#nms-modding

1 messages ยท Page 134 of 1

dreamy tulip
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"I play on normal, but after purchasing a new ship, the launch thrusters had 0 fuel, so i refueled them to 100%, but it tells me that they are not fueled. So i am stuck on a planet. As well the notification pops up that the pulse engine is heavily damaged, but all the ships that land at stations don't have pulse engines, and I can't build the standard one. Maybe that is the reason why i can't lift off. I don't know what to do"

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I think this might be in the technologytable

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About to look into it.

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But do you know what the cause might be, or rather what file could potentially cause this issue?

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I've heard from someone that this is a vnailla thing too, but it doesn't sound like it.

supple wadi
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o_O I've not really heard of that issue before. I saw a weird issue someone mentioned the other day about all their tech being damaged but seemingly still functioning (besides launch/pulse/etc.). TechTable is my first thought of what to go after too.

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I take it they also can't even repair their Pulse Engine...? Or is it saying a Pulse Engine they don't even have installed is damaged? ๐Ÿค”

dreamy tulip
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Thanks, I'll take a look in there. I dunno honestly. But I did notice that purchasing a ship in stations, had empty pulse.

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Not sure if that's normal.

supple wadi
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Hrrm. I honestly can't remember, since I've only occasionally bought ships

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If memory serves though you should at least start with a Pulse Engine installed...Which makes it seem likely other ships might have it by default

dreamy tulip
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Yeah, it's installed by default but empty. Will look into it. ๐Ÿ˜ƒ

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Might have to jump back to vanilla

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to be sure

supple wadi
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Totally unrelated, but the more I think about it, the more I hope they completely overhaul the interactions

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It would be an absolute mess to do, but doing something to rework the AlienPuzzleTable would be great

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Btw zipping over to a station to run a quick Pulse check

dreamy tulip
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Thanks man! I hope so too. Any kind of improvement is appreciated.

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That is with the interactions and game in general

supple wadi
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Okay, yeah, looks like random trader starships come with Pulse Engine & Launch Thruster by default, uncharged

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So yeah, something's going awry with the Launch Thruster not reading the charge & Pulse Engines not appearing on trader starships

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That's so weird...It may very well be that the absence of the Pulse Engine is causing the Launch Thruster issue

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At least if one takes the Pulse Engine description literally

dreamy tulip
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Oh, interesting. Wait, so, Idk if there's no pulse engine ๐Ÿค”

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I gotta verify that

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unless the person reported that and I missed it

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Will look into that fuel situation

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I sorta wonder if it's a mod conflict issue

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Might not be.

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@frosty vine Snapped this

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Looks like grass, but those are trees lol

supple wadi
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oppressor can i has your pc

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Btw RaY about the missing Pulse Engine thing, from that user's report:
As well the notification pops up that the pulse engine is heavily damaged, but all the ships that land at stations don't have pulse engines, and I can't build the standard one.

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At the start they also say they bought a new ship, so I'm thinking that they bought one without a Pulse Engine expecting that they could simply install it, then issues

dreamy tulip
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Oh snap I missed that.

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I didn't encounter that issue ๐Ÿค”

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Only uncharged, which is identical to vanilla

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But then again...

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I am using an optional override mod that modifies that file

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So, I'll try with only the core mod

supple wadi
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Aaah, yeah, if you're not already asking them to report whether core & optional or just core, that would be wise to request

dreamy tulip
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Great idea, thanks

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Added a constructs compatibility file

frosty vine
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@supple wadi sure, just give creds where ya post it

supple wadi
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Haha, sweet I can have your PC?!

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๐Ÿ˜›

dreamy tulip
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Fixed an ecology crash

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Misdirected filepath

dreamy tulip
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Uploading in a few minutes

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Also, not sure if anyone's tried it yet... but

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You can terraform terrain slightly with melee

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Also, with the boltcaster

sand sinew
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Nice

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so I assume the patch will hit today?

ruby torrent
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can you share the portal address or coordinates Rayrod Tv I would love to visit that planet

dreamy tulip
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It's uploading now ๐Ÿ˜›

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I don't have the coords sorry. Oppressor11 took those.

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I like to look at them and share them sometimes. I like seeing different kinds of scenic views with the mod.

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Also, in vanilla

ruby torrent
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ok

toxic goblet
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what, rayrod, you don't have full recording of every action players take when your mod is installed?

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that's, like, software development 101 - log and track everything you can for "analytical purposes" ๐Ÿ˜›

dreamy tulip
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Oh, haha nah. Also, that sounds potentially malicious ๐Ÿ˜‚

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But then again, HG's logs their server data

toxic goblet
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but how else will you manage game performance without stealing credentials from users' browsers?

dreamy tulip
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0.o

toxic goblet
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(yes - this is all sarcasm in the vein of Cambridge Analytica, Google Analytics, HotJar, etc. Just "tracking for the sake of tracking" used by everyone calling it "big data")

dreamy tulip
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Ah, yeah... I see. Well, I sorta wish that there were crash logs lol

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Instead I have to deduce everything

sand sinew
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a lot of games do track a lot of data like inputs etc, though of course all whitin the game itself. It's very useful data

dreamy tulip
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The shaders are

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The shader error report is very helpful


dreamy tulip
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No Man's Sky: RaYRoD's Overhaul: The Immersion Update v1.2

- (Key change) Log:

Fixes:

- Fixed numerous warp crashes (If you encounter any more, refer to "Bug Reporting.txt) for instructions on how to specifically report this to me directly.
- Fixed numerous ecology related crashes
- Fixed numerous creature model related crashes around (14) fixes
- Fixed various cave related crashes
- Fixed numerous crashes relating to sparse faulty model assets (that are now fixed)
- Fixed a crash that occurred while looking through the creatures discovery menu
- Fixed a crash that occurred from ambient spawn warp-ins
- Fixed flora with red square textures around it
- Fixed numerous material related crashes that were dynamic
- Fixed certain biomes that got messed up (right before the mods release after recent changes). Stuff like, some assets being too huge, or all over the place, or laggy. - Please report this to me, if you find any more with a screenshot.
- Removed redundant ship cards at trade stations
- Fixed an invisible collision glitch with a particular underwater biome
- Fixed various grass texture bleeding issues. (I am still looking for more)
- Fixed various models that had a red square texture around them
- Fixed a few missing buildings that would show up as waypoints (please report to me, if you see any more)
- Fixed awkward scaling of the E3 style inventory```


