No Man's Sky patch lets you summon your new vehicles on any planet you want
Originally, you could only drive them on the planet you built a base on.
One of the shortcomings of No Man's Sky's Path Finder update was that the three new vehicles (called exocraft) could only be driven on your home planet: that is, the planet you built your base on. To drive the buggy, hovercraft, or cargo tank, you need to build an exocraft geobay to summon your new land-based rides, and you could only build those as part of your planetary base. (You could also use the geobays of someone else's base to summon your cars, provided you were lucky enough to discover such a base on your travels.)
Patch 1.22, released today, changes that for the better. Now you can craft your vehicles' geobays on any planet you like, meaning you can summon your wheels and go bouncing around on the surface of any planet you happen to be on, even if you don't have a base there. This will give you far more freedom to explore with your new vehicles, or, like me, to callously run over every rock, tree, and alien creature in your path. See, I've been finding the new vehicles have turned me into a real space-jerk.
Here are the full patch notes:
- Exocraft Geobays can now be crafted on any planet - this means vehicles can be summoned anywhere (whereas previously, vehicles could only be summoned on your home planet).
- HUD markers have been added to allow you to easily navigate back to an Exocraft Geobay
- Fixed a bug that caused vehicle weapons and mining lasers not to drain charge
- Fixed an issue which could cause the Starship cockpit to vanish when exiting
- Fixed some freighter door texture issues
- Fixed a rare crash when scanning from a vehicle
- Fixed a rare crash when feeding creatures
- Fixed an issue which caused weapons to miss-fire when using Plasma Launcher
- During warp the quick menu now hides properly as intended
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Chris started playing PC games in the 1980s, started writing about them in the early 2000s, and (finally) started getting paid to write about them in the late 2000s. Following a few years as a regular freelancer, PC Gamer hired him in 2014, probably so he'd stop emailing them asking for more work. Chris has a love-hate relationship with survival games and an unhealthy fascination with the inner lives of NPCs. He's also a fan of offbeat simulation games, mods, and ignoring storylines in RPGs so he can make up his own.