[No Man's Sky] Del & Falcon vs. BIOLOGICAL HORRORS

I'm ready go tonight. There's a party, alright. We don't need the raisin for joy, oh yeah. Tick down to midnight.
User avatar
Delthazar
Why, helllooo!
Posts: 12001

Re: CF-WRUP V: Good play. Nice talk.

Post by Delthazar » Tue Jul 31, 2018 6:43 pm

Heh, yeah, I'm kinda the same. No Man's Sky is 100% at its best when it's not getting in its own way, and that's exactly what the inventory management keeps doing. I don't mind the busywork of tracking down things to mine to keep things charged or whatever. That can actually be part of the zen loop sometimes.

But when it's got you playing shuffle across three or four or more different inventory screens and relocating yerself just so you can fully interact with 'em at all, eesh, that'll take a dude right out of the experience.

Simply* allowing full access to all inventories from any location would be huge, as would allowing buy/sell and crafting across all inventories at any time, fewer limits on inventory expansion, etc.

* almost certainly not as simple under the hood as it sounds in theory

User avatar
Delthazar
Why, helllooo!
Posts: 12001

Re: CF-WRUP V: Good play. Nice talk.

Post by Delthazar » Wed Aug 01, 2018 5:48 pm

I think my whole thing with No Man's Sky now will be jumping around a lot until I get a nice pleasant forest planet, only sticking around in systems on the road long enough to grab inventory expansions from the starbases and land once on each planet for the discovery/rename credit.

This is exactly how I played Starbound and I can't remember if I ever found what I was looking for there. NMS procgen is more complicated and probably has a ton more variables, so...

If I get really picky and insist on forest world + green fauna instead of red or whatever + passive sentinels + no extreme weather hazards + rings or moons, welp, this might be a forevergame. Place yer bets on how long that'll take. Could be one jump or a hundred or a thousand. I wonder if different classes of stars are more likely to contain these worlds.

User avatar
Falcon Critical
Got Seniority
Posts: 4616

Re: [No Man's Sky] Del & Falcon vs. BIOLOGICAL HORRORS

Post by Falcon Critical » Wed Aug 01, 2018 11:00 pm

I played a bunch more today, but for whatever raisin photo mode REFUSED to take any screenshots. I couldn't F12 to take screenshots either, I don't know what was going on there. Maybe related to launching it through Big Picture mode because my controller wasn't responding the first time around.

I continued the Artemis storyline, went with the quick fix for griding rep with the Vy'keen by buying their artifacts from pilots and throwing them at everyone who would take them. Eventually it leads to a stargate (with the runes around the sides and the whoooosh animation for when it activated) which took me to a rad (probably story) planet where it was all like dark metal hex trees with like jellyfish yellow glowing cords hanging down. Very Deus Ex. Real annoyed I couldn't screencap that, but after I scanned a couple of 'trees' it teleported me again to some sentient orb called Apollo and then shot me out across the universe to somewhere, landing me on a frozen planet. Looking this up briefly It appears this is the main storyline of the Atlas Rises update.

Anyway, on this new planet I found an abandoned ship, with 33 slots. Instead of switching ships, one of the options was 'Add to fleet (0 credits)' so I was like hell yeah... except it then dismissed my working ship and wouldn't let me summon it for some raisin. I was like "oh well, I know what to do with this!" I repaired the basic stuff and flew to the space station to make a hot trade... except it seems they might have patched out that exploit because even slightly smaller ships were going to cost me like 6 million credits on top of my ship in trade.

Then found I couldn't summon my other ship from in the space station either, so I flew to the next planet where the storyline was in this shitty ship. The planet I landed on was a 'flourishing' planet, which is pretty, mostly earthlike (red grass), seems to have fun animals and has GIGANTIC double rings around it. I really need to log in again to take some screenshots but yeah I think this might be my home base. Haven't been there long enough to know what storms or temp issues there might be, it did state it was very humid I think.

Oh and I did manage to summon my previous ship, so I can fly around normally now and just have this second ship in my fleet. Maybe I'll fix it up the old fashioned way, but it looks hella expensive to do.

User avatar
Delthazar
Why, helllooo!
Posts: 12001

Re: [No Man's Sky] Del & Falcon vs. BIOLOGICAL HORRORS

Post by Delthazar » Thu Aug 02, 2018 5:16 pm

Go figure, I also found a Flourishing world last night, red grass and all. I'm gonna keep hunting for my idyllic blue-green forest world though. I've run across several Hyperboreal worlds at this point, but they're always frozen. Which would be close enough if each biome were a little more varied, but nah.