*New Features:*
```- New scorched style, forest type biome
- New procedural frozen forest type biome
- Water has been improved even further, thanks to TemplarGFX for the most recent changes. Looking upwards from underwater no longer looks too bright, and things become darker the deeper that you traverse underwater.
- Further worked terrain and added various superformula elements```
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Improvements:

- Re-added Eclipses by Lo2k
- Nightime is dark, but no longer too dark.
- Balanced about Ambient Ai spawns in space
- Adjusted the overall game brightness a bit more
- Added a subtle transparent Atlas Icon to better fit the Atmospheric Atlases, converted to fully functional space stations.
- Fixed missing resources on some planets. 
- Resources and resource plants are no longer too common.
- Biome Color Palette adjustments
- Slight FPS boost```

*Random changes:*
```- Added an optional "Default UI+Inventory file into Optional Mods\Core Mod Removals+User Recommended\Default UI + HUD
- Added an optional "Russian Font" hotfix file into Optional Mods\Rare+Unique Bug Hotfixes\Russian Font hotfix
- Added a new optional mod folder titled "Compatibility Patches"
- Added a compatibility hotfix for "Constructs" by MSSP - Located in Optional Mods\ Compatibility Patches
- Pre-Atlas Rises biomes (PS4 RC1, 2016, Foundation, PathFinder) biomes can now have the ground textures from those versions again and also the newer textures. Although the newer textures are different, the old one's had their own kind of variety and style.```


NexusMods Download Link: https://www.nexusmods.com/nomanssky/mods/497
Alternative Google Drive Download Link: https://drive.google.com/open?id=1WAifgl8VvA-o8LBMvWEf2xpWuPoVUsLd
ruby torrent
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triple nice

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will you also be uploading to google docs Rayrod tv?

dreamy tulip
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๐Ÿคฆ

supple wadi
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Heheh.

ruby torrent
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I did not notice the google docs link my bad

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the google docs link was sitting under the nexus mods link the whole time and I did not notice it for some reason

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i feel dumb now

supple wadi
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Eh, happens when ya skim, no worries

dreamy tulip
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It happens :P
I'm just overtired and grumpy sorry

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lol

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I intended to put something into the microwave before, but ended up putting it in the oven, and then turning on the microwave lol

ruby torrent
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and i wanted to download it so badly and i overlook the post

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thanks for the update Rayrod tv

dreamy tulip
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Glad to share:)

ruby torrent
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and the monoliths will not spawn at the waypoints

ebon onyx
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@ruby torrent did you remember to delete shader cache ?

ruby torrent
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Yes first thing I tried and still the same

gusty fulcrum
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@dreamy tulip I can't seem to use the updated version of the mod, as unpacking the part two of the main mod leads to a message saying it's corrupted.

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Is this just on my end?

inner portal
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I got this too

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Also unexpected end in archive

sand sinew
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For me this version of the mod has been a lot more stable, no crashes so far

wary hazel
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Oh is the new version up?

inner portal
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@wary hazel it is. Pretty sure it runs fine, just a few unpacking errors

wary hazel
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Cool

gusty fulcrum
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@dreamy tulip still crashing after initialisation

wary hazel
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Got a corrupted message but will try it anyway to see if it works

dreamy tulip
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@ruby torrent @gusty fulcrum Can you two provide a screenshot of your MODS folder?

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I will need to re-upload to NexusMods apparently.

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Perhaps it didn't fully upload.

ruby torrent
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I already fixed it it was a other mod making it look like that way

dreamy tulip
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What other mod?

ruby torrent
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I removed rest of the mods I use and leave your mod in and it works

dreamy tulip
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The overhaul mod is incompatible with 99.99% of other mods.

ruby torrent
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On your v1.1 mod I can able to use the other mods that I use

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Weird

dreamy tulip
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It was still incompatible then.

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Just because you don't see it break, doesn't mean that something isn't broken somewhere.

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The mod modifies like almost every file

ruby torrent
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ok

dreamy tulip
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But yeah, per the installation instructions:

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Warning: This mod was intended to be used as a standalone. If you use other mods with this game and have a "bug report", please send a screenshot of your MODS folder when reporting any bugs to prevent confusion. If you have any custom compatibility questions or requests... feel free to ask and I can help out. ๐Ÿ˜ƒ

  • RaYRoD
ruby torrent
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The other two mods that I use is lush distance grass and construst mod

wary hazel
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It seems to work okay for me for now, even if it said file corrupted

dreamy tulip
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Yeah, the lush grass mod is known to cause a bleeding grass texture. However, I still also have more of those to fix on my end.

ruby torrent
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ok

dreamy tulip
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In the changelog provided above, I wrote this

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  • Added a compatibility hotfix for "Constructs" by MSSP - Located in Optional Mods\ Compatibility Patches
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The overhaul mod has increased draw distance (in different kinds of ways) on all assets in the game

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So, rather than only being grass it's all things.

ruby torrent
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Maybe it was lush distance grass mod was making it look like that way

dreamy tulip
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Potentially, however, there's a few biomes left in the overhaul that still does that.

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Which I am about to fix.

ruby torrent
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ok

dreamy tulip
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Alongside, a few crashes reported. However, I suspect that these are the last of all crashes left over.

ruby torrent
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Other thing was weird is that I can fly through the ground

dreamy tulip
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Not sure what happened there.

ruby torrent
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I was using your atlas rises low flight mod

dreamy tulip
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I don't believe that file has the potential to cause that. It requires a certain speed to be able to clip through the ground. That is vanilla flight handling, but allows you to fly lower. Will look into it, but it's likely something else. If you encounter a planet like that, or a similar situation... feel free to provide a screenshot of your MODS folder and also your save game. So, that I can reproduce the issue.

ruby torrent
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I was flying slow and was able to fly through

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Crazy how new bugs can only appear on different people computers

dreamy tulip
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Do you have a screenshot of your MODS folder?

ruby torrent
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I will take one

dreamy tulip
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The machine shouldn't be an issue.

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With injected, dll based mods it's different.

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With .pak mods, not so.

ruby torrent
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ok

dreamy tulip
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Are you using all of those other mods?

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Currently with the overhaul?

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Highlighted above the (Part 1).pak

wary hazel
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So it works okay, but sometimes a box appears on the right side but seems fine other than that

dreamy tulip
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@wary hazel Can you provide more information?

wary hazel
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Currently in the ship, an on the right side is a black box. 1 sec

ruby torrent
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I took the rest of those mods out and I only have your mod in the folder and it fixed the issue

dreamy tulip
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Glad it's fixed.

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Brb

wary hazel
dreamy tulip
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Default UI file?

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Can you provide a snap of your MODS folder?

wary hazel
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I can but it's just your mod. But I'm starting a new game to see if that fixes it

dreamy tulip
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That's fine.

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However, even with the optional mods there...

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It's necesarry for me to get a good perspective on what the issue could be.

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Starting a new game is not the solution.

wary hazel
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Yeah I had the everything is free from the option mods so I could get a jump start on the new vanilla game I had started

dreamy tulip
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It's an internal issue, if there is one.

wary hazel
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Yeah I'll SS it

dreamy tulip
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Awesome.

wary hazel
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Did find a nice planet though on the new game. Tons of Emeril, but here's the mod folder shot

dreamy tulip
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From what it looks like, you're missing (Part 2)

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Included this in the log:

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Note: This overhaul version now consists of two files.ย  "No Man's Sky - RaYRoD's Overhaul (Core Mod - Part 1)" and "No Man's Sky - RaYRoD's Overhaul (Core Mod - Part 2 - Assets)". BOTH of these files are required to use the mod.

wary hazel
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That's weird, I DLed the newer version

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On top of that I didn't think it would even load in if it was missing stuff

dreamy tulip
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Do you see part two in the same archive?

wary hazel
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Yeah it's in the DL itself but I think part of it got corrupted

dreamy tulip
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The archive on Google Drive is not corrupted, like NexusMods.

wary hazel
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Appreciate the help. Go have a beer or somethin man. you work too hard xD

dreamy tulip
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No problem man, glad to be of help. I look forward to having the last remainder of issues sorted out.

wary hazel
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It was weird that the game even loaded half of the mod though. DIdn't know it could do that

lime mesa
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Thanks for the update rayrod! Do you think its at the point where we can play survival somewhat safely?

