#nms-modding

1 messages · Page 110 of 1

dreamy tulip
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I uploaded a temporal beta

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For 1.4

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But it's on the drive link

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not nexus yet

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And it should be on the filename

tacit mesa
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I don't use the Nexus link.

dreamy tulip
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Okay, try re-downloading

tacit mesa
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I hate the Nexus, I find them to be a completely deplorable community, in regards to the moderators and site admin.

dreamy tulip
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As the current one on the drive is an early 1.4

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In which a newer one will be uploaded when I'm fully finished with 1.4

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Currently fixing a lush planet biome type crash

tacit mesa
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I wonder if its the same crash I have on my other file.

dreamy tulip
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I believe that it is

tacit mesa
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Good, good.

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I hate leaving a system before I finish.

dreamy tulip
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There's only a few rare crashes that's been sparsed about that I've been on the hunt for

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Which is good 😄

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Making progress

tacit mesa
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Esp since you've made it worth it to finish a planet, at 1.6 mil to complete the list.

dreamy tulip
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But this is the last known reported one

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That I'm fixing

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Thanks

tacit mesa
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Well once its done, I'll be able to hop around the galaxy looking for more. 😄

dreamy tulip
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Yeah, I'm determined to fix any issues

tacit mesa
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Good shit man.

dreamy tulip
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So that it's 100% polished

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I have a list of things I did for today

tacit mesa
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Its a shame we can't crank up the variety of animal life to go with the lusher looking worlds.

dreamy tulip
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But a lot of them were from email reports

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I'm in the process of studying how to implement certain creatures with unique rules per biome type

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However, in my mod... some creatures are already restricted to certain biome classes

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But that's totally different than what I'm studying

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What I'm studying is the E3 method

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I'll be working more on creature variety

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Though there already is a lot more than vanilla

tacit mesa
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Oh that reminds me

dreamy tulip
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Ohhh lovely 😃

tacit mesa
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I like that title. Another author who's done an overhaul partially in german has actually replaced the No Mans Sky title splash with his own modified version.

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It was initially amusing because your overhaul would appear still on the bottom of the screen.

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Doing so much more but being so much more humble about it, lol.

dreamy tulip
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Oh yeah, I respect HG

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I was careful in what I named the mod

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I wanted to keep their title in the mod name, because it's still their game

tacit mesa
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I'm surprised no one's done "A Better Sky' yet.

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Seriously though this game is like every man's sky, the sky isnt really dangerous as long as you know to stock before you take off.

dreamy tulip
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Ah

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Feeling a bit drained

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But am determined to keep working on it

tacit mesa
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Take a brake, have some tea, read a book, don't burn out.

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😃

dreamy tulip
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I'm really close to fixing this bug

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Will be happy once it's fixed

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Then I'll be making more biomes

tacit mesa
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I'm all for fixing that one as well man, but I don't want ya to burn out on this, not before Sean Murrey hires you at least.

dreamy tulip
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Have you landed on any crazy resource type planets yet?

tacit mesa
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No I don't think so, like I mentioned, I'm generally loathe to leave a system until I'm finished, and the one planet crashes me.

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So I can't finish.

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Also I was waiting for the Tie Fighter to be fixed considering I really like my apparently rare B Class Tie Fighter

dreamy tulip
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If you re-dl from google drive, the tie fighter will be fixed

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It should be

tacit mesa
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Ah that reminds me, I gotta finish up that delta flier.

dreamy tulip
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But, I also gotta

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Upload again later

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As I have more stuff incoming that I did

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Even though there's a temporal hotfix for that

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ship

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Sweet

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So

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I expanded the planetary class names

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And even included ones that have been missing since the early 2016 build

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Like "Jungle Planet" and "Forest Planet" for example

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And the planet that I was flying towards in the tie fighter in my pic said "Jungle Planet" and accurately it was a jungle planet.

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I'm glad to know that worked out as hoped, so far.

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I'll be adding the extra names for all biome classes soon

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from former versions of NMS

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Including their weather

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It's a small touch, but it will be noticeable

tacit mesa
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Yay my Tie Fighter is back, love this B Class Tie Fighter, so dope.

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Sadly crash planet is still crash planet.

dreamy tulip
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It fixed the ship?

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Yeah

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Didn't upload that fix yet

tacit mesa
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Sad my Tie Fighter only has the dual pulse lasers on it though.

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Er

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Dual beam lasers, not dual pulse lasers.

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The pulse lasers are missing.

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😄

dreamy tulip
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The tech?

tacit mesa
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Yeah, I don't have access to the tech to craft it, and the ship itself doesn't have any Pew Pews on it.

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It only has BWWAAAAAAAOOOOOOOOO

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It feels weird to me because a Tie Fighter isn't supposed to have Bwao and should indeed only have Pew Pew

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I wish there was a secondary weapon, called the Rejection Gun.

dreamy tulip
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Just figured out which biome in my mod is causing the problems

tacit mesa
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Where we could just tag animals as too ugly to exist/spawn.

dreamy tulip
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Now I can fix it

tacit mesa
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And they get removed from existence.

lament rampart
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Wait Ray you have access to 1.4 beta??? Or am I missing something?

tacit mesa
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Its his mod.

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His version is even more recent than 1.4

lament rampart
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Yeah I thought we were on v10

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That's why I was asking lol

tacit mesa
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.....Rayrod, you can explain this one.

dreamy tulip
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No Man's Sky: RaYRoD's Overhaul v10-BETA (v1.4)

tacit mesa
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I think your folder makes no sense either. 😛

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You have two version numbers in there man.

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v10-Beta 9v1.4)

lament rampart
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Ooh, I gotchu now, sorry lol

dreamy tulip
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It's the 1.4 post v10 BETA hotfix

tacit mesa
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You have TWO version numbers in the title.

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Wouldn't that technically make it 10.4?

dreamy tulip
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Still not an official v10 release

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Still in beta

tacit mesa
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True.

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Regardless I ain't gonna sit around nitpicking, lmao, I want to be able to land on that one world.

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I miss water filled worlds.

dreamy tulip
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Testing now

tacit mesa
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It'd be so cool if we could use all the randomly generated parts to build our own ship ingame. 😛

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our*

lament rampart
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^^^^^^ if I knew a thing about modding I would do it man

tacit mesa
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I think that request is pretty far beyond whats possible with modding.

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Unless Hello Games gives us a kickass MDK.

lament rampart
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True

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But couldn't you access the generation of ships in the game code and kinda mod that? Like I said I have no clue what I'm doing so that might be a stupid idea

dreamy tulip
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Fixed it

tacit mesa
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What I'm talking about would require an editor to be build ingame, then have all the parts arranged on a parts list in different catagories, then add restraints for them so they don't spawn in random or wrong orientations, and probably dozens of other hooks that's actually make it a ship once you were finished, plus a system of saving and archiving all those player created ships.

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I imagine it wouldn't be too terribly hard if the game was open source. A bit challenging but certainly doable.

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However, the way Rayrod has to work, I somewhat doubt the validity of that idea.

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@dreamy tulip Lemme know when the patch is uploaded and I will test with all haste.

dreamy tulip
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Will do, thanks

tacit mesa
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Oh I know what Krem needs.

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A Saiyan Space pod.

dreamy tulip
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@tacit mesa I'll upload a temporal hotfix for you

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Can you let me know if it crashes?

tacit mesa
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yeah

dreamy tulip
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Thanks, about to upload

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It has my more recent changes too

tacit mesa
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good stuff 😛

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Been looking forward to exploring underwater biomes with my ship. 😃

dreamy tulip
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Moment

tacit mesa
dreamy tulip
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Awesome, will fix that eventually... may be related to one of Krem's ship settings 😃

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Had to adjust something

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About to upload now

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Waiting for it

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gonna work on more biomes now

tacit mesa
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downloading, should the page ever load...

dreamy tulip
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Also, I found an underwater tunnel

tacit mesa
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I've found underwater cave networks bfore, and gotten trapped in them

dreamy tulip
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Yeah they go on for kilometers

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Can get lost

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Apparently, this one has minerals:

cyan oracle
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@tacit mesa I've been debating on adding cloud nimbus, and so far it's looking like a possibility.. I figure Nimbus would make more sense than a flat earth model that people believe I should include in the morships mod.. as for the tie fighter, if it were an issue with the ship, it'd be consistent every time you see the ship whether it were at a crash site or in a hangar or on a landing pad.. I think that's just how the game positioned the model.. just like how we sometimes find elevated plutonium and green storage containers..

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best way out of an underwater cave is plasma launcher.. even vanilla game has some UW tunnels that can kill ya..

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plus with all those mineral resources rayrod showed in that screenshot.. you could profit just by saving your life XD

supple wadi
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By the by, asked this the other day but didn't catch any responses: did we ever try to roughly translate the u into real world units of measure?

dreamy tulip
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@cyan oracle Haha, yeah man! There's a lot xD

cyan oracle
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IDK how you would even begin attempting that @supple wadi not a lot of things in game that exist on any known market..

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maybe iron I guess.. but we don't know what 1 unit of iron weighs..

supple wadi
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🤷 I know it went on a bunch before release, and I know some measuring enthusiasts get into that kind of thing.

