point and in doing so, I lost almost 2.5 hours worth of work.
As a long-time Player (ps4) and keen base-builder, agreed that terrain respawn remains a major annoyance. My own thought is that there should be a buildable module that kills respawn within that base's confines, somewhat akin to the module that makes wiring invisible. Part of the issue is when, biomes get juggled around, this can change various objects. So the smallish boulder you originally built your base over suddenly becomes this gigantic THING spearing up through the middle of the base, that keeps respawning.
Base building is fun, but glitches make it 10x more fun! My favorite is size glitching, which lets you resize any part in the game. If you want tutorials, beeblbum has videos for just about everything
9:53 Before cloaking, I used to run power poles to my base and built a power station to organize and with switches, control power separately to teleporters, lights, storage, etc. just to have fun with the possible details you can build
still do that I build little power poles to transmit energy to different parts of my base and I even go as far to do actual wiring layouts inside (run the cables along walls, ceilings, etc) so I don't even need to hide them
Altthough - if you want to build a cool, deserted, eerie kind of base a pro tip would be to flatten ground to make it grow back. Looks really cool. And if this happens, turn the re-growth into something cool.
Great video. Recently dove back into NMS pretty hard; played off and on since launch. The improvements are staggering. A lot of my base building is based on need. I'll set up small bases on planets with certain resources to mine/farm things I want. Then I pick a nicer, tamer planet to experiment with build mechanics and try new designs. Not the best designer, though... :). I need some work. Thanks for the tips!
This is top-shelf content. Complex game mechanics made better through concise well delivered tips! Appreciate the time implied, and not having to wade through disjointed presentation & padding. Liked + subscribed.
Before I start building, I think about what the purpose of this base is. It matters a lot if its gonna be an in-game purpose like a resource farm/mine, a research facility where I keep my little hireling guys, a lot if garages and hangars for all my exocraft to be parked at, or a role-play thing like a lighthouse or fortress or something that doesn't really do anything but look cool. Having a style and material in mind based on the purpose of the build helps in laying out the base and making design decisions. I really like buikding little neighborhoods with functional and artistic buildings.
Word of advice if you want to build big build small things but leave room to grow remember you can always knock down a wall and expand it at a later time i like to picture a base really small and then leave areas where it can be expanded. As for material gathering take a exocraft with the best mining upgrades you will terraform the ground in no time and rack up so many resources.
1. Another thing I would add, is to not make rooms enormous. Otherwise, whatever environmental hazards are on the planet will also spawn inside your huge room. This seems to happen more often when you have a cave base, or a base set into the side of a vertical cliff. The simple fix is to simply keep dividing the room into two until the problem goes away. The problem may have to do with volume more than square footage - bang to building high rise base cathedrals. 2. Always build at least 500 units away from any crashed ship. Or, do not build any landing pads. Otherwise, crash ships have a tendency to fly off, yes - completely broken - they launch from the ground and disappear. If you want to camp spawn a ship, (and with 18 1/2 trillion trillion no man sky worlds, why not) make sure you build your base a little bit away from that crash site or no landing pads. The crashed ship launch glitch seems to trigger when there is a landing pad at the base AND the game detects players walking on the ground within base distance. SCORCHING HOT TIP: If you have made the mistake of building a large base within a ship crash site, you can still sneak up on the crashed ship by approaching from a direction away from your base, and then jetpack directly on top of the crashed ship in order to claim it. Don't run along the ground towards the ship wild within range of your base. For whatever reason, the game detects that, and the crashed ship will fly away like a spooked seagull. The crash ship is supposed to then land at your launchpad, when it flies away, but oftentimes this does not happen, or your ship is already occupying the launch pad, and the crashed ship simply flies off permanently until the next one spawns the next day -still on fire and everything. If your crashed ship at your base flies off, and you don't have a good save spot to revert to, simply quickly clear your landing pads, and hopefully the ship lands at one of them within the next minute or two. If, and only if, this happens, you will be able to claim the ship from the pilot that spawns for free. No man's Sky clearly intended to land crashed ships conveniently at your base launchpad, considering they custom programmed a pilot to claim the ship from, but this feature is horridly glitchy and not working well at all. 3. The resource nodes, for bases, of gas, minerals, and Power, spawn in a vertical column up into space, and down into the center of the planet. If you detect a base resource hotspot, you can build an underground base underneath it, or an orbital base directly above it, and reap the same rewards from that base resource node at whatever elevation is most convenient for you.
Nice advice, you have covered alot of the Base pre thoughts which is good and it is the same with your freighter..... Choose wisely when building a Base on them.
Been watching this game for years but never took the plunge. I know everyone says it is great and I would agree it all looks pretty cool, but at the same time this looks very much like a job and seems to have a steep learning curve? No matter, this was an excellent guide and thank you for your time making it. Merry Christmas!