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also can we get a new version pin

dreamy tulip
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Hey, I don't think that a new pin is needed as the links and info is essentially the same.

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I'll update the pin post with the changelog

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Also, survival has always been a thing with the mod ๐Ÿ˜›

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The mod is made for all game modes, however, I had to balance some things out

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It's actually more difficult than vanilla

dreamy tulip
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Turns out that the google drive link was linking to the older version

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Uploading the one from last night again, then will continue working on 1.2.1

dreamy tulip
ruby torrent
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I have a question why does the pc version of no Man Sky have to load shaders while the ps4 version does not have to I been wondering about this.

dreamy tulip
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The PS4 version has shaders pre-cached

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Internally

ruby torrent
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ah ok

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Why doesnโ€™t the pc have the shaders pre cached

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Is it possible to have the shaders pre cached on the pc version

obsidian tree
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maybe something to do with hardware. The hardware of a ps4 is static (as in all ps4's have the same hardware), whereas on computers the shaders have to be compiled for that computer?
Maybe I am totally not understanding the process, but that would be my guess

dreamy tulip
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It could be something like that, however, the PS4 pro differentiates from the regular PS4 I believe.

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I think in order to hit 60FPS on the PS4 build in it's vanilla state, you need the pro

slim pasture
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is there a mod to make the ships look like star wars ships?

dreamy tulip
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Krem's moarships v3.0 has 3rd party ships for NMS that are star wars themed

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Included optionally and made compatible for RaYRoD's overhaul as well

urban perch
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Morships is cool

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Is it possible to do the same for frwighters?

ruby torrent
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Hey Rayrod Tv I found out which mod was causing my issue it was the LawnReality.E32015.ScanPulseEffect

dreamy tulip
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Okay, well... I might stop responding to bug reports from users, who are using other files that are not provided within this mod, or have not been specifically made compatible for this mod properly.

I wrote this in the instructions Warning: This mod was intended to be used as a standalone. If you use other mods with this game and have a "bug report", please send a screenshot of your MODS folder when reporting any bugs to prevent confusion. If you have any custom compatibility questions or requests... feel free to ask and I can help out. :) for a reason.

If there is an issue/bug internally within the source of my project itself, (considering that the overhaul mods nearly every file in the game, or nearly every file that other mods use) which is also why my project is mostly incompatible and different kinds of mods require different kinds of compatibility (fixes) then that's my place to deal with that and fix it... IF it is my mod that is causing the issue. However, when users do not read the instructions or ignore the instructions and then add a ton of other files into the MODS folder and report issues regardless (vaguely)... that's not a realm of "bug fixing" that I'm going to step into for much longer. The reason for that is... it becomes more complicated then it's intended to be. It becomes really confusing/time-confusing to determine whether the issue (is the original source/mod or a gazillion other potential combination of .pak files) that users might throw into the mix. Not every mod is intended to be used together. Not every mod works properly together, even when made compatible. Some external mods (not provided with the overhaul) do work properly w/o breaking anything, some will actually break stuff in the overhaul mod if added. If that be the case, then the bug/issue is not my issue, nor do I feel inclined to fix it.

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However, I'm always down to help out or look into it (if someone has a question of whether something is compatible, or has a potential compatibility request). Therefore, if anyone uses other mods and encounters a bug. Please provide a screenshot when reporting it. Also, if anyone encounters a bug with only the mods provided in this mod and decided to report it, a screenshot would still be helpful (as the mod itself also comes with optional files) - and sometimes those have had issues too in the past. Thanks!

dreamy tulip
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@lime mesa

The way that I have it set up... is that exploit is not permanent. You run an internet based exploit, Then you just install via usb. Once you reboot, the exploit is gone, it's an unmodified ps4, and the game is left modified. To remove the mod, you can simply delete the nms game install from the xmb menu and pop the disc back in.

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That's all that I prefer to say for now.

lime mesa
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Isnโ€™t that kinda borderline, though? Like, Iโ€™m not quite sure if Sony would like people doing that for any game at all.

dreamy tulip
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I could care less lol

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I come from the PS3/PS4 modding scene, it's where I started.

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With folks like Geohotz etc...

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Also, it's not illegal to exploit a console. It's illegal to install pirated games.

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Same concept with emulation

lime mesa
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Even if itโ€™s not illegal Iโ€™m not so sure theyโ€™d appreciate that

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Idk, better safe than sorry for me I suppose

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Especially since Sony can be an asshole

dreamy tulip
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That's up to you. We differenciate in perspective.

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I remember the good ol days, back in PS3 modding.

lime mesa
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To be honest, Iโ€™m just not sure people would want to go through the trouble to just mod No Manโ€™s Sky. Even though you said itโ€™s not illegal nor is it typically a ban worthy offense, itโ€™s still a little weird to think anyone would want to do that for PS4 and risk anything at all

dreamy tulip
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Also, in regard to console exploits (afaik) there's no jurisdiction that Sony has in relation to that. However, there is a line that you can cross (eg. pirating games)
Even though people still do it. Etc... I do doubt that Sony would target a speciifc individual in that aspect, even though that is crossing a line.

lime mesa
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Well, to be honest I doubted Sony would lock me out of playing on any other platform than Sony for Fortnite. We can see how that turned out

dreamy tulip
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Many people would want to. I get messages about it daily. Also, never did I say that it was something that "I was going to do for everyone"

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I'm doing so out of research/curiosity

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Apart from that, it really is simple. It's a soft exploit. As mentioned earlier: 1. "Click button" 2. Install mod file via usb

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  1. Reboot console = No exploit/Base unmodified console
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And the game remains modified

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Really all that you're doing is enabling Dev access

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Which is something that anyone who is a Sony Dev or Ps4 dev can do

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I have a friend who works with Sony

junior furnace
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I suppose a PS4 modified game will be run offline ?

dreamy tulip
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And has a Dev PS4

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It doesn't have to run offline

junior furnace
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so basicly you will upload discoveries unlegit ?

dreamy tulip
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Enabling a Dev feature is only essential to install the file

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It would be identical to PC play with mods

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No different.

junior furnace
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using PS Network IS a difference, isn't it ?

dreamy tulip
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Nah

lime mesa
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Seems too risky to me honestly. Maybe people who play no mans sky and not really any other game can do it, but not me

dreamy tulip
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Sounds like paranoia tbh

junior furnace
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would not do it either

lime mesa
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Itโ€™s a lot to lose though

dreamy tulip
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Or a lack of undertanding of what exactly is being done

junior furnace
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sounds like "respect the rules" to me

lime mesa
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Do you know Sony?

dreamy tulip
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What is there to lose?