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Also I meant as in translating u/s to like meters per sec or somethin'.

cyan oracle
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it would be interesting to see how someone figures it out.. should they ever manage

supple wadi
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So that we might get a better sense of, "Holy shit this thing is going 150 kilometers per sec" or somethin'.

cyan oracle
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Isn't "u" the distance from the Earth to the Moon? LoL, a bit unrealistic tho to figure my ship cruises that fast over the surface of a planet and still take 30 minutes to circumnavigate flying over the surface..

supple wadi
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Measuring stuff's never been my thing so I haven't any idea. Maybe it's more like meters or somethin'.

cyan oracle
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yea, I'm thinking it's supposed to be an universal median between km and miles.. or maybe meters/yards.. kinda like knots..

tacit mesa
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@dreamy tulip Still crash to desktop when attempting to enter the planets atmosphere.

dreamy tulip
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Thanks, so that means that that's a different biome that's problmatic. Gonna whip something up quick

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It can be really tedious to deduce which biome/planet type could be problematic at times (with only a scan from space view). As from previous experience in fixing rare crashes (n-between more than 2k handcrafted biomes) that the issue could happen anywhere in the in-game universe and some planets of that biome type could be completely stable, while other's not. One planet of that biome type could have a certain set of rules that I've configured in the past that aren't invoking the CTD but one certain type of combination can invoke it in one place rather than another. However, I have my ways of deducing it.

tacit mesa
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I'll just be happy when I can land on that world mate.

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No judgement.

supple wadi
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you say that, until it turns out to be extreme weather conditions and sentinels. 😛

tacit mesa
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From orbit the planet looks to be about 50% water at least, so honestly, they can try to chase me under the sea.

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Under the Sea

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While my engines are blazing and hydrogens hazing

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I'll get my ass away

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from the sentinels today

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under the sea

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UNDER THE SEAAAAAAAAA!

dreamy tulip
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@tacit mesa

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Wait actually

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Scratcht hat

tacit mesa
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Didn't work anyways.

dreamy tulip
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If this doesn't work, then I still I have another biome to fix 😛

tacit mesa
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also @cyan oracle I'm pretty sure the reason they float like that, is because that's where the models x,y,z centerpoint is set to, thus that's the area that it would rotate around where it manipulated.

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Still crash to desktop @dreamy tulip

cyan oracle
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except the x,y,z is at the base of the wings.. not a significant distance below.. and if it were an issue with the model, it would be consistent everytime you see the model.. landing pad, space station, freighter, etc.. not just a crash site.. that's more related to the placement of objects by the game itself.. just like the green containers.. why do I feel like I'm repeating myself?

tacit mesa
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@cyan oracle Also I base that assumption off the fact that my Tie Fighter hits the lip of the station every time I go to leave.

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Pitching me sharply downwards.

cyan oracle
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that's called the collision model..

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if you respect the dimensions of your wings, you won't have that problem..

tacit mesa
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If you're going to treat me like a laymen because i don't think the bottom of the ship should hit the lip of the station on exit where I have NO CONTROL, then I honestly give up.

cyan oracle
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the only issue there is the game isn't launching you high enough at take off..

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then block me.. I'm the one working this mod, but you're acting like you know it better than I..

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I'm glad you know how to do 3d modeling, but I'm not sure that qualifies you to know what's involved on my end..

supple wadi
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dat moment when you make lift-off higher THC

cyan oracle
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I'm not sure you can respect the limitations that I have..

supple wadi
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Tbh tho that's a setting we can adjust, not sure what other problems it might create.

cyan oracle
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yea, launch height is a single value in some file I can't remember which..

supple wadi
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Should be in one of the station entity files with the outpost setting stuff.

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But given how weirdly connected those all are, not sure if it's there or the landing pad itself.

tacit mesa
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Collision volumes aren't generally the model of the ship itself in my experience.

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Thus it shouldn't be too hard to edit the lower portion of the wing to be higher if that's the only issue.

supple wadi
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Here's the catch: collisions are really fuckin' wonky right now and we're not sure why.

tacit mesa
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Regardless, I'm just gonna keep my hands off Krem's stuff at this point. Hopefully Rayrods mod will function fine without it. x.x

supple wadi
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Generally ships use a mesh collision that roughly corresponds to the ship's shape, hence why you can stand on the wings and different parts of'em and not weird offsets as if it's a box volume. However, in our circumstances, we're stuck working with an odd workaround for mesh collisions that Krem has generally consistently working, or some basic primitives only like box/cylinder/etc.

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We used to have mesh collisions working but it broke with 1.3 and we've been at a loss as to how to figure it out since.

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So in a certain respect, we're lucky Krem's ships have collision at all.

tacit mesa
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Wow, if I'd known that previously I think I may have just stuck with the regular ships, or went with another mod that increases the fighter variety. I think I'll go look for one of those actually.

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Hopefully it'll play nice with the Overhaul.

supple wadi
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Most of Krem's ships work pretty well (at least, I've not read of any serious issues with'em) tho, so it's not a knock against'em.

tacit mesa
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In all honesty, I'd like to keep em, but that Tie fighter sharply pitching down everytime I leave a station is pretty irritating.

supple wadi
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I'm kinda surprised the game even detects collision during that moment, honestly...

tacit mesa
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Plus if Krems ships are frequently going to act or be weird about impacts I'd prefer not to deal with it.

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I like canyon flying when I can find them.

supple wadi
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Well, so far as I'm aware, many of'em don't? We could sort it out if we had anyone familiar with the backend of collision stuff. =/

tacit mesa
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Well sadly the NMS team isn't really talking to modders about such things.

supple wadi
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We're pretty fortunate to have model importing in general given that the tools had to be built from scratch.

tacit mesa
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Passion for a game only takes it so far without some developer support.

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Hopefully someone will be able to reverse engineer their collision physics.

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I was all hyped about adding a new tank to the game, but if the collisions aren't gonna come out right I don't see a reason to bother.

dreamy tulip
supple wadi
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As I said, ya can get consistently working collisions if you use primitives. It's only mesh based collisions that are proving befuddling.

tacit mesa
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its probably because they've tied primitives into the random ship generation system to make it easier for NMS to generate ships on the fly

cyan oracle
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but we all know the crate models are fine..

supple wadi
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That gives me a strange idea now that you mention it...

tacit mesa
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well, apparently removing Krems ships breaks the overhaul.

supple wadi
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O_o

tacit mesa
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removing those files has for some reason disabled all controls

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I can still use the menus but not move my character at all

cyan oracle
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did you delete your shadercache afterwards?

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but hey, I'm sure rayrod will make you something with an AISPACESHIPMANAGER that doesn't use the ships.. if you're nice about it

dreamy tulip
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I've set things up in a unique and particular way for everything in the overhaul, I'm the only one who is currently aware/informed/understanding of how things are configured.
But feel free to fill in a request 😛

supple wadi
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i made a spiderweb of stained glass, no touch! 😛

tacit mesa
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I have to admit I don't fully understand how this tie fighter is still here with the files gone.

dreamy tulip
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Are you desirous to remove the tie fighter?
Also... what is the issue with it?

supple wadi
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it didn't come with a pack of nipnip and some rolling paper

dreamy tulip
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lol

tacit mesa
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It keeps clipping the station exit everytime I leave and sharply pitching downwards.

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Its kind of irritating.

dreamy tulip
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How did you obtain it?

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Did you buy it in a station?

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Or, did you build it

tacit mesa
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It was a crashed ship.

dreamy tulip
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Okay

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I'm going to need you to swap it first

tacit mesa
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Don't worry about it man.

dreamy tulip
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I can remove it for you if you want

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Okay

cyan oracle
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he needs you to swap it so you can help him debug his own overhaul..

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but way to help out.. 👍

tacit mesa
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Ah I'll help you debug it, I'm not an asshat.

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But I thought this was Krems mod and therefor Krems problem and Krem says it isn't workaroundable.

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So yeah, don't blame me for just, removing the problem you know?

dreamy tulip
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Oh, I suggested to swap it first

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to prevent a potential ctd

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I'm thinking that

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If I tell the game to not have it

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Yet your save recognizes it

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It might crash 😃

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So, if you swap it first I can take care of that for you

tacit mesa
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What should I swap it to if I'm just nuking the mod?

dreamy tulip
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Btw, which Ti Fighter it is?

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You can swap it to any other ship

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And I can make something that disables it from your end

tacit mesa
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The B Class Tie Fighter is the one messing with me. Might be the normal fighter model as well, I don't know I didn't try that one.

cyan oracle
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any vanilla ship.. none of mine if you want to remove my ships..

dreamy tulip
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A simple hot fix

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Do you have a pic of it?

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And is it just that ship? or all of them

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That are custom

tacit mesa
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Do you want screenshots of the ship freestanding on the ground, or their inventories and classes?

cyan oracle
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how about a screen shot after you've landed or relocated the ship away from the crash site?

tacit mesa
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Oh I've long since moved the ships from the crash sites.

dreamy tulip
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@supple wadi Oh, just saw that you tagged me earlier. Someone else told me about Kotaku wriiting about the overhaul mod a bit ago. I missed your tag. Thanks for the heads up 😃

tacit mesa
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The Class B one is long removed from its crash site and is clipping on exiting a station in space.

dreamy tulip
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Well, there's 3 ti fighters

cyan oracle
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what's it look like on a landing pad? on the ground after landing on a planet? or being called?

dreamy tulip
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and all class B I think

tacit mesa
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The C Class one is landed somewhere planetside.

dreamy tulip
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If I see the model I can tell what it is

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However, the aispaceshipmanager

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can give them diff classes

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So it's hard to tell

cyan oracle
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class, stats and inventory have nothing to do with how the ship is going to be positioned and collide with objects..

tacit mesa
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It looks normal. It isn't raised, it isn't doing anything weird like its incorrectly positioned. I'm just honestly concerned that the Collision Model spawning after the normal model is hidden once you're in the cockpit is centered on the lower quardinate that the Tie Fighters x,y,z is located on and its center mass/center volume balanced on 'its' axis.

