WELCOME TO
NO MAN'S SKY RESOURCES
IDEAS FOR THE FUTURE OF NMS
This is the new version of the list from the facebook group (facebook.com/groups/NMSResources).
Be aware that HelloGames have implemented a large amount of that list. They specifically check that group (and now this page) for new ideas & to see what the community wants. I mention this to highlight that it is very likely that ideas added to this page WILL be implimented eventually, if they are possible.
I delete suggestions from there & here as & when they are added to the game. I have deleted thousands of ideas at this point.
Many of the previous updates may have their roots in past versions of that list. The Indurance, Waypoint & Interceptor updates were almost entirely made of ideas from this page & a conversation that I had with the staff at HG, including Sean Murray. Again, I'm mentioning this to highlight that HelloGames are dedicated to adding whatever community ideas that they can to the game.
If you have anything to add, do so at the bottom of this page; and if you like, also in the comments of appropriate section on the facebook group.
Realistic ideas only please, not things that would require them to build a new game entirely, though HG have frequently shown us that they can achieve more than we thought possible.
Please don't mention bugs & crashes. It is not a thread for moaning, just for positive, achievable ideas for the future of NMS.
In 2021-22, I deleted 982 ideas from this page as HG had added them, bringing the deleted totals to over 3000, which is quite wild to think about. This game has so much content now.
In Sept 2023, I merged the current ideas into five separate update ideas. and have since begun a sixth one. You can still add more at the bottom of the page.
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UPDATE NOTES
ARCHITECT
Based largely on improvements to base building, along with some space based additions.
New Exotic Planet / Biome - SANDY (Also called: Dunes / Golden / Badlands).
Sparse landscapes filled with crashed ships, frigates, freighters & of course - sandworms & hungering tendrils. Excellent for base building, exocraft race tracks, expanding inventories & ship customisation. Also a hub for pirates & warlords.
New Exotic Planet / Biome - RINGWORLD (Also called: Halo / Hoop / Corona).
Mixed biomes. Various fauna, particularly tropical. Randomised raw material resource deposits. Trading hubs.
New Exotic Planet / Biome - GAS (Also called: Jovian / Cluster / Gaseous)
Mostly made of gas. Smaller landmasses, much larger than asteroids, litter the area & provide small areas of gravity on which to walk.
For examples of Landscapes, Fauna & Flora for the new planets, see: https://www.nomansskyresources.com/ai [ or ] https://www.nomansskyresources.com/photo-albums
DRY DOCK
Build a dry dock in space above a planet, which can be used to create and customise spaceships, frigates and freighters.
Player freighters will auto-dock at these if one is present in the system they warp into.
Dry docks can be built on like a base and can serve as social and commercial hubs.
CUSTOMISABLE SHIPS [Added in Orbital Update]
Players can now switch out parts from their ships, colour them & use custom decals.
Collect ship parts to use by scrapping other ships. Starship scrapping terminal will hold onto parts until they are used.
Fill out a catalogue of ship parts. Find them all.
Players can now sell their ships directly to other players.
Various shades of Black can now occur across all ships & parts.
SPACE STATIONS
Purchase & build on selected space stations. Players can build in empty rooms on the sides.
Build on abandoned space stations for free, but requires fixing up.
Added a cartographer map that specifically finds the rare wild base computers with surrounding flat land.
DERELICT FREIGHTER DESIGN
Create your own derelict freighter layout, pick enemies and treasure in each room, and then explore it on your own or with others. Derelict Freighter rooms, enemies and parts must first be discovered on existing derelicts. Derelict will remain stationed in a static location at the dry dock. Players can choose to keep them locked or open to others.
MANUAL FRIGATE MISSIONS [Mostly Added in Orbital Update]
Create and customise a special frigate at the dry dock and take it out on expeditions, with up to 4 other frigates to back you up. These expeditions take you to a small number of neighbouring star systems and require the player to make choices throughout the adventure. How will you respond to being attacked? How will you deal with a planet who are reluctant to trade? What will you do with that biohazard? Player choices will affect the outcomes and potential rewards from the adventure.
NEW STORY MISSIONS
Hire new Base NPCs, build custom ships, buy a space station, build a dry dock, pilot a frigate expedition, design a derelict freighter, explore new planet types.
INVENTORIES
Players can now 'pin' specific resources or items to a particular slot. The slot will never be filled with something different.
Inventories now include a sort button that puts items into the same order as they appear in the catalogue.
BASE BUILDING IMPROVEMENTS
Players can now save 5x full base designs & instantly build that design from any base computer, provided the required resources are stored in the Base Salvage Capsule, which can now be manually added to. e.g. a 16x biodome setup with connecting corridors, or a 'ladder' into the atmosphere, or a power generation grid, a mining setup, etc.