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Yes, I know Sony lol

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But by all means, you do you.

lime mesa
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ยฏ_(ใƒ„)_/ยฏ

dreamy tulip
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You do realize that you are playing a game on an unmodified console right?

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That it's identical to a console that you would buy from the store

lime mesa
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Itโ€™s still a line crossed. I donโ€™t think itโ€™s a safe idea

dreamy tulip
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You're not altering any firmware, or hardware, or anything related to the console (except unlocking a dev feature that's already built in, in a soft temporal manner)

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And upon reboot it's gone

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A line crossed says who? You?
What determines that? Haha

junior furnace
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to risky for just a mod, imo

dreamy tulip
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Even Sony acknowledges the legality of the matter

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Let's be reasonable

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Too risky for a mod? That's an opinion

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No offense

lime mesa
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Well of course

junior furnace
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indeed, this is my opinion

dreamy tulip
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However, I can overtly say that there is "zero" risk involved in the process (at-least from a console/hardware) standpoint

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If you're concerned about Sony (hunting you down over something legal) - That's your decision

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On my part, and like many other people... "we don't care"

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Console modding has always been a thing

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And there have always been people against it (for different reasons) and then people who have been desperate to get into it or just interested

fickle torrent
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Modding online with this game is legal and not an offense XD

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no way is sony going to chase down people for modding their game because the moment they start doing that it'll be community outrage

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they wouldn't dare XD

lime mesa
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Donโ€™t they already ban people for modding though?

dreamy tulip
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Lol, I remember when R* tried to make modding illegal @fickle torrent

fickle torrent
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if they didn't want mods on the game they could make it difficult to mod

dreamy tulip
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They targeted my friend's program "Open IV"

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For GTA V

fickle torrent
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XD ye haha

dreamy tulip
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The outrage was insane

fickle torrent
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ah your mate did that?

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nice

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yeah, people really didn't like the sound of mods being banned

dreamy tulip
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Their ratings dropped a lot

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I might be mistaken

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But there was over a million petition signers haha

fickle torrent
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yeah there was a lot of backlash

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ye XD

dreamy tulip
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My friend Chrome x Mods got sued again though

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But he did stupid stuff

fickle torrent
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O_o

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what game?

dreamy tulip
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GTA V

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He and I were one of the first few people around

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But he did stupid stuff

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Like he would go into R* dev servers

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When they were live streaming and do a rape animation ๐Ÿคฆ

fickle torrent
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O_O

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ye not a good plan XD

dreamy tulip
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R* would ban him

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And he would come right back lol

fickle torrent
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XD buy another copy?

dreamy tulip
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Nah, He just couldn't be stopped in that way

fickle torrent
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ah right

dreamy tulip
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Because he knew what he was doing lol

fickle torrent
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ah ye

dreamy tulip
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They couldn't constrain him, so he got in legal trouble

fickle torrent
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tried for hacking?

dreamy tulip
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And was told to stay away from GTA V online

fickle torrent
#

fair enough

dreamy tulip
#

But he recently went back

#

And I think he got in trouble again

#

At-least saw news about it

fickle torrent
#

Ah xD

#

sounds like an expensive hobby

dreamy tulip
#

R* is hostile I think lol

fickle torrent
#

:P ye they don't like this guy

dreamy tulip
#

The backlash with GTA V modding, wasn't because they made it illegal to mod online

#

But they pushed that for offline as well

#

After the backlash, they reverted what they did because their rep took a huge hit

#

Most of the developers of these tools and mods preferred to play offline anyway

fickle torrent
#

ah ye fair enough

#

i assume openIV is working again?

dreamy tulip
#

I believe so

fickle torrent
#

good good

#

got some mods i might download

dreamy tulip
#

My low level asm menu from back in the day on PS3:

fickle torrent
#

ah nice

#

blimey that was a while ago

#

i forget how old that game is

dreamy tulip
#

Yeah def

#

Anyway, back to the whole PS4 NMS modding thing

#

Modding NMS on PS4 would be the exact same experience as modding NMS on PC

#

In-game

#

The PS4 Atlas Rises build and the PC Atlas Rises builds are identical

#

And installing the mod is performed in like 3 steps

#

Uninstalling the mod is performed in 1 step

#

Also, no. Sony is not banning PS4 users for modding games.
Back in the PS3 days, Sony was banning PS3 consoles from PSN that ran full fledged custom firmware (on hard-modified consoles) which was tied to a lot of other things. It wasn't the mods, it was console related. Even then, it was easily possible to get back online and unbanned. I also am not using custom firmware. It's not the same thing right now. Nor is PS4 modding even that much of a thing yet. It's still the early days, however, I have what I need to work on the PS4.

fickle torrent
#

^ ye

#

paranoia not needed

lime mesa
#

I still wouldnโ€™t do it, lol. Just because they havenโ€™t in the past doesnโ€™t mean they still wonโ€™t do it. Itโ€™s a lot to lose that honestly feels youโ€™d be better off with a PC if youโ€™re so into modding. Sony is an asshole with a lot of their systems (no cross play, no name changing, infecting peoples fortnite accounts) that nobody can explain besides them with BS PR tactics. It just feels unsafe to me because Sony itself, regardless of the process.

#

And just because communities can gang up on Sony, that wonโ€™t change anything

#

People gang up on them all the time

dreamy tulip
#

If there ends up being a risk down the line, and I end up getting something fully fleshed out, I'd let those who are interested know in a disclaimer the potential precautions. However, I still don't see that happening.
Also, again (what happened in the past was due to different circumstances, different things being done, and something totally else).

lime mesa
#

...what?

dreamy tulip
#

Like I said above. Sony was banning PS3 users who were playing online with custom firmware (and a bunch of other things), which also rarely happened.

#

Not for "modding"

#

That's something entirely different than what I have been describing.

#

Despite the legality and no offense in it, plus no custom firmware utilized

lime mesa
#

ยฏ_(ใƒ„)_/ยฏ

dreamy tulip
#

Okay then.

lime mesa
#

Iโ€™m just saying that Sony isnโ€™t exactly known to be fair

dreamy tulip
#

I totally agree with that.

lime mesa
#

or logical

dreamy tulip
#

Indeed. What I am just saying is that - when it comes to this right here, it's a non-issue.

lime mesa
#

for now

dreamy tulip
#

When/If that day comes... we'll know.

#

Even though all of that was virtually something far different

#

Btw...

#

Perhaps exploit is a loose term.

#

The PS4 has a built in File Transfer Protocal feature

#

It's just not enabled haha

#

That's literally just it

#

Enable it, install the modified file

#

W/o it enabled, there's no way to access it

#

Haha

lime mesa
#

Yeah I read that a few years ago

#

Itโ€™s probably true

dreamy tulip
#

I honestly think it's legitimate

lime mesa
#

I wonder if they paid the ASA.