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Which would make the wing act like its a foot or two lower than it is.

cyan oracle
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I'd be interested in resolving a bug, if there were actually a bug.. but I believe the game just placed the ship high in the crash site and it created a placebo effect in your perspective..

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especially cause the wings of the regular tie are VERY tall

tacit mesa
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Placebo effect eh?

cyan oracle
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"It looks normal. It isn't raised, it isn't doing anything weird like its incorrectly positioned."

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that's because the ship IS normal and it ISN'T raised

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I've messed with enough ships and collision models of ships to know that when the collision is offset, so is the ship

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this was one of those things I was discussing earlier in regards to not knowing what's involved on the NMS side of things

supple wadi
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No problem @dreamy tulip, know ya like keepin' up with that stuff.

tacit mesa
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sigh

supple wadi
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We've never run into any botched collision models from wrecks with even standard ships before, have we?

tacit mesa
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So rayrod is there anyway I can help you fix this issue?

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Or should I just remove the mod?

supple wadi
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I do have to wonder a tad if, for some reason, the game may be distorting the ship config somehow when placing it in the shipwreck scene.

dreamy tulip
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Just a picture of the ship model

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😃

supple wadi
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There's some dark magic behind the shipwreck scenes, at least imo.

dreamy tulip
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Working on 1.4.1

cyan oracle
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I've found my own ships at wreck sites, recovered them and have had no issues..

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the tie fighter just has very tall wings..

tacit mesa
cyan oracle
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and when you fly without compensating for such, yes, you clip things... either at the top, or the bottom of the wings..

dreamy tulip
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Do you use the expanded ai ships?

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.pak

supple wadi
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Does it clip with every station? I know they appear to use a standardized model for the hangar bay, but there's at least two variants at play there.

cyan oracle
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if there is an actual clipping problem, then it's likely because the ship's physical size.. if I scale down the size of the tie fighter, are you willing to test it primedragoon?

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I apologize, I thought you were refering to take off from a trade station where it's not uncommon to clip the center of the trade post

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shrug all I'm hearing now is crickets..

dreamy tulip
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If there's any way that I can help, I'm around 😃

tacit mesa
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I do use the expanded ai ships

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I should probably have that installed

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then reland

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then take a screenshot

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that might be more helpful

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Sorry Krem, I didn't initially see you message because I was starting to feel very patronized, so I just blocked you so I wouldn't end up saying anything rude in response. 😦

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your*

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But yes I'm more than willing to test.

dreamy tulip
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@tacit mesa That screenshot was helpful 😃

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And you saw you got that as a wrecked ship?

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Not built right?

tacit mesa
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No, crashed and repaired

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Herm.

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So after landing and taking off 5 times, just for the hell of it

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It stopped colliding with the bottom edge.

cyan oracle
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thank you, I'll rescale now.. also an idea if you'd like to try, you can use rayrod's ship swapper to get a fresh/clean tie fighter.. I don't want you to jeopardize a save, but maybe start a new creative file just for quick testing purposes? if you have the same clipping problem with the fresh/clean one, we can still rescale and use that new temp save for the additional testing..

tacit mesa
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But when I restart the game and take off again, collides immidiately.

cyan oracle
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hmm.. I think it might still be wise for me to scale it down a little.. I think that may have been the issue.. the thing is VERY tall..

tacit mesa
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This is weird. If you land and takeoff a few times from the same station it fixes it. But if you come back to the station, or restart the game, it collides again.

cyan oracle
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I'd suggest testing the ship swapper with a fresh/clean tie fighter.. if it still does the same, we can at least know it's ship related and not crash recovery related

tacit mesa
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I'm doing so now.

cyan oracle
dreamy tulip
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About to upload 1.4.1

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And also include logs for 1.4

tacit mesa
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Okay, so it only seems to do it with the B Class Tie Fighter included with the AI Ships Expanded Pack

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The Normal tie seems to be completely free of this issue.

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The normal Tie does have a different issue though.

cyan oracle
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lol, I've seen landing issues like that, but I think those are overhaul related.. @dreamy tulip would know better...

clever adder
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salsasean thatsfine

cyan oracle
#

IIRC, there was a mod at one point to allow landing at any angle.. and I think that's what's causing this

#

there was a video I saw of an aussie reviewing the overhaul, flying the millennium falcon and it kept landing on it's side.. quite embarassing :\

tacit mesa
#

Oh yeah? So just stay level and land level aye?

cyan oracle
#

yea

dreamy tulip
#

Yeah it's possible to land at any anlge

#

angle

#

with the mod

tacit mesa
#

Seems like something you may wanna give a heads up about. 😛

dreamy tulip
#

It's in the changelog

tacit mesa
#

But yeah @dreamy tulip It appears to only be the B Class Tie Fighter with that weird problem.

cyan oracle
#

so that's interesting tho.. figured out it's something to do with the positioning/placement of the crashed ship?

dreamy tulip
#

It can create some cool crash landing pics 😄

tacit mesa
#

Quite true, please see above. 😄

dreamy tulip
#

Nice

#

Yeah, I like that

tacit mesa
#

Cut off the wings and we have a Saijin Pod.

#

With remarkable minitiurized weapons technology.

tacit mesa
#

Yeah, thats how the preorder ship should look!

#

I want to add that little gem to the game.

#

The ship class is a Starbridge.

#

A For Pleasure Pirate Yacht from hell. 😄

#

Though it would require a custom cockpit that looked like an extensive bank of TV's and a more spatious cockpit to be a true Starbridge.

#

And sadly, I can't even figure out how to turn my head in my ship mouse and keyboard.

cyan oracle
#

use alt key + mouse to look around cockpit

tacit mesa
#

Ah, good to know thanks.

#

Also just crashed to desktop flying around on a misty waterworld, same system as the other planet that causes an instant crash @dreamy tulip

cyan oracle
#

and it's a bit tricky to design a functional cockpit.. what might look good in blender doesn't always end up functioning well in game.. I recommend if that's something you want to try and do, use the NMS model viewer to export a cockpit as an obj so you can build your new cockpit to the same/similar size..

tacit mesa
#

Yeah I wasn't planning on working without reference Krem, thanks for the tip, hopefully I can dig out the largest cockpit presently ingame and work around that and experiement with a few things.

cyan oracle
#

that ship looks like texture mapping the UV would be the toughest part of the project..

tacit mesa
#

Well I only have the do half, I can mirror the rest of it, that'll cut down on some work.

cyan oracle
#

all the cockpits seem to be fairly similar in size.. but I believe as long as you don't build beyond the atmospheric glow effects, you're good.. tho placement can sometimes be tricky.. don't want to have the cockpit too high/too low/too far/too close..

#

and you only have to do the front portion of the cockpit.. you can sent the angle of panning around with the camera so your users don't look somewhere that the model isn't built..

tacit mesa
#

I want to keep the cockpit scaled with the ship itself, if it needs to become a fighter so be it I suppose, but its meant to have about a 40 foot beam.

cyan oracle
#

the game doesn't care.. it switches between models anyways.. when the interior is drawn, your ship is gone.. this is displayed when using rayrod's 3rd person flight to toggle between 3rd and 1st person..

#

it'll let you stick the freighter bridge into an explorer ship if you set the locators and things right

tacit mesa
#

No no, I mean to give people the proper perspective of where/how to put the ship down without it looking funky and being clipped all weird.

cyan oracle
#

gotcha.. you want it to look pratical and applicable

tacit mesa
#

I get the bigger on the inside fun that video games can cause sometimes. 😃

#

Yeah, I want dimensions consistent enough that you could pilot the ship as your experience would naturally interpret.

cyan oracle
#

problem is, as GMR_Leon mentioned earlier, our collisions are wonky.. we can't make 100% accurate collision models like the game does.. instead our collision models are essentially the ship mesh as a whole converted to a convex hull..

#

which is why you can't stand on the capsule pod on the tie fighter, but are stuck elevated between the gap at the top of the wings

#

this collision also prevents from going inside any ship interiors and being able to look around.. if we could, I'd probably be working on an interior scene for the millennium falcon..

tacit mesa
#

That's a shame. Herm.

#

Hopefully Hello might allow for it later on, if they start paying more attention to the modding community.

#

I mean complex interior models, hopefully we can figure out a better alternative for ship collisions. -_-

cyan oracle
#

hopefully.. I'm still hoping they'll provide some official tools for us to use than having to rely on 3rd party tools.. but I doubt they'll bother with such tools until they've finalized the game the way they want it and don't anticipate major future content updates

tacit mesa
#

Likely.

dreamy tulip
#

@tacit mesa Thanks, if there's one faulty planet/biome in a system, sadly it makes the system faulty

#

I'm on the hunt for it

tacit mesa
#

By which point they'll give up on helping the modding community much, because if you don't build a game in a modular way to account for modding, you can only do so much.

dreamy tulip
#

and will squash that bug on spot

#

asap

cyan oracle
#

ship collisions are wonky in themselves.. they don't behave like a prop collision.. if I assign a physics entity to the ship itself, and then attach the cockpit with it's own physics entity, the ship acts really funny.. so I have to add a collision mesh (node) to the scene file, but can't attach an entity because the physics entity from the cockpit applies to the ship and renders the convex hull of my collision mesh.. Also ship collisions have always worked for me with the NMSDK version I have, but buildings and prop collisions act similar to your tie fighter clipping issue.. after loading, you'd sometimes have it or you wouldn't.. except there was never any consistency to reliably troubleshoot it..

tacit mesa
#

Well it consistently happens if I restart no mans sky and exit the station.