Players now have the ability to create simple designs using up to 50 base parts; which they can then save as a single base part to be used in future on any base. These designs are accessible from the pre-fab tab of the build menu.
Added a 'favourites' tab to the build menu, to easily switch between most often-built base parts. Parts can be favourited from the other tabs.
Added a "Snap to grid" option for easier and elegant item placement. Useful for things like rows of generators, depots and harvesters.
Hotspot Equipment such as the Electromagnetic Generator can now be built anywhere, not just on bases. A new 'Transformer' part must be built in the base perimeter and connected to the Generator, or Silos connected to the Extractors. Pipes and wiring now create clear snap points when placed, allowing for reconnection to new pipes and wiring, enabling easy connection over vast distances.
Players can now see an outline of their current base limits as they approach it.
Small crate decorations now have 1-5 storage slots, for items, but not raw materials.
Ladders now require a button push to enter or exit onto or off of them. This allows players to get off at any point in the ladder.
Silos now have a terminal that allows them to be customised with different decals, colours or numbers other than 6.
Item scaling can now be set to work in only one direction. e.g. make a square into a rectangle, rather than just a bigger square.
All letters & symbols added to build menu.
Added triangular window and roof to match triangular floor; as well as a variety of curved floor, wall and roof segments.
Landing Pad and Alternative Landing Pad terminals now give options for which ship to call, and a toggle to allow or disallow NPCs or other players to dock at that specific pad. It is now far easier to make landing pads snap with other base parts.
Wires and pipes can now be coloured.
The colouring menu of all lighting parts now also includes dimmer switch sliders, allowing players to pick how bright the light will be, as well as the distance that it can reach.
The build menu now includes contextual buildable walls, floors & ceilings which change depending on the planet type, along with their colour pallettes. For example, Swamp planets may have a treehouse contextal build, with an emphasis on greens & browns; while Lush may have mossy wood, with greens & blues & Volcanic may have mountain-like walls & a focus on reds. Build your bases to blend in with the background & scenery of your chosen planet.
NEW BASE PARTS
Added a variety of new base building parts, including:
Wind Turbines. These are particularly well powered during storms.
Watermill. Placed on surface of water.
Hydroelectric Generator. Placed underwater.
Motors, Gears and Pulleys. Allows advanced design.
Turret. Wards off attacks from pirates & fires at anyone firing their ship or exocraft weapons nearby.
Decal creation station. Create and store up to 60 decal designs which can be applied to bases, exocraft, ships, tools, freighters.
A shop for player bases. Fill it with goods, set a price & allow visitors to purchase your stock when they visit.
Cuboid stair rooms - rooms with stairs already built in.
Derelict Freighter Bunks.
Sky Elevator. Quickly transports you from ground to just below the planet's atmosphere. A second elevator can go from there into space, where the dry dock can then be built.
Stability Thrusters Cosmetic.
Museum Display Case. Allows players to put treasures, glitch decorations, etc. inside. [Update: Echoes added the Wonder Projector, a functionally very similar item].
Various large and long Road parts. Useful for exocraft races.
Added interactable base building items: pool table, snooker table, air hockey, table tennis, table football, bowling alley, arcade machine, vending machine, pinball machine, dart board, poker table, blackjack, roulette table, chess board, mini racetrack, train set, weights bench, stationary cycle, punchbag, wrestling/boxing ring, toilet.
Added buildable room to bases & freighters - fish tank.
NPCs FOR BASES
NPC's can populate player bases making them feel more alive, if toggled on at the base computer.
Added a range of static and dynamic NPCs to a new tab in the build menu, who can be given duties from a list. Each NPC comes with a terminal & a crate to store specific needed items.
Available duties include, but are not limited to:
Bartender
Chef (Creates chosen items from a list of known food recipes as long as required items are in the crate).
Doctor (Will heal the player and provide temporary boosts).
Shop keeper (Sells deposited items to any other players who visit).
Cleaner (Mostly for looks, but does also remove any grass sticking up out of floors).
Gardener (Collects all plants on base) Players can collect the lot from NPC's crate.
Crafters (Can be set to repeatedly craft a known recipe from deposited items).
Ship repair (Mostly for looks, unless crate has the required items).
REFINERS
Refiners now allow players to pick the desired output & will show players a list of known refiner recipes to choose from. Picking one will add the materials into the refiner.
Refiners now deposit materials back into player inventories if they stray too far from the refiner.
Added New Refiner Recipes to turn activated minerals in non-activated versions.
Added New Refiner Recipes allowing Pure Ferrite to do everything that Ferrite Dust can do.
Added an Auto-Refiner base part to place between Silos, taking materials from one or more silos & outputting into another.
Q.O.L.