#

To like, shut up

#

Then again the ASA probably wouldnโ€™t say anything anyway

#

Just dismiss HG like they did already

dreamy tulip
#

I do kind of wonder what might've happened in different circumstances

#

"Builds time machine"

lime mesa
#

It would honestly make sense for HG to be screwed over by Sony. That would explain why they canโ€™t speak about what caused the difference in the game

#

They can still be fucked over

dreamy tulip
#

Yeah, I'm not a person who has been angry/upset at HG's or whatever before... I always loved NMS as is (though I'm very inspired) by what was.
However, I wonder if they were forced to hold back certain things

lime mesa
#

One of the things they mentioned was running out of money

#

Would Sony have to do with that?

dreamy tulip
#

From what I once read... Sony offered to fund HG's at some point after the flood, but they declined because other people needed it more.

#

Not sure.

#

Not sure if this is also possible... but what if Sony was like... "We don't want you to push out the full thing, but incrementally"

urban perch
#

Has anypme made freigjter mods

warm thistle
#

Cant remember the guys name at the moment but there is one called Armada, that adds a few new custom freighters @Davoodinator

dreamy tulip
#

Armada by MSSP

#

I also have a pilotable freighter, but it's not as detailed. It's one of HG's ships

supple wadi
#

That shot above is taken from Glassdoor or somesuch, yeah? They don't really do any checks on who submits reviews about their time at companies

urban perch
dreamy tulip
#

Glassdoor yea

lime mesa
#

if it was someone faking it, I'd imagine it would be more of someone who hates hello games. not a single review there is bad. the only one that references the backlash directly pins it on sony. while we should tread carefully, even though the result wouldn't make much of a difference, I don't think it's fake. not this one

#

then again, there could be a rabid fan out there who wanted to soften the fall. still don't think someone would do that

#

especially not in october, a month before foundation released and people's opinions changed

#

if the sony debacle is true, maybe Hello Games feels like talking about it is a bad route. either way, they're left with an unfinished game

#

so, again, either way, they are gonna add to it. just one is full of way more drama with your own publisher

supple wadi
#

I don't think it's worth taking as much of anything tbh

#

I don't know whether it's fake, but I haven't enough to consider it true, so it's just there

lime mesa
#

even if it was true, there would be nothing we can do about it

#

sony is a confirmed asshole anyways

supple wadi
#

As are all major companies, yay capitalism

lime mesa
#

yea

#

and people wouldn't really take it serious, I wouldn't believe

#

the circlejerk came, the circlejerk is dying (even if some people still follow it)

#

it barely matters in 2018

dreamy tulip
#

Figured out how to properly make water worlds

weary magnet
#

๐Ÿ‘€

#

Looks really good ๐Ÿ‘

dreamy tulip
#

This is an old video, of a very old version.... but this planet was similar.

weary magnet
#

Don't wanna be a pain but... How do you intend on making it possible for console players to get mods? I thought that was impossible...

dreamy tulip
#

I have the ps4 build modified, it's still the early stages and I'll elaborate more about it down the line

#

It's only the early stages because I'm not currently focusing on it

weary magnet
#

But how would someone else download that?

dreamy tulip
#

Would be as simple as downloading a .pak file, running something on the ps4, and installing it via usb

weary magnet
#

Sounds surprisingly simple

dreamy tulip
#

It's not complicated

weary magnet
#

Phew

#

Btw good job on your mod. Pretty impressive how you're able to get so much stuff done

dreamy tulip
#

Thanks.

#

Has anyone ever seen these flags?

#
    <Property name="SeenOthers" value="false" />
    <Property name="NetworkPlay" value="true" />
    <Property name="VoiceChat" value="true" />
    <Property name="TemperatureUnit" value="Invalid" />
    <Property name="UseOldMouseFlight" value="false" />
</Data>
weary magnet
#

Isn't that stuff we currently have in 1.3? Well I'm not very smart when it comes to code so I have no idea

dreamy tulip
#

Nothing really special, this is within the tkuserdata xml

#

I just never noticed it

lime mesa
#

I thought this was known lol

stray girder
#

Recommended mods for NMS?

warm thistle
#

RaYRods Overhaul: immersion update if you're looking for a mod that caters to almost every aspect of the game @stray girder

stray girder
#

@warm thistle Anything else that would go with it?

lime mesa
#

well it has almost everything that you would need

#

So no

idle scaffold
#

Is there a good mod to increase building limit at the bases

dreamy tulip
#

The overhaul mod does that, but I'm not sure about other mods

#

There may be

#

Someone else might know

#

But, when you say, building limit...

#

Do you mean, how high you can build? Or how many objects you can build?

#

If so, that can be done in the "TkGraphicSettings" file inside of Binaries > Settings

#

By opening it up in notepad++ or notepadd

#

There's a "RemoveBaseBuildingRestrictions" Flag that you can set to "True"

#
    <Property name="RemoveBaseBuildingRestrictions" value="True" />
    <Property name="BaseBuildingLimit" value="6000" />```
stray girder
#

How do I enable mods for the Steam version?

charred isle
#

If you open the properties for the game in Steam, then go to "show files on disk" or whatever, navigate to the GAMEDATA directory and remove hte DISABLEMODS.txt file

#

Been a while since I've used mods though so if that folder is the wrong one, just poke around until you find that txt file

#

@stray girder

stray girder
#

I know I need to make a mod folder, but where do I make it?

charred isle
#

Same directory that the DISABLE_MODS.txt is in

#

You should be able to google some guides as well

#

That will probably be more reliable than I am haha

stray girder
#

Thanks.

idle scaffold
#

@dreamy tulip thx

stray girder
#

I think RaYRoD's Overhaul screwed up the HUD. How do I change it back to the vanilla HUD?

#

Guys? Anyone?

#

Kinda need help here.

dreamy tulip
#

@stray girder Can you elaborate?

#

What's wrong with the HUD?

stray girder
#

Bars are missing, except for health and the laser heat bar, and it's black instead of white.

dreamy tulip
#

Do you have a screenshot?

stray girder
#

I thought I did, but all I got was a black screen.

dreamy tulip
#

Are you playing on Steam or GOG?

stray girder
#

Used the print button on the keyboard. Playing Steam.

dreamy tulip
#

F12 should do the trick

stray girder
#

That's what it looks like, that's the problem.

#

I have no way of knowing how long I can survive in hostial enviroment.

#

And it's too dark.

dreamy tulip
#

Okay, that's not a bug or an issue.

Check this out:

#

Due to hardcoded executable limitations in the game's current state, the modernized E3 2013-2015 HUD cannot have both the planet name on the top left HUD and the hazard data on the bottom left. However, the same data is still displayed within your binocular visor. However, if you would still prefer the bottom left hazard data.. this optional file will do that. However, you will lose the planet name on the top left HUD. A default User Interface/HUD override file is also included in "Default UI+Inventory file into Optional Mods\Core Mod Removals+User Recommended\Default UI + HUD" in the latest version that has been recently uploaded, alongside more stability.