The learning curve of the overall game isn't that steep to be honest, the story does hold your hand and teach you the basics. Base building can get complicated when you want to build bigger more complex things but you'll soon get the hang of it. And Merry Christmas to you as well! 😊
Lol use savepoints a lot. One day you accidentally delete a cuboid room and lose everything inside it.😅 I love building tiny houses. I use a down scaled table and stack them to form a compact staircase. I love to build bases on planets with only gold, emeril, salt and no sentinals in green systems.
The biggest disruptive factor for me, aside from the ground created, is the change in the shape of an identical object, as you can see in your video from 3:32 onwards. if you want to stack it, for example. WHY??? I don't understand why it was handled this way. This becomes particularly clear with the large wooden windows if you want to build them one on top of the other. And while we're at it. Finally, rework this construction editor. Dealing with it during construction makes gray hairs grow. MfG
so the one issue im having idk if its a glitch as of the latest patch???? but im getting fucked off with it... Building a base and for some reason the environmental impact (ie Storms) are penetrating my building???? how is this even possible???? someone help
Do you make base's on freighters (I have never bothered on the old or new style) But since getting the pirate dreadnaught I am itching to have a go. I have seen Scottish Rods build but I am nowhere near the standard required. In fact I don't k now where to start deleting or building. Any help would be appreciated.
I've never actually put that much effort into my freighter base, mines pretty basic even since the latest update. If I ever have a go at making a proper one I'll be sure to do a video 😊
My #1 base building tip: Glitch planet! With only a fraction of exceptions, you don't have to worry about weather, Sentinels, visitors... My fav is the "Ossified Star" planet. No water, but nothing else to mess with you, either. You can build all day and never have to worry about refilling your Hazard Protection, and all glitch planets have ferrite dust and carbon, which are building essentials.
@@salamifinger9510 As I CLEARLY stated, Glitch planets don't have weather and rarely have Sentinels. 99% of Paradise planets have storms, and 90% have above average Sentinel activity. Just because you found 2 Paradise planets in your 30 hours of gameplay doesn't make them ideal AT ALL.
- It's over, solar panels! I have the electromagnetic hotspot! - You underestimate my power! But seriously, I think it's worth starting the base with that generator that burns carbon, then moving on to the solar panel... I haven't gotten to the electromagnetic hotspot yet. But I'll do in the near future. I think it's been good to go through the other generators because I can explore what the game offers. And the first ones are simpler. Another thing, at the beginning of the game there is a lot of information to absorb, it's good to go from step to step. This way the game lasts longer too, I guess. It's not necessarily a mistake, I think. The video is very good, it was worth it for presenting several possibilities to explore in the game. Thank you! 💫
I’m unsure of storage. Why place them when others can have unrestricted access into your base? I don’t want others to steal from my storage units. Wish this game also had secure doors and storage.
@@CosmicChew if you go to another base and access someone's storage it'll be your inventory not theirs. And not to mention unless you advertise your base location on Reddit or somewhere the chances of someone coming across it are basically zero unless you've built on an already populated planet.
If I had anything to add, it would be to not underestimate how important interior lighting is, especially if you are using the Alloy parts for your base. I've lost track of how many bases I've visited where the interiors were darker than caves due to how little light is making it inside. There are lights available that don't require wires and electricity that are perfect for this use.
Good shout!
Choosing the right lamp is a thing. I end up downscaling a table lamp and use it as a hidden lightbulb inside the hanging lamp that does not emit light. The white lightbar I only use for kitchen.
What lights don't require electricity?
Another one I recently learned: placing several storage containers in highly visible parts of your base, causing them to constantly load in whenever you pass by or look in their direction. This causes parts all over your base to struggle to load in. Solution: Put your storage containers in a part of your base that's tucked away and out of sight.
I know you specifically recommend not engaging in mega projects early in the game. However I always end up building a gigantic observation tower/hotel on every save file. I always do it in the early game with short stairs and short wood panels, and then build the building(s) around the staircase as it goes up and my base expands. Eventually I'll hit about the height of the sears tower (roughly 440 meters). One thing I learned is, that's about as high as I want to build. Since I don't use short range teleporters, there is a practical limit to how high one can build a continual staircase, provide lighting and doorways going all the way up etc. Maybe I'm just lazy. PS, if you plan to add a landing pad to your skyscraper, resist the urge to build it on the very top. This can obscure the view of the penthouse, cause visitors to be completely out of reach for trade, and make it a pain to get to your ship with out bringing it to you on the ground. Instead, Build it about half way up the structure. This is more aesthetically pleasing, and gives visitors a choice on where to go on arrival where either choice, up or down, isn't too much of a hassle to get to. You can set up little glass floor pads around the base of the tower for base jumping when you reach the top.