Added a trading system to the Anomaly & Space Station between the following items: Salvaged Data / Navigation Data / Exosuit Upgrade / Factory Override Unit / Salvaged Frigate Module / Storage Augmentation / Cargo Bulkhead / Multi-Tool Expansion Slot / Exosuit Expansion
Teleporters now show the base computer's images, as well as what resources are available on that planet.
Portal Glyph recharge screens how have a button in the middle that recharges all glyphs at once, only if the player has the required resources.
Multi-tools can now add water to contained areas, allowing for creation of pools, ponds, lakes, etc.
Starship outfitting terminal – Players can now cycle through all ships to upgrade or scrap any of their ships, not simply the docked one. Now also available on the Space Anomaly and on Freighters.
Buy/swap ship screen – Also allows for cycling through available ships for potential swap.
Multi tool box (and NPC tool offers) – Also now allows cycling through available multi-tools for potential swap.
Pets - All pets now roam your freighter & dry docks.
Additions & improvements to fauna, flora & proc gen in general.
Living Freighters play a large role, including growing rooms for them.
New Exotic Planet / Biome - CRYSTALLINE (Also called: Gemstone / Glassy / Translucent).
Experience vibrant glass-like colours on land with all new translucent fauna types & bioluminescent underwater creatures in deep oceans & caves.
New Exotic Planet / Biome - CANDY (Also called: Sweet / Treat / Goodie).
Explore largely peaceful biomes filled with cute & bizarre creatures as well as breathtaking landscapes. an excellent place to learn cooking recipes.
New Exotic Planet / Biome - SENTIENT (Also called: Cosmic / Celestial / Astral).
Ginormous space creatures with planet-sized explorable environments on their backs. Some variants may be dead versions, existing as shells or giant skeletons.
These may be inspired by: Turtles, Tardigrades, Whales, Axolotls, Sharks, Shrimps, etc.
Fauna are typically far more abundant on these living planets than on any other type. They make great homes for zoos and cooking operations.
For examples of Landscapes, Fauna & Flora for the new planets, see: https://www.nomansskyresources.com/ai [ or ] https://www.nomansskyresources.com/photo-albums
BIO FREIGHTERS
Players can now own Biological Freighters. New rooms must be grown, requiring time & resources. New rooms are discovered (rather than unlocked) by encountering other bio freighters & walking into those procedurally generated rooms on board.
Players can now own up to 3 freighters at a time, though only one can be 'active' at once. Use the quick menu to switch out freighters, which will cause your current to warp away if present, and the selected one to warp in.
MEMORIES OF THE MEGAFAUNA
A new set of story missions based around the Bio Freighters & Megastructures.
CREATE A STAR SYSTEM & PLANETS
At the end of 'The Atlas Path' players 'Birth a New Star'. This now has a functional meaning. A new star will in fact be created, with space for 6 planets or moons around it. Travel to this system on the outer reaches of the current galaxy, will always be possible from any teleporter. Completing 'The Artemis Path' awards players with 'Remembrance'. Players can now use this to interact with the Remembrance Terminal in their created Star System, to design their own planets or moons to add to their Star System. This will involve picking which primary biome the planet will have, as well as its size; percentage of land, water & caves; colour filters; as well as which fauna, flora & minerals to drop there.
ARKS & ZOOS
The bio freighter & existing freighters now each have a very large room that acts an Ark. It stores up to 15 fauna & 35 flora & minerals; which can be transported to other planets, allowing for the creation of zoo planets. Existing planets can have up to 10 new of each; fauna, flora & minerals; added to their discoveries roster in this manner. Returning to the planet later will see those new fauna, flora & minerals added to that biome.
Several new base parts have also been added to suppliment the idea of a planetary zoo, requiring players to create enclosures that suit the animal, based on the type of planet it was found on, along with a need for trees, bushes & rocks from their native planet. Enclosures can be combined with the existing Feeders & Livestock Units, to allow for easy food farming.
Placing different species into the same enclosure may rarely result in eggs of combined DNA, collected by a new base part.
Companions can also be assigned to enclosures, removing them from your roster, but keeping them safe for later.
COMMUNITY DESIGNS
The Space Anomaly now features a computer terminal that allows access to a creature creator. Players can design their own fauna, flora & minerals from scratch & submit them for review. Players can add their designs to their own zoos & arks. Community contests allow for voting on new designs to be added into the main game's pool; so your design, or something like it, might show up on random planets in the future.
NEW THINGS TO DISCOVER
Planets now have a chance for some groups of regions to present a different biome. eg. a frozen area on a lush planet. [Partially added in Worlds Part 1 Update].
Players may now experience Earthquakes.
Planets now have a small chance to spawn tribal races, not yet space bound & confined to individual planets. These will have their own entries on discovery pages if present.
Bird noises and general animal ambient noises now populate planets and moons that have these. This may also help to locate some of those fauna.
Planets now have water that moves, existing oceans and rivers now look more lifelike as a result. Very rarely, players may now also come across waterfalls, often with entrances to cave systems behind them.