Bottom Left Hazard Bar Restoration (Removes The Planet name on the top left E3 HUD):
https://drive.google.com/open?id=1iP7xRquhqxMrv0VBhTcYPDinjweRohhN?

stray girder
#

Thanks.

dreamy tulip
#

Just made the white bar more opaque for the 1.2.1 version.

#

Also working on a ton of more procedural forests

viscid mist
#

is there a mod that stops the exocraft from moving the camera up and down because it's physically painful

dreamy tulip
#

In vanilla? @viscid mist

viscid mist
#

uhh what do you mean?

#

the vanilla exocraft move the camera up and down and stop me from moving it up or down to look at something

#

if that's what you meant

dreamy tulip
#

Try testing this out

#

This improves various aspects of the in-game cameras, for exocrafts, spaceships, on foot, etc... and a lot of other things.

#

That will also remove what you asked for.

viscid mist
#

i'll test it out now, cheers

viscid mist
#

now here's a fun one

#

is there a mod that reduces geobay cost but is also compatible with the update?

#

afaik mods from before october last year don't work and they're all from before then

#

the camera mod seems to work but without an exocraft to use i can't really test exactly what i want lol

viscid mist
#

my mods keep breaking the FOV for no particular reason

warm thistle
#

Can you elaborate a bit more on the problem or provide screenshots?

viscid mist
#

aaah i found the broken mod

#

but basically my FOV would be set to something like 10 instead of the normal 60-100

warm thistle
#

Keep in mind that if you're using RaYRoDs overhaul, you cant really use another mod that modifies any of the same files as the overhaul does, as it's really meant to be a standalone mod

viscid mist
#

it was something to make scanning faster and it turns out it's for an older version of the game

viscid mist
#

also a mod removes all my blueprints which is nice

#

literally every single one so yeah

#

i just want cheaper geobays aeyes

#

is it too much to ask? aeyes2

viscid mist
#

plus i lost the blueprint for voltaic cells so i can't even make them normally ๐Ÿ˜ก

viscid mist
#

never mind it was just hard to see

lime mesa
#

@dreamy tulip Trying immersion at the moment, some of these .pak files look like cheats, can I remove them?

#

???

#

I dont want an uncapped drive distance

dreamy tulip
#

Everything apart from the two core mod files is optional

lime mesa
#

good

#

because the biome thingy fucked up my base and I dont want god mode stamina things

#

aaaand nothing changed

dreamy tulip
#

It's suggested to start a new save game, with this mod when first installing it. Always.
The mod is compatible with vanilla saves, but not vanilla bases.

#

Also, make sure to read the disclaimer and "Bug Reporting" txt, before reporting issues

lime mesa
#

yeah im going to disable again

dreamy tulip
#

Gotta go sorry, really busy atm

lime mesa
#

wait i need a copy of disablemods.txt

dreamy tulip
#

Create an empty text document

#

And name it "disablemods.txt"

lime mesa
#

oh

steel crypt
#

LOL

ruby torrent
#

Hey Rayrod TV is it possible to make the portal turn off after you step through it

obsidian tree
#

so like, you go back to where the portal is and it isn't active any more?

ruby torrent
#

Yes

#

I want the portal to be more like Stargate style

lime mesa
#

That's a bad idea imo

ruby torrent
#

Why

ruby torrent
#

I would like to enter the planet address I came from to get back after I step through

cyan oracle
#

don't think you can do that.. the portal back remaining active is likely related to the "OnOtherSideOfPortal" state stored in the save file..

supple wadi
#

Might be able to disable the visual effect tho

dreamy tulip
#

Just a heads up to anyone curious, I am still heavily working on a newer version. I'm ironing out various things, and considering re-doing all biomes again.

#

I've also created a lot of more biomes, and re-enabled formerly disabled one's that I've yet to enable.
Also, @cyan oracle the next version will have that optional file, for the expanded Ai.

Anyway, be back soon.

supple wadi
#

Going for those million or so iteration marks mentioned in the Boundary Failures

lime mesa
#

Can you make a toggle for the new biomes

#

I dont want to fuck up bases

steel crypt
#

๐Ÿคฃ

dreamy tulip
#

Lol

#

You can just use the mod on an empty save slot

dreamy tulip
#

So, I am about to do all of the biomes in the overhaul mod again. Alongside Terrain. (Also, whatever else may come to mind)

I'm starting from scratch. With what I know how to do now, I want to make a refined version of the mod. I also want to look at all pre-release stills and re-create everything exactly as it was and make 'better versions' of the biomes that I currently have from scratch and a lot of other things.

#

It will take some time, but I'm starting the process right now. This will also help to iron out any former issues that existed.
I'm going to overhaul the Immersion Update, and also lay the groundwork for the NEXT version (in regard to the areas that will still be necessary to apply to NEXT) - But even then, there's always room/opportunity for improvements/expansion to the game, as this game has so much potential. Even with the most polished updates.

dreamy tulip
#

Now that I think about it. I'm considering re-doing the entire mod from scratch. I'm going to aim for another overhaul of the overhaul. This time a full overhaul of the Immersion Update, but re-made from the ground up from scratch.

#

Gonna raise the bar for myself

supple wadi
#

๐Ÿค”

midnight spruce
dreamy tulip
#

I'm very excited for this. It's a great opportunity to make this fan project better than it's ever been, while also preserving performance and stability. I'm going to make every change also more carefully this time, every step of the way.

frosty vine
#

Good luck ray

dreamy tulip
#

Yo

#

Thanks. Still on that road trip?

wary hazel
#

Good luck with the new version Ray!

dreamy tulip
#

So far, I've removed a lot of redundant (unused files) that were taking up space, re-organized a ton of things under a new hierarchy, fixed a lot of issues, improved a lot of things. I did everything so far, except the biomes. (I'm not scrapping any of my assets or textures, or finished things). I just re-built the the mod from the ground up in a more stable and organized fashion, and am now (re-doing all biomes, since I'm more experienced with it... so that it will be stable, bug free hopefully, more varied than ever before, and more unique with a fresh new take).

dreamy tulip
#

Also, thanks!

fickle torrent
#

O_o sounds like a load of work, I noticed you mentioned something about somebody helping you with having loads of grass on planets, will we see that in this very large update?

#

New grass assets or something

dreamy tulip
#

Hi, I have a lot of good friends who are artists. Like Stoian and Cyrus James Khan. These guys spend a lot of time, working on their art for a living, and it's more-so a passion than it is work for them (even though it requires a lot of time and effort invested). That's what working with No Man's Sky and other things that I am interested in this sort of fashion is like for me. It's a lot of work, effort, and time... but it doesn't feel like work to me, but rather an enjoement. In the end I like what I've made and look forward to the next thing.

#

Also, I did not have help having loads of grass on planets.

wary hazel
#

Can't wait to see the new version again

dreamy tulip
#

However, the current version of the mod already has various unused grass models used.

#

What I did mention was that Stoiyan created a test blade of grass, that can work in-game.