They're probably pretty close to making that happen though, now that the planet procgen has been improved as much as it has in Next. Finessing the system so it can vary climate by hemisphere or continent or equatorial distance or whatever within the same biome on a single planet can't be too far off.

The system I'm in now, aside from that Flourishing world, also has an Abandoned world and... a Terraforming Disaster. :stare
Falcon Critical wrote:
Wed Aug 01, 2018 11:00 pm
I played a bunch more today, but for whatever raisin photo mode REFUSED to take any screenshots. I couldn't F12 to take screenshots either, I don't know what was going on there. Maybe related to launching it through Big Picture mode because my controller wasn't responding the first time around.
I've had this exact issue and yeah, pretty sure it's a Big Picture problem, though it sometimes happens to me whether I launched in Big Picture or not, even with games that have no gamepad support, like just having the gamepad plugged in at all occasionally seems to mess with Steam when I'm alt-tabbing around or something. My only solution has been to save/quit the game and restart Steam.

In my case I also tend to remap my PS4 controller touchpad since most Steam games don't use it. left-touch for volume down, right-touch for volume up, touchpad-click to take a screenshot. Nice to have 'cause if I'm playing anything with gamepad support I'm usually connecting my PC to my TV instead of my monitor and lounging across the room away from the keyboard.

User avatar
Falcon Critical
Got Seniority
Posts: 4616

Re: [No Man's Sky] Del & Falcon vs. BIOLOGICAL HORRORS

Post by Falcon Critical » Thu Aug 02, 2018 7:26 pm

I heard that the different star types (which require special hyper-engine upgrades) have vastly different biomes and quite a few of them have no life, no outposts, no space stations, just empty. That sounds pretty rad because I'm already running into ludo-narrative dissonance with all the outposts and supply crates and such littered around the place.

User avatar
Delthazar
Why, helllooo!
Posts: 12001

Re: [No Man's Sky] Del & Falcon vs. BIOLOGICAL HORRORS

Post by Delthazar » Sat Aug 04, 2018 1:51 am

Possibly useful

Image

User avatar
Falcon Critical
Got Seniority
Posts: 4616

Re: [No Man's Sky] Del & Falcon vs. BIOLOGICAL HORRORS

Post by Falcon Critical » Sat Aug 04, 2018 3:28 pm

Ooh yeah, lubricant that glass until it lives.

User avatar
Delthazar
Why, helllooo!
Posts: 12001

Re: [No Man's Sky] Del & Falcon vs. BIOLOGICAL HORRORS

Post by Delthazar » Tue Aug 07, 2018 9:30 am

While I solved my other issues with base overseers and the like (if it comes up for you, try deleting and rebuilding the associated base equipment) now I'm having problems with stuff I build vanishing for no raisin if I simply walk too far away. :pacdown

This might be a good point to break for a while 'til patches clean some of this stuff up. Otherwise I could end up sinking tons of resources into base parts which disappear, or worse, build tons of storage bays, fill 'em with loot, and then risk all that vanishing on me too.

User avatar
Falcon Critical
Got Seniority
Posts: 4616

Re: [No Man's Sky] Del & Falcon vs. BIOLOGICAL HORRORS

Post by Falcon Critical » Tue Aug 07, 2018 12:38 pm

The only thing that's currently bugging me with my base is that I built a round room, put a door on it, and now I don't know how to remove that door (or I guess the room). Is there some command/menu to move/remove built stuff that I'm just missing?

User avatar
Delthazar
Why, helllooo!
Posts: 12001

Re: [No Man's Sky] Del & Falcon vs. BIOLOGICAL HORRORS

Post by Delthazar » Wed Aug 08, 2018 1:45 pm

Some solid fixes and changes up on the experimental branch. Dunno when they'll hit live. Spoiler'd for length.
Spoiler :
To play in Experimental, right-click on No Man's Sky from the Steam library page and select "Properties". Among the available tabs will be the "BETAS" tab. Select "Code: 3xperimental" in the dropdown menu under "Select the beta you would like to opt into".