#

Does that count?

cyan oracle
#

lol, it makes it easier to troubleshoot.. like knowing that we were able to test the ship swapped tie and find different results..

#

if it were inconsistent, it would be a lot tougher to figure out

dreamy tulip
#

No Man's Sky: RaYRoD's Overhaul v10 (1.4-1.4.1) BETA:

*Tweaks, bug fixes + User recommended additions*
- Added Three Inventory Variations with .txt documentation explanation, in Optional Mods > RaYRoD > Inventory Variations 

* Default Inventory.pak
* Default Substance Icons.pak
*Transparent E3 Inventory.pak

- Removed Unintentional remainder of exocraft rockets
- Adjusted exocraft language files

- Slight Tifighter scaling adjustments (Courtesy of Krem)

No Man's Sky: RaYRoD's Overhaul v10-BETA (v1.4)

1.4
Fixes + Quality Of Life adjustments
- More rare planet/biome crash fixes, fixed a reported lush biome type crash
- Fixed rare remainder of static/frozen birds left over
- Cave mineable object adjustments
- Slight Flashlight intensity adjustments
- Slight Gravity adjustments
- Adjusted a type of Crystal biome
- Creatively added different requirements and resource ammounts to various base building products to increase exploration/challenge incentive and compliment gameplay
- Further organized the basebuilding menu
- Wanted level glitch fix (attempt)
- Prevented ship shield and ship ulse engine dismantlement, to prevent a crash from doing so.
- Rare oversized ships in stations and rare oversized crashed ships should no longer occur

New Features:
- Added a new cave weather type, I combined mars dust with swamp fog.
- There's around 21 underwater weather type possibilities overall now (More may come later)
- Slightly greater possibilty of denser forests
- Grass patch adjustments
- Added possibility for Crystal Biomes
- Created and implemented more cave biomes
- Created and implemented another underwater biome

 + More

Nexus Mods Download Link:
https://www.nexusmods.com/nomanssky/mods/497

tacit mesa
#

@dreamy tulip Planet still crashes. Tie Fighter still pitches down hard upon exit of trade station.

cyan oracle
#

prime, did you try the zzz.pak I shared earlier?

tacit mesa
#

Yeah I did.

dreamy tulip
#

Thanks, if there's one faulty planet/biome in a system, sadly it makes the system faulty.
I'm on the hunt for it, and will squash that bug on spot... asap. 😃

tacit mesa
#

But the regular Tie has no issues.

#

Its only the B Class one.

dreamy tulip
#

Really draimed atm, I just finished replying to a lot of emails, and also comments, and updating pages, making requests, and releasing two new BETA's after 24 hours of testing and working on stuff 🙂

cyan oracle
#

and yet you still gunna be awake for the next 14 hrs doing more of the same probably XD

#

I'll wake up tomorrow and it'll be 1.4.3

dreamy tulip
#

Haha

#

It does happen like that sometimes

cyan oracle
#

well, I got errands to run.. :\ apparently I gotta wait till sunlight's gone and temps are near freezing.. smh

tacit mesa
#

.....Why?

cyan oracle
#

if you fall asleep before I should get back, good night RayRod..

#

if you're asking me, lol, I have no idea why.. not sure if subconscious.. but most likely just the procrastinator in me..

dreamy tulip
#

Thanks man, likewise!

#

Will be hunting for that rare crashing planet later, and also making more biomes

supple wadi
#

I wonder...Would borrowing Prime's save help in determining the issue at all?

dreamy tulip
#

@supple wadi Someone sent me a save earlier, but when I loaded up with it.. it wasn't recognized. :/

#

I could probably decrypt the json

#

and get the coords though

#

Great idea

supple wadi
#

O_o That's bizarre. Should be able to swap about saves without issue, I thought.

dreamy tulip
#

I wonder if it's related to the new saving system?

supple wadi
#

Maybe they overlooked a file?

#

Or was it literally the whole save folder? lol

dreamy tulip
#

I made sure to ask him to send the entire HelloGames folder

supple wadi
#

And none of your stuff was still present to cause a conflict?

dreamy tulip
#

Nope, not at all. Instead it loaded up an empty save

#

It wasn't recognized at all

supple wadi
#

...Weird...That doesn't make much sense at all.

dreamy tulip
#

I wonder if he was on GOG

#

I could ask him that

#

As I'm on Steam

cyan oracle
#

I think it has to do with the userid.. like my save files are in %appdata%\hellogames\NMS\st_76561197965830838.. so the saves within my id are assigned to me.. I'd imagine trying to load someone else's save under your own folder id would register a CRC error and force you to launch a new game (or maybe redownload your saves from the steam cloud).. if you try to load them from another player's id, I think the game will just throw a hissy cause it's not finding the files where it's looking..

#

you'd have to actually log into prime's steam account to be able to utilize his saves... :\

supple wadi
#

Hmm. Disabling cloud storage and then directly replacing the files within the st_# folder should be able to handle it...

#

I'd think, anyway, I tend to avoid cloud backups.

tacit mesa
#

any more patches since I went shopping?

cyan oracle
#

yea, you might be onto something with that.. steam offline mode, within the steam account's ST folder.. so I'd put prime's save in a "st_76561197965830838" folder and you'd put it in a different ID.. but if steam is offline mode, hopefully it's unable to compare saves and just loads what's there..

#

unless there's something written into the save that denotes the ST_id#..

#

I don't think there's been any patches posted, but I'm sure Rayrod's been working on the next one already

dreamy tulip
#

@supple wadi I totally forgot about that!
I had it on... thanks 😃

tacit mesa
#

Er

dreamy tulip
#

Started 1.5

#

1.5:
Fixes:

  • Fixed reversed E3 freighters flying by
tacit mesa
#

So do you want my savefile then @dreamy tulip ?

dreamy tulip
#

But now I need to sleep

#

I'll be back

tacit mesa
#

kk

cyan oracle
#

O.o

dreamy tulip
#

You can send it btw

cyan oracle
#

quick! snap a screenshot so we have proof he sleeps!

tacit mesa
#

what folder is it in?

dreamy tulip
#

I'll test it when I'm cognisent

#

xD

#

Press Windows+R

#

and type

#

%appdata%

#

The folder is named "HelloGames"

#

You can archive it and pass it here 😃

#

Thank you, by the way

#

As this will help me fix that rare biome type crash

cyan oracle
#

g'night Rayrod!

dreamy tulip
#

Thanks man, have a goodnight 😃

tacit mesa
tacit mesa
#

Herm. Shit.

#

I've run into none of my controls working again.

#

And now, deleting the shader cache doesn't help anything.

#

Started right after I turned the Geforce Experience Overlay off. -_-

mental rune
#

Sometimes the overlay does something weird, just press the alt key or whatever key you hold to activate it and things should go back to normal

#

Or open the overlay and close it again, sometimes that works

tacit mesa
#

Deleting the shader cache a few more times and restarting several times also worked. -_-

mental rune
#

Lol fair enough I guess

tacit mesa
#

as long as it works right?

cyan oracle
#

thanks for the tip Saviour.. I get this issue too.. get a scanning scroll bar along the bottom like my NMS is in away mode

tacit mesa
#

Same here, keeps coming at me now that Geforce Experience is turned off.

#

I guess I should turn it back on. -_-

#

Yeah that fixes it.

#

That's some weird shit. -_-

cyan oracle
#

primedragoon, are you using rayrod's 3rd person flight mod?

tacit mesa
#

I have been yes, sadly it hasn't been working.

#

I guess i should just uninstall it. 😦

cyan oracle
#

I started experiencing the "away"/busy NMS when I started using the 3rd person flight.. it looks great, but I think maybe I am using an old opengl32.dll from mojo rather than the one rayrod includes in the overhaul..

#

or maybe it's something to do with our own opengl.. but the mod at least works for me.. at least button 1.. tried the others once and I think I scrolled thru them too fast, cause the game CTD

#

cool x-wing shots.. but that roamer shot reminds me of Wall-E

tacit mesa
#

Lmao, the roamer is like 300+ meters underwater looking at some Sauropods who shouldn't be there.

dreamy tulip
#

@cyan oracle The ReShade .dll isn't compatible with the 3rd person flight OpenGL.dll

#

And the .dll also enables a no pause on loss of focus

#

So when you first open the game, make sure that you're in the window

#

Before backing out

cyan oracle
#

what's the reshade.dll? cause I only see the opengl.dll in your overhaul's compressed archive..

harsh dock
#

is anyone elses scanner broken with rayrods overhaul?

dreamy tulip
#

@harsh dock I'm assuming that you have an AMD gpu?
There's already a hotfix for it in Rare+Unique Bug Hotfixes > scanner hotfix

harsh dock
#

Yeah i do. Thanks i'll get it when i get home! 😄

dreamy tulip
#

Awesome, glad to help. 😃

tacit mesa
#

why am I the only person with an Nvidia card who has that scanner glitch?

#

-_-

tacit mesa
#

@dreamy tulip You alive? Not that I mind, but I shot some information and a question at you in DM earlier.

#

I'm not sure if it gets sent if you're offline though.