Thank you for coming to my ted talk.
I’d love to see how this looks from a picture or video or something, I’m brand new to the game but this sounds very intriguing
The save often tip is HUGE. I ran into an issue when working on my freighter base where I clipped into the floor. and had to reset from the last save. The autosave just brought me back to the same clipped spot so I had to use the manual restore point and in doing so, I lost almost 2.5 hours worth of work.
Ah I feel that pain! It takes no time but totally worth it
As a long-time Player (ps4) and keen base-builder, agreed that terrain respawn remains a major annoyance. My own thought is that there should be a buildable module that kills respawn within that base's confines, somewhat akin to the module that makes wiring invisible.
Part of the issue is when, biomes get juggled around, this can change various objects. So the smallish boulder you originally built your base over suddenly becomes this gigantic THING spearing up through the middle of the base, that keeps respawning.
Base building is fun, but glitches make it 10x more fun! My favorite is size glitching, which lets you resize any part in the game. If you want tutorials, beeblbum has videos for just about everything
9:53 Before cloaking, I used to run power poles to my base and built a power station to organize and with switches, control power separately to teleporters, lights, storage, etc. just to have fun with the possible details you can build
still do that
I build little power poles to transmit energy to different parts of my base and I even go as far to do actual wiring layouts inside (run the cables along walls, ceilings, etc) so I don't even need to hide them
Altthough - if you want to build a cool, deserted, eerie kind of base a pro tip would be to flatten ground to make it grow back. Looks really cool. And if this happens, turn the re-growth into something cool.
Great video. Recently dove back into NMS pretty hard; played off and on since launch. The improvements are staggering. A lot of my base building is based on need. I'll set up small bases on planets with certain resources to mine/farm things I want. Then I pick a nicer, tamer planet to experiment with build mechanics and try new designs. Not the best designer, though... :). I need some work. Thanks for the tips!
This is top-shelf content. Complex game mechanics made better through concise well delivered tips! Appreciate the time implied, and not having to wade through disjointed presentation & padding. Liked + subscribed.
Before I start building, I think about what the purpose of this base is. It matters a lot if its gonna be an in-game purpose like a resource farm/mine, a research facility where I keep my little hireling guys, a lot if garages and hangars for all my exocraft to be parked at, or a role-play thing like a lighthouse or fortress or something that doesn't really do anything but look cool.
Having a style and material in mind based on the purpose of the build helps in laying out the base and making design decisions.
I really like buikding little neighborhoods with functional and artistic buildings.
Word of advice if you want to build big build small things but leave room to grow remember you can always knock down a wall and expand it at a later time i like to picture a base really small and then leave areas where it can be expanded.
As for material gathering take a exocraft with the best mining upgrades you will terraform the ground in no time and rack up so many resources.
1. Another thing I would add, is to not make rooms enormous. Otherwise, whatever environmental hazards are on the planet will also spawn inside your huge room. This seems to happen more often when you have a cave base, or a base set into the side of a vertical cliff. The simple fix is to simply keep dividing the room into two until the problem goes away. The problem may have to do with volume more than square footage - bang to building high rise base cathedrals.
2. Always build at least 500 units away from any crashed ship. Or, do not build any landing pads. Otherwise, crash ships have a tendency to fly off, yes - completely broken - they launch from the ground and disappear. If you want to camp spawn a ship, (and with 18 1/2 trillion trillion no man sky worlds, why not) make sure you build your base a little bit away from that crash site or no landing pads. The crashed ship launch glitch seems to trigger when there is a landing pad at the base AND the game detects players walking on the ground within base distance.
SCORCHING HOT TIP: If you have made the mistake of building a large base within a ship crash site, you can still sneak up on the crashed ship by approaching from a direction away from your base, and then jetpack directly on top of the crashed ship in order to claim it. Don't run along the ground towards the ship wild within range of your base. For whatever reason, the game detects that, and the crashed ship will fly away like a spooked seagull.
The crash ship is supposed to then land at your launchpad, when it flies away, but oftentimes this does not happen, or your ship is already occupying the launch pad, and the crashed ship simply flies off permanently until the next one spawns the next day -still on fire and everything. If your crashed ship at your base flies off, and you don't have a good save spot to revert to, simply quickly clear your landing pads, and hopefully the ship lands at one of them within the next minute or two. If, and only if, this happens, you will be able to claim the ship from the pilot that spawns for free.
No man's Sky clearly intended to land crashed ships conveniently at your base launchpad, considering they custom programmed a pilot to claim the ship from, but this feature is horridly glitchy and not working well at all.
3. The resource nodes, for bases, of gas, minerals, and Power, spawn in a vertical column up into space, and down into the center of the planet. If you detect a base resource hotspot, you can build an underground base underneath it, or an orbital base directly above it, and reap the same rewards from that base resource node at whatever elevation is most convenient for you.