Latest changes on Experimental (08/08):
Fixed a memory leak in the UI
Fixed a number of crashes to do with freighters
Fixed a crash that affected particular planets
Fixed a crash that could occur while creating a race track in a borrowed Exocraft
Reduced texture memory usage to improve overall stability

Fixed an issue where players would get stuck in The Purge mission
Fixed an issue where players would get stuck in the Ghost in the Machine mission
Fixed an issue where players would receive incorrect mission instructions while returning with the Mind-Arc
Fixed an issue where Sentinels would chase players forever if they did not complete the final Weapon Specialist mission
Fixed an issue that was causing dialogue and rewards at certain found buildings to repeat (including Traveller graves and portal glyphs)
Fixed an issue that caused players upgrading their save to not have any primary missions if they were on the tutorial for expanding their inventory when they upgraded to NEXT

Fixed an issue where legacy saves would not know the recipe for microchips, the large refiner and some advanced survival products

Fixed an issue where trade commodities were not available for sale in the space station

Fixed an issue where player ships could shoot themselves in multiplayer

Fixed an issue where some base parts were not available in the blueprint analyser
Fixed an issue where players would get stuck if they died before using the Navigation Data in the tutorial

Fixed an issue where the labels of hot / cold thermal protection upgrades were the wrong way around
Fixed an issue where the Efficient Launch Thruster upgrade was not learnable in space stations

Fixed an issue where terrain edits caused by building parts would regenerate in multiplayer
Fixed an issue where Base Computers placed inside other bases could not be deleted

Fixed some instances of an issue where ships would all spawn on the same landing pad

Fixed a number of incorrect refiner recipes
Expanded the available refiner recipes

Removed the chance to get nanites from Buried Technology Modules
Reduced the frequency of storms in some situations
Slightly increased the cost of launch fuel, but made one canister entirely refill the thrusters
In normal mode, slightly reduced the base rates of hazard and life support fuel usage
Slightly reduced the radius at which Sentinel drones will investigate players
Reduced the time required to scan discoveries with the Analysis Visor
Increased the recharge rate of the jetpack when onboard a Space Station

Farm plants now grow in real-world time (rather than game time), allowing farms to continue growing while you are away from the game. As a consequence, adjusted farming times + prices.

Placed the Space Anomaly marker on the entrance to the Anomaly rather than the centre of the model
Fixed an issue where mission markers would not attach to the correct base

Reduced the number of whispering eggs around Abandoned Buildings

Fixed an issue with rain audio
Added audio to the target tagging UI

Fixed a bug in the auto-aim system concerning large creatures
Reduced the critical hit zone for biological horrors
Fixed an issue in creature replication that could cause creatures to freeze
Fixed an issue where mordite would not be awarded to the correct player when killing creatures in multiplayer

Fixed an issue that could cause the third person camera to turn sluggishly

Fixed an issue where players respawning in Survival mode would have no life support and rapidly die again

Fixed an issue where some of Nada + Polo's missions had untranslated text
Fixed an issue where some of the procedural missions given by NPCs had untranslated text
Fixed an issue where some exotic biomes incorrectly reported their weather as fine or calm
Fixed an issue where chairs did not display their text correctly

Fixed an issue where the launch fuel tutorial did not trigger correctly
Fixed a number of incorrect timings of mission update messages

Fixed an issue where activating the torch did not close the quick menu

Fixed an issue where Infra-Knife accelerator projectiles would originate from behind the player's ship.
Fixed an issue where the freighter would not be visible to other players in multiplayer

Fixed a number of issues where expeditions would reward the wrong player in multiplayer
Fixed an issue where fleet frigates would return to the wrong location on completion of an expedition.
Fixed an issue where changing between first and third person camera while on a ladder would break player animations.
Fixed an issue where players would lose access to the main menu after reloading a save just after upgrading to NEXT
On PC, pressing P will default to opening the Log rather than Options. Options continues to be the default option for Esc.
Fixed an issue where Korvax eye textures would become misaligned.