Some planets now experience Auroras at the planetary poles, rewarding players who seek them out.
Water planets that are in populated systems now have a chance to spawn procedurally generated oceanic ships, the insides of which are explorable. Some may have crews, while others will be derelict. Occassionally, some may be found in a sunken state under the water. A variety of lore and item rewards are available on each.
Players will now see more of NPCs based on traveller races, such as those on the space anomaly, while exploring planetary buildings.
Some planets now feature rare Megastructures, memories of ancient times.
SPACE
Space now features nebulas, gas clouds, fully gas planets, pulsars and quasars, as well as Space Whales and a variety of other space based fauna available as Space Encounters.
Flying through gas planets will fill starship slots with gases. Delving further into the planet may result in finding other materials and items, but be aware that any time spent flying through gas planets, is damaging your ship. Your shields are constantly lowering and random damage can occur to your various technologies and upgrades (except those required to get out). The further towards the core a player travels, the more harsh the damage becomes, but the potential rewards become greater.
Occassional giant asteroids may now appear that players can land on and walk around, with minimal damage to their hazard protection and life support. They may feature random raw materials to mine.
Minor course corrections can now be made while in pulse drive without dropping out.
DRONE EXOCRAFT
A new Drone exocraft. This craft does not house the player, but is rather controlled by the player from the ground. It has a high speed, and a range of 5000u from the player. Its primary purpose is to highlight nearby points of interest and buildings with icons. The drone has a wider FOV and a nearly top down perspective. The drone can also shoot up to 10 custom markers into player targeted areas.
Players will need to build individual techs in its inventory for each thing they want it to be able to search for, including specific buildings or POIs, as well as particular resources such as Sodium plants, and interesting sites such as cave entrances. It will only highlight one of each thing installed, so as not to clutter the player's HUD. The Drone has enough slots once fully upgraded to house each available tech. An additional tech can be installed to allow the exocraft to scan passively while the player walks; though POI are not marked as quickly as they would be by manually flying the drone.
Sentinels will naturally assume the drone is one of them, but if players fly it too close, then they may become aggressive and shoot it down. Players must then retrieve and repair the drone to use it again. If players leave without retrieving it; the drone will return to the Exocraft Specialist. Players can call the functional drone at any time from their quick menu.
CUSTOM EXOCRAFT
A new customisable exocraft can be fully built and designed by the player from the Exocraft Specialist Terminal, if the player has completed their missions. Players will design the look, shape, colours and type of exocraft. They more complicated the physical design, the heavier and therefore slower it becomes, but the more slots it starts with. Players may then upgrade the class and add slots to the craft.
Added a new item for adding slots to any exocraft & slightly increased maximum slots for each.
TECHNOLOGY
Players with more than one Starship trail installed will now see a different effect each time they take off, alternating between them.
A seperate tab has been added for Trails & Bobbleheads, freeing up space for the plethora of other tech & upgrades.
Players can now use their quickmenu while in their starship to choose which installed bobblehead figurine displays in their cockpit.
LIVING ARMOR
Awarded during Memories of the Megafauna
Q.O.L.
Interactions with Cronus have been reworked. Cronus now has a useable nutrient processor right next to them & players can offer food to them directly from their food storage, already accessable through the processor.
Cronus has a specific food item they want each day. Game will not tell you how to make it (though you may already know in catalogue). Successfully giving Cronus the correct food item awards a choice of rare useful items, such as expansion slots or frigate modules.
Mineral nodes which have been mined beyond 90% will now be marked as fully mined and will not clutter player HUDs.
Visited buildings and POIs are now recoloured to grey, so that players don't keep visiting the same ones by mistake.
Larger flora & fauna, as well as Diplos, are now more common.
Food additional benefits:
In addition to rebalancing the nutritional benefits common to all foods (life support recharge, core health restoration, etc.), food consumption now gives the following categories of foods unique rewards:
Horrific food sometimes gives units, but has a chance of summoning Biological Horrors.
Anomalous food can reveal atlas words, but has a chance of attract Sentinel forces.
Stellar food often contain nanites, but can also summon storms.
Raw food causes damage when consumed.
Milk products restore shield strength.
Meat dishes restore an exceptional amount of life support power.
Plant dishes restore an exceptional amount of hazard protection.
Ice cream provides shield strength and a jetpack boost.
Doughnuts offer an exceptionally strong jetpack boost.
Cakes provide a long lasting sprint boost.
Focused on multi-player improvements & QOL.
New story side missions play large roles. Return to story-based weekend missions.
New Exotic Planet / Biome - MIST SHROUDED (Also called: Concealed / Camouflaged / Veiled).
Very low visibility. Storms are frequent, but usually mild. A haven for pirates. Full of various treasures. Fauna are barely visible versions of other fauna types.