#

And we both appear offline at all times. 😛

dreamy tulip
#

Fixed your planet

#

Be back later

dreamy tulip
#

Working on new custom forest density biomes

#

These newer additional forest type biomes can be dense in various increments, are procedural, and have other unique rules.

#

Testing the procedural forests

dreamy tulip
#

Just expanded it further

frosty vine
#

oooooh

dreamy tulip
frosty vine
#

I enabled teeny planets on the Cheat Engine 😄

dreamy tulip
#

Oh yeah, the one that I implemented is fixed now right?

#

@frosty vine

frosty vine
#

yeah

#

Is there a way to impliment those sized planets into the game w/o cheat engine

#

like so there's a chance to get a small one or big one?

dreamy tulip
#

LawnReality and I were looking into it sorta, but don't fully understand how it functions. So not at this time unfortunately.

#

Working on more biomes now

acoustic silo
rancid shale
#

Yeah the Pink one is very laggy btw @dreamy tulip

#

other biomes are ok

dreamy tulip
#

@rancid shale Which pink one?

rancid shale
#

The all pink biome

#

it's a biome right?

#

pink grass pink trees

#

even the treetrunks were pink

dreamy tulip
#

It could be a fraction of a variation to infinity

rancid shale
#

lol

dreamy tulip
#

Like, for example

#

It's not like I said... "I'm going to create a pink biome"

#

Is it possible? Definetely

#

But the mod has near infinite possibilities and variety so, there's no way of telling based off of what you said

#

As it's vague

rancid shale
#

understandable

#

There were A LOT of trees tho

#

that might be the problem for my rig

dreamy tulip
#

However, on my behalf I get around 60+ fps on very dense planets for the most part... as mentioned that the mod at times can be very taxing. Though mid end machines can run it.

rancid shale
#

I just thought it was really coincidential that the biome looked exactly like this

#

like maybe different kind of grass

dreamy tulip
#

You must've landed on a proc forest biome that happened to allow pink in it's palette and choose those trees

#

In that album I posted, those are all different variations of proc forests (but there can be really any kind of variation).
That pic above shows a specific tree model that the game engine chose, alongside a particular palette combination for that particular biome type (with various rules for it)... just to elaborate a bit

dreamy tulip
#

@supple wadi I managed to get the save working

#

Interestingly, disabling the Steam cloud didn't fix the issue with loading another person's save

#

But renaming the save folder ID let it work

#

I renamed it to the same id as my save

supple wadi
#

:+1: I thought that would work. Cloud was mostly an extra safety measure.

tacit mesa
#

@dreamy tulip There's another reason that the tree's should be taller btw. Anything brontosaurus like should evolve to be that tall in the presense of tall trees. But I still think that being able to see with the exocraft camera at all whilst driving through forests is a better reason. 😄

#

@dreamy tulip So that lush planet does indeed not crash with that last hotfix.

#

However this planet, the other planet I mentioned in the system that also crashes sporadically, now crashes when I attempt to enter the atmosphere, same as the lush did before planet. Don't even get to fly around. @dreamy tulip

tacit mesa
#

@dreamy tulip Have I been finding too much stuff, do you hate me now, or are you just asleep? 😄

#

Hopefully asleep, does look like he's gone idle actually. Good for him, screenshots!

#

Aaaaah shit, I'ma feel like a dick but I should mention this. @dreamy tulip The camera on the Hovercraft is basically centered on the model itself, and thus whenever you're actually aimed at something you can't see it. Is there a way to raise the camera without moving it farther back at all?

dreamy tulip
#

In the process of fixing that planet. 😃

#

@frosty vine Taking it here

#

instead

#

to modding

#

😛

frosty vine
#

Yeah good idea

dreamy tulip
#

But yeah, would love to see that

#

Currently working on 1.5

#

And ironing out these crashes

frosty vine
#

Dang you're on a roll

dreamy tulip
#

Come to find out that the crash wasn't biome related for this biome

#

It's metadata > reality related

#

which is bizarre

frosty vine
#

Strange

dreamy tulip
#

Deducing the cause now

#

I did a lot for 1.5, but want to do more still

#

Ohhh, you might like this

#

Moment

frosty vine
#

I love the forests so far XD

#

Same planet

dreamy tulip
#

More variety incoming 😛

frosty vine
#

Can't wait

#

Brb I gotta eat dinner

#

and wwatch black mirror XD

dreamy tulip
#

Enjoy, I'm watching it too lol

#

Think I have 1 episode left

#

While eating and working on the mod

#

Have been in and out of discord

frosty vine
#

I have one ep left too XD

#

Did you see the "Metalhead" one

lime mesa
#

hey

#

anyone here good at modding saves?

#

i want all the portal keys lmao

tacit mesa
dreamy tulip
tacit mesa
#

Awwww.

supple wadi
#

O_o why are so many of the crash site ships floating, anyway?

#

Or is that just a weird angle on that shot above?

tacit mesa
#

no its floating about 30 feet off the ground

west notch
#

Damn, RayRod, you're a genius! Thanks for 1.4.1! i'm going to test it these days. Is 1.4.1 the latest version?

dreamy tulip
#

1.5 BETA Is coming soon 😃

#

@west notch

#

But 1.4.1 is the latest, I just fixed a lot of rare crashes and other things

#

That was nice of whoever wrote that

#

Gonna add that source to the page as well

#

Fixed that radioactive-ish planet on primedragoons save

#

Just landed

tacit mesa
#

Sweet, looking forward to that, looks like a nice world.

#

That B Class Tie Fighter still hitting the bottom rim of the space stations when lanching?

dreamy tulip
#

Didn't check, I did add a file that Krem sent me for his 3rd party ship

#

That was intended to adjust that

tacit mesa
#

I did likewise I think, but I believe it only adjusted the C Class ship included in his mod, and not the B Class varient caused by the AI expanded ships.

#

More-over the normal C Class Tie Fighter doesn't have the issue present with or without Krems hotfix.

dreamy tulip
#

I really liked that planet

#

So, I've just discovered that there's a 3rd class of planets

#

Rather than just planets or moons

#

There's a 3rd named "Planetoid"

tacit mesa
#

does that have something to do with the weird radiation planet crash?

dreamy tulip
#

Nope

tacit mesa
#

And has the fix for that been uploaded yet perchance?

dreamy tulip
#

It has to do with there likely being an unused planet type

#

Other than planets and moons

#

There's also planetoid

tacit mesa
#

ic

dreamy tulip
dreamy tulip
#

Making changes to this python scrpt atm

lament rampart
#

Ever come across the issue of having a very small depth of field in photo mode using the overhaul?

#

Just found a system with two suns and went to take a picture of it but I can't because it's too blurry

dreamy tulip
#

Yep, still looking into a way of nulling that out for extreme weather planets

warm thistle
#

@dreamy tulip, you never cease to amaze me homie. This overhaul has pretty much killed my crippling depression since harambe's unfortunate death, you've given my life a place to relax and blow off the days stress, I couldn't praise/thank you enough for the time and effort you've put into making this game more of what we were expecting upon release, I dunno about anyone else but I say you've achieved that and beyond my friend. Keep up the astounding work 😎

dreamy tulip
#

@warm thistle

Thank you, for taking the time to share your input with me! I'm glad that you are doing better and are enjoying this project
I'm excited to continue improving and expanding the overhaul mod; and to eventually get it polished up to a more professional standard. 😃

dreamy tulip
#

Just created 120 more biomes

#

To be added alongside the near 40 new procedural forests that can be all different each time, which I made earlier

#

Will implement this and test, if it's flawless I'll upload and craft more biomes tomorrow

cyan oracle
#

@tacit mesa sounds like that tie fighter you picked up was actually part of the police ship list that Rayrod patched out.. I would recommend trying to replace the ship as soon as you can find another Tie Fighter.. Additionally, if you haven't done so already, you may want to check out C.S.S. for Atlas Rising if you want to maximize slots, class and/or stats..
https://nomansskymods.com/mods/c-s-s-for-atlas-rising/

#

using that mod should help you easily find an S class 48 slot w/ high stats (if you're using CRISPIE), or can get you a 48 slot vanilla class/stat ship if you're using SIDE.. SMILE was the one that started it all.. enhanced stats, max inventory possibilities.. CRISPIE is 48 slot on every ship, SMILE has inventory ranges to make finding 48 a little tougher; both increase the chances of finding S class over anything else, A class as runner up, B class and then C class becomes the rarest class found.. SIDE doesn't adjust anything other than the inventory ranges; still has vanilla probabilities, classes and stats

#

crispie also has prices adjusted so everything's cheaper and you get 100% trade in on your ship

#

then again, IDK if that conflicts with Rayrod's overhaul... @dreamy tulip do you edit the metadata\reality\tables\inventorytable.mbin?

#

(sorry to tag you and distract you)

dreamy tulip
#

Hi, I did but no worries. He can just put zz on your mod

#

and it'll work

cyan oracle
#

👍

#

well, I'm off for my trip.. be back on Sunday unless I get a chance to hop on fri night/sat morning.. ☮

dreamy tulip
#

Have an awesome trip

#

Ttys

dreamy tulip
#

Okay, so I'd like to edit my statement earlier

#

Just created 140 more additional biomes
To be added alongside the 40 new procedural forests that can be all different each time, which I made earlier

#

So the overhaul now has over 3,000 handcrafted biomes

#

Will work on more tomorrow

tacit mesa
#

I don't suppose you'd have a tip for me if I wanted to go through all those instances and make tree's taller than my camera/brontosaurus heads.

dreamy tulip
#

It would be so tedious to do that at this point; that I wouldn't do it 😛

#
  • I like them the way they are
#

As they all can vary in different sizes

#

Depending where you are

tacit mesa
#

Yeah I figured that when you ignored the suggetion. But I do want them taller, I want them all taller than my camera, and I'm annoyed enough to do the work myself.

dreamy tulip
#

Then can be really tall

#

They can also not be really tall

#

Got a lot of everything in here all over

tacit mesa
#

They're either getting taller or they're getting run over.