Fixed an issue where falling animations would not play
Fixed an issue where the player would play the sliding animation while swimming
Fixed an issue that would stop players from firing or reloading their Multi-Tool in specific situations
Fixed an issue where Multi-Tool lasers would bend in the wrong direction.
Fixed an issue where the Multi-Tool glitched while going into the Analysis Visor

Fixed a number of issues for players in specific timezones
the best stuff according to moi
Fixed an issue where the Efficient Launch Thruster upgrade was not learnable in space stations
Expanded the available refiner recipes

Removed the chance to get nanites from Buried Technology Modules
Reduced the frequency of storms in some situations
Slightly increased the cost of launch fuel, but made one canister entirely refill the thrusters
In normal mode, slightly reduced the base rates of hazard and life support fuel usage
Slightly reduced the radius at which Sentinel drones will investigate players
Reduced the time required to scan discoveries with the Analysis Visor

Increased the recharge rate of the jetpack when onboard a Space Station

Farm plants now grow in real-world time (rather than game time), allowing farms to continue growing while you are away from the game. As a consequence, adjusted farming times + prices.

Fixed an issue where Korvax eye textures would become misaligned.
Bolded stuff especially.

User avatar
Falcon Critical
Got Seniority
Posts: 4616

Re: [No Man's Sky] Del & Falcon vs. BIOLOGICAL HORRORS

Post by Falcon Critical » Wed Aug 08, 2018 8:42 pm

Stuff that is relevant to me:

Fixed an issue where player ships could shoot themselves in multiplayer
- that's probably what was happening with my OG ship, I replaced it anyway

Fixed an issue where Korvax eye textures would become misaligned.
- this happens to my model all the time and it's quite distracting

But yeah you covered a lot of the key points, looks good!

User avatar
Delthazar
Why, helllooo!
Posts: 12001

Re: [No Man's Sky] Del & Falcon vs. BIOLOGICAL HORRORS

Post by Delthazar » Thu Aug 09, 2018 10:54 am

While I mull over a good design concept for my lake island base (spoiler: it'll probably just be a 1:1 sci-fi recreation of Toran Castle) I think I'll hop around random online games until I fully expand my exosuit and buy up all the worthwhile upgrades.

Also gonna look for an S-rank multitool - hopefully one of the rifles or experimentals. I'm already sitting on three S-rank scanner upgrades to plug into that. They stack, apparently, maybe even before factoring in adjacency bonuses. I think I saw Austin pulling in about hundreds of thousands of units per scan on one of his streams.

User avatar
Falcon Critical
Got Seniority
Posts: 4616

Re: [No Man's Sky] Del & Falcon vs. BIOLOGICAL HORRORS

Post by Falcon Critical » Thu Aug 09, 2018 12:55 pm

Apparently they only stack three times, is the rumour I heard. I still only have the one, I need to get to warping more.

User avatar
Delthazar
Why, helllooo!
Posts: 12001

Re: [No Man's Sky] Del & Falcon vs. BIOLOGICAL HORRORS

Post by Delthazar » Thu Aug 09, 2018 1:00 pm

If you get tired of warping, or rather, stopping to craft warp cells every few jumps, try hopping through other people's games instead. Join game, hit up the starbase, check the stores, leave game, repeat. I haven't tested this myself but folks say it works and it sounds way faster than jumping from system to system in your own game.

Also, I hadn't noticed this before, but you can totally sell upgrades for nanites at the upgrade vendors. One of those things I wish I knew from the start, especially 'cause Polo tends to give you a lot of C- and B-tier stuff.

User avatar
Falcon Critical
Got Seniority
Posts: 4616

Re: [No Man's Sky] Del & Falcon vs. BIOLOGICAL HORRORS

Post by Falcon Critical » Sat Aug 11, 2018 4:36 am

Not beauty screenshots as much as updates/weird stuff, so I'm gonna put these here.

This is my base so far, the nearer circle room is two deep currently, the further one has a teleport gate thing. I need more glass because the other sides are all windows (that's where the view is).

Image

Haven't driven the car much, I needed a scientist from a different system so went jet-setting and am now exploring there... leading me to... these.

Image

I'm getting a Watto from Phantom Menace vibe.

User avatar
Delthazar
Why, helllooo!
Posts: 12001

Re: [No Man's Sky] Del & Falcon vs. BIOLOGICAL HORRORS

Post by Delthazar » Sat Aug 11, 2018 9:53 am

I wonder if there are blueprints for windowed ceilings? That would be really nice to have for bases that expand underground instead of going upwards.

User avatar
Falcon Critical
Got Seniority
Posts: 4616

Re: [No Man's Sky] Del & Falcon vs. BIOLOGICAL HORRORS

Post by Falcon Critical » Sat Aug 11, 2018 5:34 pm

Yeah I don't know, the only way to find out (other than the internet) is just learning everything you can from the base quests and blueprint scanner. That Watto moon has 11 different animals and constant extreme cold. It's gonna be 'fun' to catalogue.