Nice advice, you have covered alot of the Base pre thoughts which is good and it is the same with your freighter..... Choose wisely when building a Base on them.
Been watching this game for years but never took the plunge. I know everyone says it is great and I would agree it all looks pretty cool, but at the same time this looks very much like a job and seems to have a steep learning curve?
No matter, this was an excellent guide and thank you for your time making it. Merry Christmas!
The learning curve of the overall game isn't that steep to be honest, the story does hold your hand and teach you the basics. Base building can get complicated when you want to build bigger more complex things but you'll soon get the hang of it. And Merry Christmas to you as well! 😊
2:30 ngl i like that look. Makes it look more alien imo
You don't need storage containers at a base if you have a freighter with containers and trasmiter beam
06:20 Well you learn every day. Either I did not know that launch pads had no fuel cost to launching ships or had forgotten it. PS: 06:50 Wow!
...this was an Extremely Helpful video! Thank you soooo much for taking the time to make it!! Thank you, sir!!!
My pleasure, glad you found it useful 😁
Wow, amazing orbital base! I make the equivalent of Minecraft dirt houses in NMS!
Lol use savepoints a lot. One day you accidentally delete a cuboid room and lose everything inside it.😅 I love building tiny houses. I use a down scaled table and stack them to form a compact staircase. I love to build bases on planets with only gold, emeril, salt and no sentinals in green systems.
The biggest disruptive factor for me, aside from the ground created, is the change in the shape of an identical object, as you can see in your video from 3:32 onwards. if you want to stack it, for example. WHY???
I don't understand why it was handled this way. This becomes particularly clear with the large wooden windows if you want to build them one on top of the other.
And while we're at it. Finally, rework this construction editor. Dealing with it during construction makes gray hairs grow.
MfG
The ground regen drove me nuts.
if I have an oxygen farm which i surveyed could I still farm energy on it too?
so the one issue im having idk if its a glitch as of the latest patch???? but im getting fucked off with it... Building a base and for some reason the environmental impact (ie Storms) are penetrating my building???? how is this even possible???? someone help
Do you make base's on freighters (I have never bothered on the old or new style) But since getting the pirate dreadnaught I am itching to have a go. I have seen Scottish Rods build but I am nowhere near the standard required. In fact I don't k now where to start deleting or building. Any help would be appreciated.
I've never actually put that much effort into my freighter base, mines pretty basic even since the latest update. If I ever have a go at making a proper one I'll be sure to do a video 😊
@@BunkzGaming Thanks it would be a big help
My #1 base building tip: Glitch planet! With only a fraction of exceptions, you don't have to worry about weather, Sentinels, visitors... My fav is the "Ossified Star" planet. No water, but nothing else to mess with you, either. You can build all day and never have to worry about refilling your Hazard Protection, and all glitch planets have ferrite dust and carbon, which are building essentials.
Search a Paradise planet,
They can come completely safe and I would argue they look way better than Glitched planets.
@@salamifinger9510 As I CLEARLY stated, Glitch planets don't have weather and rarely have Sentinels. 99% of Paradise planets have storms, and 90% have above average Sentinel activity. Just because you found 2 Paradise planets in your 30 hours of gameplay doesn't make them ideal AT ALL.
@@NegativeROG found more than enough
@@NegativeROGthe paradise planets that I have my base on never has any storms
@@HamsterBalls1 Paradise planets can have storms. Are you saying they can't?
What is that Jetpack ur wearing and how do I get it?
It was a reward for the exobiology expedition so you'd need to complete that if / when they replay them to get it
- It's over, solar panels! I have the electromagnetic hotspot!
- You underestimate my power!
But seriously, I think it's worth starting the base with that generator that burns carbon, then moving on to the solar panel... I haven't gotten to the electromagnetic hotspot yet. But I'll do in the near future.
I think it's been good to go through the other generators because I can explore what the game offers. And the first ones are simpler. Another thing, at the beginning of the game there is a lot of information to absorb, it's good to go from step to step. This way the game lasts longer too, I guess. It's not necessarily a mistake, I think.
The video is very good, it was worth it for presenting several possibilities to explore in the game. Thank you! 💫
I hate how the ground keeps coming back.
One HR gang
I’m unsure of storage. Why place them when others can have unrestricted access into your base? I don’t want others to steal from my storage units. Wish this game also had secure doors and storage.
@@CosmicChew if you go to another base and access someone's storage it'll be your inventory not theirs. And not to mention unless you advertise your base location on Reddit or somewhere the chances of someone coming across it are basically zero unless you've built on an already populated planet.
Sooo many visited bases can’t even be accessed because of land regen….do better people haha
Would you like to visit my base and take a tour
À friend invite me to its base it's verry hot. I die immitetly. Wat can I do