#

But the super tough tree's that aren't even twice as tall as my character.

#

Those gotta go. 😛

dreamy tulip
#

Gonna test and if it's fluid, I'll upload soon 😃

#

The changes I've just made

#

Exhausted as this took 23-24 hours, but I'll enjoy it

tacit mesa
#

I just realized, at the pace you update, updating all those files so I only get tall tree's would be an every other day thing. sigh

dreamy tulip
#

It would be redundant effort

tacit mesa
#

Yeah. Just gonna can that entire idea.

#

I'll just shelve NMS until it has full VR support or something, I'm tired of forest barriers and jumping them at this point. Need first person in the vehicles otherwise I can't navigate forests.

dreamy tulip
#

Aside from that, it would require me to adjust multiple files assigned to each of all 3K+ biomes (that I happen to be quite pleased with) manually.

#

I'm not going to do that for a nitpick

#

I'm sorry

tacit mesa
#

No no, I get it.

#

Its a big enough issue for me to ruin it and for you obviously it isn't a concern, this is just a difference of opinion, and I certainly wouldn't force you to use my preference.

#

I'd prefer to edit it to my own preference, but if that's going to be a regular and relatively extreme piece of work, then I'm probably better off just shelving it or building my own mod, and I'm not willing to lose all your awesome changes because I want taller tree's.

#

So both options mutually annihilate eachother. 😃

dreamy tulip
#

Fair enough 😃

tacit mesa
#

So NMS can just sit on the shelf until Hello Games fixes it or becomes ballsy enough to use their own superformula.

#

I feel strange about not being able to run over tree's though, I feel like you could do that before.

supple wadi
#

Mm...I only ever recall being able to run through smaller stuff. Trees were always a hit and...You're stopped.

tacit mesa
#

bugger

#

They're really annoying, I'd love to be able to just yank the mod to be able to deal with them.

#

Oh well, screw it, I'm tired of hopping over forests. It completely ruins my sense of immersion and suspension of disbelief.

supple wadi
#

To...Not be able to drive through them, I take it?

tacit mesa
#

yeah, there's lot of stuff inside of Rayrods forests, and any time I have to interact with one I feel like I'm playing pogs with my Rover.

#

Jumping into a random place in the forest, then another random place in the forest, because I can't drive around the trees.

supple wadi
#

Aah, sounds like they made more of a jungley style forest. Hmm. Rebalancing the crowding would be tough.

tacit mesa
#

I think normally the forest stuff would've already chased me off, there was just enough other new shiny stuff in Rayrods Overhaul to keep me sucked in before it got annoying again.

#

But even outside of the forests navigation issues, how they're formed bothers me too. Generally tree's conopies interweave in order to block out the light and clear the area under them to get more nutrition. So, being in an ancient forest on an unknown world, you shouldn't be able to see the sky while you're in the forest, for all the tree canopies above you.

#

Instead I feel like I'm driving through an orchard.

#

Somewhere on Earth.

#

😄

supple wadi
#

Oh weird.

#

The way you initially described it sounded as if they might be too densely packed, either with other nondestructible objects via driving or the trees themselves.

tacit mesa
#

If they were less densely pack it'd certainly be easier to drive, that'd take care of my navigation issues probably.

#

Making them taller once less densely packed would make them look like legit forests discovered in a world where the sky belongs to no man.

#

But either of those options is too much work as far as Rayrod is concerned, and its his mod and his efforts are entirely voluntary.

#

So yeah. Game Over man.

tacit mesa
#

@supple wadi It should be noted that driving a tank through an orchard wouldn't work out well. Just saying.

dreamy tulip
#

Think I'm going to start re working flora that floats on the waves tomorrow

#

Excited to see how that turns out

#

I love how back in pre release footage, that was shown

#

Although my mod has that... I think that I'm going to create different kinds of wave flora

#

😃

#

@tacit mesa

Hey, I appreciate your interest in my work, but as I'm trying to implement more of my own ideas as well as resolve more commonly reported issues from other users, I'm afraid I can't address your specific interests (that haven't appeared to overlap with others') over my own and others. If you would like, I can direct you to resources to help you make something for yourself to suit your interests, but I can't put you at a higher priority to myself nor others.

That detracts from my work and does a disservice to several others experiencing other issues that you've not reported.

tacit mesa
#

@dreamy tulip No offense, but when you ignored the idea until I requested specific resources to furnish it myself, and only then informed me of why it was unrealistic, I had the impression you didn't want me messing with your mod. The impression I got was that you thought I was being rude for being dissatisfied and wanting to change something myself... Because earlier I did indeed ask for specific direction into the area's I'd need to go into to make the changes myself, because I was quite willing to make the changes myself, as I said. And I only finally decided it wasn't worth it, given how many updates you make, and your apparent dislike of the idea in general. Otherwise, I'd have already offered to make the changes, then offer them to you so you could merge them into the mod, because honestly there really should be no objection I can see to tree's working how they should...logically work? I hope its not rude to put it that way. 😛 But yeah, you update very often and having to make those changes every time to your expanding list of biomes through your consistent updates just isn't appealing. Maybe if it wasn't being updated so frequently and was considered a stable release, but you're still interested in modding and going strong, so I doubt you're going to stop making version changes anytime soon, all of which would be things I'd miss out on if I just zzzzed my own list of files to overwrite your set. So I'd be doing constant minipatchs to your mod just for taller tree's, while retaining the expanded variety that itself is the very reason the mod should be installed.

#

So I do apologise if you got the feeling I was being hypercritical. I would just do it myself, its just that I got the impression that you didn't want me to, and that the patchload would be infeasible.

#

And as I'm not willing to give up your mod, I was planning on perhaps quietly doing it myself in 2 or 3 years, for my own enjoyment alone, after you've finished updating the hell out of it and No Mans Sky itself is hopefully finished being updated and on a final version. Maybe I'll even get lucky, and Hello Games will bring back those bendy tree's from the E3 videos, and we can just drive over the forests without ruining them. (I admit this would be super cool.) But in all ways I was planning to 'not' be a 'shit disturber' if at all possible.

dreamy tulip
#

Ah, I see where you're coming from. I want you to know that I was not initially ignoring you. Last night after I replied to your inbox message prior to me saying that I was going to sleep... I read your three inbox tags and started to look for those things as potential issues in my mod. I did not reply to you because I had just woken up. I also did not reply to your four tags in the chat soon after (with insunations/suspections towards me that also were not true) as I was actually away/idle from the PC, prior to spending the entire day doing particular fixes/adjustments that you requested quietly and did not find the time to reply yet. I saw it as spam I may not reply to people right away, but then again; I work on things in my own timing. By no means did I ever intend to give an impression of me having an issue with you taking apart my mod and altering things, but I did say various times that I was willing to help if need be in regard to Krem's ships yesterday. I also said that everything is setup in a complex/unique fashion. That was purely assumption on your behalf. I respect your opinions, and I never took you as being hypercritical.

Again...

``I appreciate your interest in my work, but as I'm trying to implement more of my own ideas as well as resolve more commonly reported issues from other users, I'm afraid I can't address your specific interests (that haven't appeared to overlap with others') over my own and others. If you would like, I can direct you to resources to help you make something for yourself to suit your interests, but I can't put you at a higher priority to myself nor others.

That detracts from my work and does a disservice to several others experiencing other issues that you've not reported.``

~ Ray

tacit mesa
#

In regards to the supposed insinuations that I'm irritating or you're ignoring me, It was self deprecating humor, and my way of apparently not politely asking whether you'd got the information I'd communicated to you, I did also say that I wasn't certain if messages were delivered when we were both offline.

#

And...you didn't reply to me for a straight day. I wasn't even sure you got the information.

#

I suspected that you didn't get the information. x.x

dreamy tulip
#

The first messages that I had received from you, I was sleeping. Shortly after I woke up I read your messages in the chat here and quietely began to work on figuring out certain things. There were several hours in-between. But yes, that was an assumption on your behalf.
I was not ignoring you. I'm just a busy guy 😛

tacit mesa
#

If there was some other insulting insinuation that I made...whoops? I'm sorry I didn't mean to imply anything negative.

#

Also and again, it was self depreciating humor, I wasn't assuming you'd taken a dislike to me.

#

I was basically knocking on my own head and asking if ya'd heard what I said.

#

Trying not to be annoying because being asked the same thing multiple times is annoying.

dreamy tulip
#

It's alright man,I don't dislike you. No personal feelings here. But moving on from that... feel free to let me know if there's any way that I can help in the context of what I proposed in the context of modding. Are there any resources that you need or might find useful for working on something of your own?

#

If not, I'm currently wrapping things up and doing support for people outside of discord... really busy.

#

I'm always around if you need some kind of info, alike other modders here

#

😃

tacit mesa
#

I just want all the tree's in your mod to universally be taller than the Exocraft Cameras, both because Bronto's would then make sense to eat at that level, and because navigating under the trees would be much easier. So, knowing what I need to edit to achieve the effect of taller tree's would be nice.

dreamy tulip
#

You are going to need to sort through around 6,000 object files manually.