User avatar
Delthazar
Why, helllooo!
Posts: 12001

Re: [No Man's Sky] Del & Falcon vs. BIOLOGICAL HORRORS

Post by Delthazar » Sun Aug 12, 2018 1:07 pm

So I put my server-hopping plan into motion last night and greatly expanded my exosuit. It was pricey though, to the tune of slightly over 20 million units. But storage should no longer be as annoying with 48 standard slots and... however many cargo slots I ended up with. Supposedly the maximum for cargo slots was increased to 48 as well but I stopped getting the purchase prompt for 'em at about half that.

I'm also looking for a good multitool as I hop around. Specifically, an S-rank rifle with 24 slots. I've got close a few times but no cigar. Some cool ships have also appeared in other people's games, way out of my price range of course. But joining random games should also be a good fast way to refresh the procgen for all that.

Fun twist: joining random games means sometimes you'll find yourself in places you shouldn't be, such as around tinted stars you don't have the warp capability to reach yet, or systems deeper in the Atlas story path than you are. Or you might see new or super attractive planet types, like Paradise worlds. So it might be totally possible to get randomly plopped into someone's game at the center of the galaxy for the achievement.

That said, after a while I started getting placed with the same handful of players over and over, which makes me wonder how the servers are organized.

User avatar
Falcon Critical
Got Seniority
Posts: 4616

Re: [No Man's Sky] Del & Falcon vs. BIOLOGICAL HORRORS

Post by Falcon Critical » Sun Aug 12, 2018 2:22 pm

Have you heard of the item duplication bug? Apparently if you lay down a portable refinery, put an item in for processing, then lay down another one on top but like slightly nearer to you... the second one also has the placed item(s) in the processing slot, but because you're only removing the item from one of the refineries, it just repopulates when you look again.

Sounds super cheap but if you want another way to make hella cash, there's that option.

My latest plan is to get the materials together to make a vehicle platform, then just drop it down on new planets I want to explore. Because you get 100% of the materials back when you delete base components, I can just deconstruct and reconstruct my vehicle on every planet.

User avatar
Delthazar
Why, helllooo!
Posts: 12001

Re: [No Man's Sky] Del & Falcon vs. BIOLOGICAL HORRORS

Post by Delthazar » Mon Aug 13, 2018 8:34 am


User avatar
Falcon Critical
Got Seniority
Posts: 4616

Re: [No Man's Sky] Del & Falcon vs. BIOLOGICAL HORRORS

Post by Falcon Critical » Mon Aug 13, 2018 12:37 pm

That's some admirable dedication. I have multiplayer turned off though :pac

User avatar
Delthazar
Why, helllooo!
Posts: 12001

Re: [No Man's Sky] Del & Falcon vs. BIOLOGICAL HORRORS

Post by Delthazar » Wed Aug 15, 2018 10:50 am

Next round of Experimental changes
Spoiler :
Latest changes on Experimental (15/08):
Fixed an issue that prevented planets from being added to the Discovery timeline when exiting certain ship models
Fixed an issue that prevented players from using the Pulse Engine to escape between waves of Sentinel space fighters

Fixed an issue that could cause base NPC workers to become unresponsive after moving / deleting your base
Substantially increased the length of time fuel lasts in the hydroponic trays

Fixed a crash related to creatures
Fixed a crash related to terrain generation
Fix for an issue with PC shader compilation when the game is first booted which would occasionally result in a crash
Various performance improvements
Various improvements to load times (approximately 5-10% improvement to Warp times, 30% improvement to initial game load)
Fix to shader generation to boost performance on lower spec PCs

Fixed an issue that incorrectly limited the number of storage containers that could be built on the freighter
Fixed an issue that could prevent construction in the freighter base
Fixed an issue that could cause the 'Nearby buildings' scan on the signal booster to fail

Fixed an issue that prevented exploration-focussed frigates from charging their scanners
Fixed an issue that prevented damaged frigates from being completely repaired

Fixed an issue where players could start their game in inappropriate systems when starting in multiplayer

Marked icons are now automatically cleared on arrival at the marked target
Fixed a number of cases where the HUD would prompt to mark icons that did not need marking