#

I am considering adding more grass to the game at some point.

#

However, I did recently find another directory of unused grass models that I will be adding to the game.

#

I had to repair these grass models, as they became outdated and broken. After that, they look great!

wary hazel
#

Ooo that one is nice

dreamy tulip
#

I like it too

half condor
#

is there a cheat/mod program that allows me to edit my progress in the story?

lime mesa
#

immersion corrupted no mans sky

#

good thing I can revert to a save from just two days ago

#

when running it from a shortcut after running and disabling the mod, it ends up running the mod anyway and red text garble fills up the screen

#

when running it again from steam after its super laggy and it looks like a shader broke (no textures, just black)

dreamy tulip
#

There is something wrong on your end.

lime mesa
#

oh

#

well uh ok

dreamy tulip
#

Here's a few ways to disable mods.

#
  1. You can use the provided folder that comes with the Overhaul archive titled "Put Disabled Mods Here" by putting all .pak files in there
  2. You can create a new .txt document in your PCBANKS folder titled DISABLEMODS.txt
  3. You can rename the MODS folder to MODS_DISABLED
  4. You can delete the entire MODS folder
lime mesa
#

aaand now the no mans sky folder is undeletable as the uninstall failed

#

time to wipe steam now to get rid of this thing

#

aaand it looks like NMS.exe is now entirely locked and fucking undeletable

timber lark
#

Rebooted?

lime mesa
#

im afraid to do tha- wait i have a linux backup installation its worth a try

#

nms.exe is gone

#

good

charred isle
#

Might be smart to run NEXT vanilla for a bit before trying mods, since they likely won't be stable on the launch of the update

lime mesa
#

thats what i meant

#

when immersion is stable and next is out

charred isle
#

Yee noice ๐Ÿ‘

dreamy tulip
#

Like I said. There is something wrong on your end.

#

It's not a "mod-related" issue.

#

A .pak mod does not have the potential to mess with the NMS.exe, your computers permissions, and prevent your install from deleting. Whatever your issue is, it's the result you messing something up.

#

So, don't blame 'mod creators' for personal computer issues that are outside the realm of modding.

lime mesa
#

okay

#

wait

dreamy tulip
#

In regard to what you said about stability, that is true. The curent "Immersion Update" that is public, is an unstable build for testing and bug reporting. It has a lot of issues. Unfortunately, I introduced new issues prior to releasing it. I later spent 3-4 days with little sleep fixing 98% of those issues. I was glad to hear that a lot of people found it to be more stable than ever (despite a few remainder of issues left over).

What I've decided to do is... (going back to what I mentioned earlier yesterday), I am re-making the entire project from scratch and all of the biomes. I want to make it better than it's ever been before, while also making changes carefully this time. The project has over 10,000 hours invested... and during this time, I've learned a lot of things and have become well experienced with working with this game. So, I want to take the knowledge and the skills that I have aquired from working on this project and apply it to a fresh new take on the mod (while keeping certain things) from the former version.

#

Since last night, I re-did everything in the mod except the biomes. That's what I am excited to work on next.

#

Alongside a lot of other things.

#

A few benefits to this so far that I've noticed has been... 1. A decrease in filesize (after removing unneeded, redunant, files) 2. A more organized internal source heirarchy (It's a lot more organized in the mod's .pak source), 3. An increase of performance. 4. Updating the mod will be a lot less confusing. 5. A fresh new take, I want to overhaul the Immersion Update

#
  1. Stability
#

Also, this time... it's not going to take long for me to release a revised test version of the newer version of the mod.

vagrant iron
#

Thewe awe miwwions of changes to the base game at minyimum, uvwaww with the "Immewsion Update" in itsewf.

verbal cairn
#

Lmao

#

Yes

dreamy tulip
#

There are millions of changes to the base game at minimum, with the "Immersion Update" in itself. lol

#

Yes, that's true

vagrant iron
#

Millions is a bit of an overreach, no?

verbal cairn
#

Thewe awe

dreamy tulip
#

Nah.

verbal cairn
#

Lmao

supple wadi
#

Depends on what's being counted

dreamy tulip
#

There are millions of changes.

supple wadi
#

If you count even the smallest things, then it's probably not exaggerating

#

And small details can have big impacts with NMS

verbal cairn
#

Oh no another ess

dreamy tulip
#

When you count over 13,000 files (especially more files) not included in source, many of them being thousands of lines each with various changes and often significant differents from the base game.... it's totally understandable.

vagrant iron
#

WaYWoD's Ovewhauw awweady has a wot of E3, IGN Footage, off the wecowd pwe-wewease biomes, WC1 PS4 biomes, vawious contwibuted biomes by othew fewwow moddews with gwanted pewmission, and 13,000 handcwafted biomes by youws twuwy.

verbal cairn
#

Mmm

dreamy tulip
#

Yessir

random axle
#

how do you handcraft 13,000 biomes is my question

vagrant iron
#

considering you don't have access to the actual game code

dreamy tulip
#

I wrote about it on my header, you can read the "about.txt" if you're curious.

vagrant iron
warm thistle
#

Being such a beautifully talented individual is how you create 13k handcrafted biomes

dreamy tulip
#

I shouldn't have to keep repeating myself. Like, I wrote it for that reason lol

vagrant iron
#

@warm thistle Nice trolling there

dreamy tulip
#

@warm thistle Is not a troll.

#

He's a very kind individual here.

#

The three of you popped in here to troll me, based off of (claims that I have made) with available information that I can actually back up.

supple wadi
#

If you want to know how to craft a biome with NMS and have it on PC, unpack, look at the existing biomes, then think about how you'd want to make different versions of those

dreamy tulip
#

^

vagrant iron
#

I've done my share of modding of NMS

#

I know all about the files

dreamy tulip
#

That's nice to hear. However, I don't care what you have or haven't done. Honestly.

vagrant iron
#

Same!

#

๐Ÿ˜„

supple wadi
#

If you have a lot of spare time on your hands, it doesn't take much more than time & understanding the files to make a bunch of different biome variations.

random axle
#

I'm not calling into question the hand-crafting, or the biomes, I'm sure they're cool, but why did you do thirteen thousand of anything by hand

vagrant iron
#

Just seems like broad over exaggeration of so many things

#

Millions of changes thousands of hand crafted biomes

#

etc

dreamy tulip
#

I have the time. I do what I do as an avid fan of HelloGames and their No Man's Sky like anyone else. Working with No Man's Sky is all that I do.

vagrant iron
#

They should hire you!

dreamy tulip
#

As I've been working on this since mid-2016

#

Before there were any offcial community based tools as well

#

I've been working on this game.

verbal cairn
#

Hmmm

random axle
#

you've been working that long and you never heard of efficiency or automation?

supple wadi
#

Dunno about RaY, but writing programs to output NMS compatible xml files is kind of a pain. It can be done, and more experienced programmers could probably do it easily, but I know for me at least it would be a pain in the ass.

vagrant iron
#

.. its just XML

dreamy tulip
#

I do have automated ways of working on things (I do write a bit of python). However, my more preferred way is handcrafting biomes.