#

If you want it to be universal

tacit mesa
#

Yay.

supple wadi
#

You didn't limit diplos to a particular biome? 😮

tacit mesa
#

Are you quite sure I can't run a batch file to edit similar properties across those files?

supple wadi
#

Or they appear in that many? 😮

dreamy tulip
#

Diplos are restricted to certain biomes on the latest

supple wadi
#

Hmm, not sure how RaY has it set, but if it's like a scene file or something, that might be somewhat possible...? Could try a search & replace across all open xmls of the specific scale values for all the trees...Maybe.

tacit mesa
#

I dunno about Rayrods latest version, but the last planet I was on in my other file has about 5 Diplo's of various varieties.

#

And the tree's are like knee level on them.

#

And they somehow possess the ability to stop a tank.

#

facedesk

#

@supple wadi Yeah, doing it that way would be a lot more appealing. Then I could just play and find the specific biomes it hadn't hit, and search out the appropriate file and patch it.

#

Though honestly its still kind of unappealing without it being merged into Rayrods regular updates, since as I mentioned before, there are so many nice updates and things I wouldn't want to give up just for the taller trees. Though I suppose that itself might be an excessive nitpick, as there's probably more than enough biome content already for there to be a great deal of variety.

dreamy tulip
#

@supple wadi The latest beta as a new adjustment has them only being spawned when the custom ID is called

#

Alongside other "special creatures"

#

A lot of creatures are fixed to only certain biome types

#

And there's a lot less overwhelming life now

#

Making creature discovery moments feel more special imo

supple wadi
#

Hmm. Gotcha. I'd have to dig through your stuff myself to see if there's a more optimal solution to rescaling certain assets.

tacit mesa
#

While they do make them feel more special, it'll make excellent photography moments harder to find. Your mod really makes one wish to pull out his camera Rayrod.

dreamy tulip
#

One planet might have tall diplos and certain trees

#

Another planet might be totally different

#

It's always different

#

Consistently

tacit mesa
#

@dreamy tulip Anything you can do about those low flying freighters? You never mentioned if that was on your list or whats up with that.

#

Though I'm specifically referring to the ones flying low enough to clip you into the ship and crash your game.

dreamy tulip
#

@tacit mesa Fixed on the upcoming 1.5 BETA 😃

tacit mesa
#

Good stuff.

dreamy tulip
#

One of the things I fixed right away after your report

supple wadi
#

what no, that's a feature damn it!

#

😛

tacit mesa
#

Sorry if I give ya the impression I'm bugging ya about stuff man, its just if I don't ever hear a response, i don't know if ya even know. 😦

dreamy tulip
#
Fixes, adjustments, new features:


- Fixed a reported crashing lush planet (all known crashes so far are fixed, please report any more to rayrod129@gmail.com)

- Fixed reversed E3 freighters flying by
- Fixed floating police ships on crash sites
- Confused Spaceship with Stations (Fix test)
- Various space activity adjustments
- slightly Increased the minimum height that ships can fly near planetary surfaces to prevent clipping
- Slight language adjustments

New Features:
- Created and implemented around 40 new "procedural forests" that can all be different each time.
- Created and added 140 more additional biomes

Imgur Album Link:
https://imgur.com/a/cMTCJ

#

It's all good man 😛

supple wadi
#

see the real solution here was to shrink the diplos all along. 😛

tacit mesa
#

Then the tank needs to shrink as well

#

and the hover craft

dreamy tulip
#

I personally don't think there's an issue at all

tacit mesa
#

and the buggy

#

and the player cameras height should be halved

supple wadi
#

lol

tacit mesa
#

I have personally seen a tank drive over a tree.

#

The tank should be able to mow forests.

#

The 'Tank' at least.

supple wadi
#

Do ya mean the Colossus?

#

i wish we could reimplement the shrinking camera height bug, and make it weirdly consistent.

dreamy tulip
#

Drive over a tree? xD

tacit mesa
#

Dude, the whimpy tree's that are on most planets in No Mans Sky? A british Challenger 2 could totally destroy one of those wimpy things.

#

A tank can drive through a brick wall.

#

And the house that fell on it.

#

Like if we're talking an 'old' oak tree, or a big pine tree, or a redwood, tank knocks down tree.

dreamy tulip
#

Ah, I see what you mean. If that boolean is marked to true, it would work for all exocrafts

#

Not just the tank

tacit mesa
#

I know I know.

supple wadi
#

Yeah...Exocrafts are obnoxious that way.

tacit mesa
#

Otherwise I would've asked you to make tanks wipe forests.

#

Instead of asking for taller trees. 😛

supple wadi
#

My fav is they don't even have a driving setting for proximity triggers. Game reads it as on foot, lol

tacit mesa
#

See what makes no sense to me, is that tanks, hovers, and buggies, crush mineral deposits to worthlessness.

#

And yet tree's, of a much lower density and hardness, are indestructible to vehicle ramming.

#

?????

#

Oh also @dreamy tulip Could you make those random tentacles that attack you on the ground like, 3 times as large? They're getting hidden inside of your enlarged objects a lot for me, and you never 'could' see them coming, because NMS won't let you look down and ahead in front of your vehicle, especially on downward slops.

supple wadi
#

It's because they're often lower to the ground, so harder to see, and/or more plentifully annoying.

#

Regarding why rocks but not trees, I think.

#

Like driving across cave spots of ground would be a nightmare if they didn't crush'em.

tacit mesa
#

I get what you mean, but offroading over those minerals in a buggy actually sounds like a lot of fun to me.

#

And ramming into forests and being unable to progress is 'unfun'.

supple wadi
#

It makes sense to me, but 🤷

tacit mesa
#

And if you avoid the 'low paths' you can avoid major concentrations of minerals anyways.

supple wadi
#

I mean I ran a go-kart into a tree once and lemme tell ya, that's no fun.

tacit mesa
#

That's a go cart though, and I assume it was a solid tree.

#

Try getting into a literal tank and ramming into a tree.

#

I'll give you 100 dollars if you can keep a shit eating grin off your face.

supple wadi
#

I'm thinking more of the Roamer, because I don't know many people that use the Colossus for casual travel, lol

tacit mesa
#

Yeah but even if it is a lighter craft, it still has magical future shields.

#

😛

supple wadi
#

At the end of the day, that's why we have friggin' lasers on these things.

tacit mesa
#

@dreamy tulip Could you give the Exocraft lasers bonus damage against specific resource types? If so, could you make either a specific, or all exocraft lasers, do damage to tree's/carbon 4 times faster, essentially granting tree clearing/pathing ability?

supple wadi
#

...Which just gave me a really dumb, silly idea...

tacit mesa
#

@supple wadi Yeah but the laser is really weak and takes about the same time as a mineral rock.

supple wadi
#

Either way, yeah, I'm pretty sure we might be able to tweak the laser settings to torch through junk faster...I think.

tacit mesa
#

That would be 'excellent'.

supple wadi
#

Not so sure about specific things, but in general...I think it's possible. I'd need to check up on it.

#

I know the basic premise is there in the multitool laser tech, but it may not extend to exocraft.

tacit mesa
#

Bugger, I don't want it to end up being a cheat. 😦

#

Should be able to differentiate though, because some things require an exocraft laser I haven't found a blueprint for yet.

supple wadi
#

Oh yeah, guess you could rework it that way, come to think of it.

tacit mesa
#

But it might require significant reorganization of Biomes to work that all properly without it being a cheat.

supple wadi
#

Which would then probably also require revisiting a few thousand files tho...

tacit mesa
#

Which would likely nix it as an idea.

#

aaaaaayyye.

dreamy tulip
#

lol

#

That thing looks so menacing

tacit mesa
#

AH!

#

Yeah!

#

That's how it should be!

#

Those should be scary, not surprises!

supple wadi
#

*jump scares* 👻

tacit mesa
#

I mean they should be intimidating

#

Maybe not outright scary. But menacing is a good word for sure.

dreamy tulip
#

No Man's Sky: RaYRoD's Overhaul v10-1.5 (BETA)

New features, adjustments, various fixes, various rare crash fixes, 40 new procedural forests that can be different each time and vary in densities, and 140 more new additional biomes that I've handcrafted overnight. Now over 3,000 handcrafted biomes.

Changelog:

1.5:
Fixes, adjustments, new features:

  • Fixed a reported crashing lush planet (all known crashes so far are fixed, please report any more to rayrod129@gmail.com)

  • Fixed reversed E3 freighters flying by

  • Fixed floating police ships on crash sites

  • Confused Spaceship with Stations (Fix test)

  • Various space activity adjustments

  • slightly Increased the minimum height that ships can fly near planetary surfaces to prevent clipping

  • Slight language adjustments

New Features:

  • Created and implemented around 40 new "procedural forests" that can all be different each time.
  • Created and added 140 more additional biomes
https://imgur.com/a/cMTCJ```

NexusMods Download Link:
https://www.nexusmods.com/nomanssky/mods/497
tacit mesa
#

@dreamy tulip Should i ditch the hotfix files once I've downloaded that?

dreamy tulip
#

Yessir 😃

tacit mesa
#

Dope.

dreamy tulip
#

Anyway, I'm off to sleep I think. Been at it since 7 am, it's now 5:24 am 😛

#

Cya

ruby torrent
#

Can someone make a mod that combine black space with nebule like in some solar systems it will be black and in other solar systems it will have black space with nebule

dreamy tulip
#

I built off of my friend Lo2k's space dream to make that with his permission

#

Enjoy

ruby torrent
#

Thanks

#

will some solar systems only have black space

dreamy tulip
#

Also, I'm pretty sure that in the overhaul mod I've encountered some systems that appear to be black

#

With the core mod

#

While other's not

#

I made systems more dynamic

#

When working on things

ruby torrent
#

nice i am getting tired of seeing color space all the time in no man sky

dreamy tulip
#

But I can't promise the same result with that file alone, as my full overhaul mod is also altering other things that are space related including implementing e3 space colors and lots of other things... etc...