Improved target locking for ship PvP
Improved the appearance of HUD markers on player ships
Fixed a number of visual issues around using the Analyser Visor in very specific circumstances

Improved the mapping of the Steam Controller

Removed an obsolete building product from the blueprint analyser
Combat music now triggers when fighting biological horrors
Slightly increased the damage dealt by biological horrors
Fixed an issue that could cause expedition rewards to artificially increase after save/loading
Fixed an issue where the Personal Forcefield could be deployed on 0% charge
Fixed an issue where the Mining Beam and other weapon effects displayed the wrong colour in multiplayer
Fixed an issue where the screen on the Multi-Tool would display the wrong ammo count for the Blaze Javelin
Fixed an issue where the Multi-Tool was invisible in Photo Mode
Fixed an issue where the Personal Forcefield would remain in-world forever when cycling Alt Weapon modes
Fixed an issue where meleeing while sprinting could cause an animation glitch

Improved the appearance of clouds in 4K/1440p modes
Visual improvements made to some exotic biomes
Visual improvements made to the space station technology merchants
Increased the visibility of underground toxic hazards
Visual improvements to buried technology modules
The best of these are probably...
Fixed an issue that prevented players from using the Pulse Engine to escape between waves of Sentinel space fighters
Fixed an issue that could cause base NPC workers to become unresponsive after moving / deleting your base
Fixed an issue that could prevent construction in the freighter base
Fixed an issue that prevented damaged frigates from being completely repaired
Also...
Fixed an issue where players could start their game in inappropriate systems when starting in multiplayer
That's probably how some of the random games I joined plopped me down into Atlas story path systems and various systems around stars I don't have the right tech to access normally. An understandable fix, but RIP possible exploits I guess.

And...
Improved the mapping of the Steam Controller
I wonder if this will also affect my Dual Shock 4, since Steam's support for those seems to work by treating PS4 controllers as Steam controllers.

User avatar
Falcon Critical
Got Seniority
Posts: 4616

Re: [No Man's Sky] Del & Falcon vs. BIOLOGICAL HORRORS

Post by Falcon Critical » Wed Aug 15, 2018 12:36 pm

So I followed the quest chain for upgrading the Exocraft, and wow it gets strong! You can scan for buildings, boost to travel fast as, shoot stuff with a mounted cannon, and mine resources without getting out. Add to that everything on it just uses basic ass carbon as fuel, and you can just build a exocraft terminal in any system to 'summon' your exocraft and there's basically no raisin not to drive everywhere.

You can't do visor scan stuff, or interact with things you touch instead of shooting, but it's great either way. If you anger the Sentinels, be aware that you can outrun them really easily, but while they're on alert any rock or tree you crash through/break resets the countdown so you need to be a pretty good driver.

I found a fluroescent green system, so green that the first planet I saw looked toxic but was in fact just frigid. Landed there and when night came around the green was so luminous that it was basically still daytime.

I have the blueprints now to create drives to go to red/green/blue suns, so I'm looking forward to getting into some weirder stuff.

User avatar
Delthazar
Why, helllooo!
Posts: 12001

Re: [No Man's Sky] Del & Falcon vs. BIOLOGICAL HORRORS

Post by Delthazar » Thu Aug 30, 2018 1:20 pm

First batch of weekly content is up.

https://www.nomanssky.com/2018/08/development-update-3/

If I get around to checking it out it'll probably be for the new base parts.

User avatar
Falcon Critical
Got Seniority
Posts: 4616

Re: [No Man's Sky] Del & Falcon vs. BIOLOGICAL HORRORS

Post by Falcon Critical » Sat Sep 01, 2018 4:02 am

Now that I have a spaceship I love, I started exploring the different stars, looking for some weird planets.

The first one was a barren planet, with a thick atmosphere that made the sun look pretty cool.
Image

After mining the resource from the red suns systems, I built the green drive and went to a green system.

This one had a space station and all that, but no junk or buried tech modules on planets. There was a planet with avocado rocks.
Image

Still, it wasn't anything too exciting. So I scanned the other planets and found one that was listed as a [REDACTED] Planet. As I entered the atmosphere there were ... bubbles.
Image

Lots of bubbles. Not a lot of anything else. I called this planet Cola.
Image

From here I want to check out a couple of blue sun systems, then maybe get to a black hole if there's one close enough.