#

Which is more than that one .pak

ruby torrent
#

ok

dreamy tulip
#

Yeah, I like seeing a lot of space color variety

ruby torrent
#

after some time seeing color space it gets old to me

#

do i put both mods in or only pick one

dreamy tulip
#

Only one can be used at a time

#

😃

ruby torrent
#

ok

#

thanks

tacit mesa
#

@dreamy tulip Does the latest update happen to have huge tingamajiggers ;)?

#

Guess I'll find out regardless. 😄

dreamy tulip
#

What's a tingamajigger?

#

lol

#

Creature?

#

😛

tacit mesa
#

LMFAO!

#

Was talking about the tentacle plants, but trynbe low key in case you made them randomly sized or something and wanted it to surprise people sometimes.

dreamy tulip
#

Ah, they were always there

#

The biomes changed

#

As I added a lot more

#

lol

tacit mesa
#

I could've sworn that save point was on a surface before though.... 😛

dreamy tulip
#

Biomes have different leveling/rules

tacit mesa
#

Also, I noticed you may have missed my comment about the Hovercraft Camera, which is centered on the turret itself, meaning you can't see your target because placing it behind the turret is where the target is.

dreamy tulip
#

Will look into it soon

#

off to sleep for now

tacit mesa
#

Fair dues.

lime mesa
tacit mesa
#

I should like it to be noted that, some ships should be that size, if you ask me. Especially the Cargo and Shuttle craft, and Science craft even, should probably be more geared towards this scale.

tacit mesa
#

@lime mesa Gotta say man, every time I've tried to put Space ADventures in there with Rayrods mod, only bad things happen.

placid grail
#

That's so pretty

lime mesa
#

@tacit mesa i never use Rayrod overhaul, and bad things never happens 😄

tacit mesa
#

Whys it say in the description that its intended to be used with rayrods overhaul then? Thats confusing.

lime mesa
#

@tacit mesa u can yes. And it should works fine. But Rayrod overhaul is still in beta

west notch
#

Thanks for 1.5 @dreamy tulip !!!

#

can i delete them or are they still useful with 1.5?

supple wadi
#

Probably not wise to suggest compatibility while RaY's still working on their stuff.

dreamy tulip
#

@west notch My pleasure!
Yes, feel free to toss those three files 😃

lime mesa
#

@tacit mesa i didnt get you were talking about my vehicles 😄 whats the issue with them ? they works fine for me, combined with Rayrod overhaul.

dreamy tulip
#

Just calculated all of the collision verts for all HG swamp biome object geometrics

#

And fixed the weird oversized objects

#

Currently re-doing the outdated swamp biome

#

And fixing the popin

#

And allowing everything to be mine-able and scan-able there

#

5.825125
12.986390
5.467995
5.825125
10.650230
5.467995
4.032963
4.632979
1.499494
2.284730
33.838870
2.284730
4.140013
2.917875
2.600824
16.981865
42.635570
14.346665
13.415071
23.750530
20.022853

tacit mesa
#

@lime mesa Your vehicles don't have any problems when used with Rayrods mod. I was trying to use the complete space adventures with it. From your nexus page, "--------------------------------------------------------------------------------------------
THIS MOD WAS THOUGHT TO BE USED WITH RAYROD OVERHAUL, IN ORDER TO MAKE IT FIT MORE MY PLEASURE OF PLAYING NMS.
NOTE THAT IT CAN BE USED WITHOUT RAYROD OVERHAUL OR WITH ANY OTHER MOD."

"Thought to be used with Rayrod Overhaul" seems to suggest the intention that it run alongside Rayrods overhaul.

lime mesa
#

@tacit mesa yes it does :D but this is a special edition of the mods pack. that is more compact with less mods.

tacit mesa
#

@lime mesa Well I dunno whats up mate, but I added a relatively limited selection from Space Adventures alongside of Rayrods Overhaul, and the game crashes on a new save, and my two old saves are messed up. The one where I've saved station side, I fall through the floor as soon as I log in. As for the other, I appear in deep space, and my ship is landed on a far far away planet, that's invisible.

lime mesa
#

Oh get your issue. well SAU is compatible with vanilla saves but not with Rayrod saves. If u want to use SAU on a Rayrod save, u have to use the modular version. I ll need to do a patch for ur case i think.

#

@tacit mesa ;)

lime mesa
#

I did an update: V2.01
IMPROVED Walking sentinels spawn on some planets (RUINS / SHIPS / WOODLAND / SAND ) (+ fixed a FPS issue on sand planets)
( the update is not available on NOMANSSKYMODS.COM yet, the site is having issues for me )

dreamy tulip
#

@lime mesa Lookin good 😛

#

There we go, this swamp biome is now fixed up.

Calculated the swamp biome object mesh geometrics, added appropriate colission to the models alongside mining and scanning capability, re-made the old/oudated biome from scratch, fixed the bad pop in, fixed stretched objects, and various made density adjustments.

dreamy tulip
rapid moth
#

@dreamy tulip so is this new overhaul all your work in one mod?

tacit mesa
#

@dreamy tulip You there mate? I got some questions about Space Adventures. Specifically space adventures has some biomes in it I'd love to have, but I don't want to overwrite yours. But...ruined ship/scrapyard biome just makes sense for this type of advanced universe.

#

@rapid moth Rayrods Overhaul is a buttload of stuff all in one mod. I believe it also includes a few other mods with permission, the most notable of which i"m aware of is Redmas Alternate ships.

dreamy tulip
#

@rapid moth Hi there, all of my work is in the overhaul (with some external optional components).
Additional credits for any contributations by any other modders are also mentioned in the download. 😃

#

@tacit mesa Alien Worlds biome are integrated, but as far as any other features from space adventures I currently don't know; you may have to talk to Redmas about that

#

1.6 will have the updated files/biomes

#

And will link to his page if anyone wants his standalone

tacit mesa
#

Oh god I can't wait to find a ruined ship biome then.

rapid moth
#

@tacit mesa @dreamy tulip thanks for the response!
I already use a ton of rayrods mods so im sure ill get this when I get back into playing.

dreamy tulip
#

Oh yes, if you've used any of my mods... this is the only mod of mine that you'll need 😃

#

@rapid moth

tacit mesa
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@dreamy tulip Hey if you wanna have a laugh, add the Ultimate Vehicle Mod to your load order. For some reason, it makes all of Redmas alternate ships GIANT sized.

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(Which as a side note is actually really cool.)

rapid moth
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@dreamy tulip ‘s overhaul is going to be the fallout 4s sim settlements of NMS

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Oh yeah, does having mods installed affect multiplayer in anyway?

dreamy tulip
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@rapid moth
Any mod that alters terrain, or planetary/solar system distances will affect multiplayer player positioning. In some cases, editing the planetary building table can break saves. Also, Some custom biomes have different rules and also collaborate with terrain voxel gen rules, and also create different kinds of leveling that could affect multiplayer positioning and coordinates. That's pretty much about it. I don't believe that there's other files that can be modded at this time which will do that. Anyone with the mod can accurately see ach other though.

rapid moth
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Oh thats cool, it’d be problematic if i wanted to go join the galactic hub im guessing

dreamy tulip
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The planets would still be there :)
But it honestly hasn't been tested enough

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for that yet for me to be 100% sure what would happen

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One time I did fall asleep

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And someone randomly found me

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on a random planet

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And he was unmodded

rapid moth
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Thats pretty neat

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Iv never had a multiplayer interaction

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I cant wait for our playermodelsnto become a thing

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*playermodels

tacit mesa
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no joke

tacit mesa
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@dreamy tulip Got another little weird bug for ya. For whatever reason, whenever I open my inventory with the Tab Key now, it likes to default to my ship inventory a lot of the time, if not all the time. I think sometimes it randomly opens to my Multitool as well. -_-

supple wadi
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That might be a vanilla issue.

tacit mesa
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@supple wadi I don't recall that ever being an issue in normal gameplay, but you could be right, or it could be something brought about by Atlas Rises.

supple wadi
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🤷 I know in my vanilla gameplay it seems to like switching about. I think it might be an Atlas Rises quirk, as I know before it typically stayed at most recently accessed. Haven't watched closely enough lately to see if it's still that way or not.

dreamy tulip
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@tacit mesa There's also a similar glitch with the basebuild menu and inventory ui that I think is vanilla

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I believe it's a hardcoded issue

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Introduced on AR

dreamy tulip
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300 more biomes integrated, so it's like around 3,600 biomes now

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Now time to work on floating wave flora biomes next

tacit mesa
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@dreamy tulip Can I put the camera for the Exocraft anywhere I want? Can I zoom into the level of Inside the craft?

dreamy tulip
tacit mesa
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If I can figure out a good centerpoint for the camera to rotate around I could experiment with making a few cockpits that hold the camera without clipping as you look around.