#

@random axle Refer to my about.txt

#

If you have questions lol

#

I explained a lot of this already. lol

verbal cairn
#

I dont want to download a mod to read

dreamy tulip
#

It's okay @verbal cairn. You can click a link and use your eyes with what's on the page.

supple wadi
#

Well it is just xml, but it also has to have the appropriate structs and such

dreamy tulip
#

If that's too much to ask, then you're just willfully ignorant and not worth my time lol

#

You see, if people have questions... (those who genuinely know me), know that I am always happy to answer them.

#

However, when you or multiple people come at me in the form of an attack... don't expect the same kind of response.

#

Referring to @verbal cairn, @vagrant iron , and @random axle In this case.

vagrant iron
#

Don't mention me, Harry aeyes

verbal cairn
#

I just said I didn't want to install your mod to read something lmao

random axle
#

rude I wasn't attacking you

vagrant iron
#

I was just questioning the staggering claims you make in the read me of the mod, is all

supple wadi
#

Oh, RaY, y'know there's a docs tab on Nexus now, yeah?

vagrant iron
#

ยฏ_(ใƒ„)_/ยฏ

dreamy tulip
#

You said a lot more before that. I also said that you don't need to download the 'mod' to read what is on the page.

supple wadi
#

Not sure if the about.txt differs from the mod description, but ya can put additional info under there for those asking stuff

dreamy tulip
#

Nah. Questioning is totally okay. However, the way that you approached me was provacative and disrespectful.

#

You weren't asking because "You are genuinely interested or curious"

#

You were asking in a rude way, because you had the intent of strife.

vagrant iron
#

Yes, yes, sure. I'll take my hate rhetoric else where. Of course, meme text is so offensive

dreamy tulip
vagrant iron
#

How dare you. It is not gibberish. It is OwO speak

blissful egret
#

But gibbwish is fuwn

dreamy tulip
#

@supple wadi The .txt documents are identical the documents in the downloads.

stone sierra
#

hey guys, you know where meme talk goes

vagrant iron
#

Shit, true

#

To the memes channel!

supple wadi
#

Er, do you mean those are identical to the description tab?

dreamy tulip
#

Heh, yeah lol

supple wadi
#

I was just pointing out that there's the Documentation tab for readmes and such on Nexus

dreamy tulip
#

Some people go around asking stuff like "So, how are you handcrafting biomes?" "What is this?" "What is that"

#

Just read the page lol

supple wadi
#

But if ya already have them basically synced with the description, no need to repeat with the Documentation tab

dreamy tulip
#

I have documents included in the official download, as I don't only host the mod on Nexus.

#

I also have additional credits in the official mod .pak source now.

#

Because even though I always (appropriately credited for any contributed componets) - Some people who did not read, would go around trolling the same kind of hate rhetoric.

#

Saying "He doesn't credit anybody"

#

This community is too small for people to be biting at each other.

vagrant iron
#

hate rhetoric

stone sierra
#

I need both of you to stop, please. Not helping.

vagrant iron
#

Fair. ๐Ÿ˜„

supple wadi
#

Nah, I know about the docs in the DLs, but there's also a spot for that stuff on Nexus itself these days, so people can view without downloading

dreamy tulip
#

Yeah, it's all there on Nexus

#

As always

#

Downloading the mod was never required to view

supple wadi
#

I should look into what else we can do with the Docs tab ๐Ÿค”

#

Lots of good stuff on Nexus for splitting up info. Description for basic boilerplate advert, documentation for the raw docs included, and even the little side blog for dev details

dreamy tulip
#

Ah yeah. My issue is...

supple wadi
#

Never had any longterm projects that demanded their use yet, personally, but it's pretty good for those doing that sorta project

dreamy tulip
#

From my experience, regardless of what info you put up... most people don't take the time to actually read it. I struggle to explain what the project is... because it's really massive and there's a lot going on internally.

blissful egret
#

Then simplify it

dreamy tulip
#

That I did.

blissful egret
#

Sounds like me trying to explain brane world theory to my friends :thonkerwithguns:

supple wadi
#

Oh yeah, I do get that. I dunno the number of times in forum discussions I've had to edit and edit or reiterate till people would read

dreamy tulip
#

It's a game overhaul. It changes nearly every aspect of the game, but is driven/aimed towards a particular style and vision.

#

And is also a fan project

#

I think that's as simple as it gets. I have this paste document, where I tried to explain it in 5 different ways ๐Ÿ˜‚

supple wadi
#

That said, some of your in-dev posts would probably do great as articles on Nexus for those curious. Also keeps that stuff centralized for yourself to review and be like, "Oh, duh, that's what I changed then!"

dreamy tulip
#

Oh, could you elaborate a bit further?

supple wadi
#

So if ya look on Nexus on your mod page and mod details, there's another tab during setup for articles, which is basically like a built-in blog for the mod where you can write about what you're doing with the mod at the moment, link screenshot albums, etc. Stuff you've done here pretty regularly, just in a more easily reviewed space

dreamy tulip
#

Wow nice. I didn't know that.

supple wadi
#

Which you could then link to across different social media instead of copypasting & adjusting format for FB/Twitter/Discord/etc.

#

It's pretty sweet

dreamy tulip
#

The thing with me though... is that when I work on things, it's often very unorthodox, and random.
Like... for 20 minutes here... I'll work on this section of stuff.
Like for example... I spent the last 3-4 hours working on everything ecology related. Then I switched to texture related stuff for an hour. Then I switched to metadata stuff. Then shaders. Then other things.
Then back to metadata stuff. (Without really thinging about it)

#

And in each area, there's lots of micro changes and then large changes

#

I kind of just flow wherever my mind leads me and I work on things or change things for testing.

#

Sometimes, it's from a "todo list" that I've written that is usually bound to expand

#

So, if I were to write "This is what I'm currently working on" - Idk if that would be substantial

#

Because I don't stop working on things until I finish, and I'm just doing so much at once. Once one thing is done, it turns into another immedietely

#

And then another, and another

#

with no end.

#

And then there's random stuff, and ideas put into use that happens on the fly

#

And stuff learned in the process

#

So, I'm like figuring things out at times as I'm doing them

#

By the time I finish doing what I intiitally wrote, it might be different than what I intended

supple wadi
#

Nah yeah, I follow that. I was thinking more in line with some of your recap posts where you go over some stuff you've changed recently, if that makes sense

#

Neither here nor there tho, really, just thought ya might wanna know about that as an option for going over what you're doing/have done lately with your stuff

dreamy tulip
#

Oh, I see. What do you think about... the idea, of "Key changes"

#

Like

#

With the more recent test versions that I pushed out of the WIP Immersion Update build for testing and bug reporting

#

I would include a log of "key changes" to the project

#

Of singificant changes

#

Right here:

supple wadi
#

Could be that, could be whatever ya feel would work best there, tbh

dreamy tulip
supple wadi
#

There's also a whole 'nother changelog area on Nexus for that kinda thing

dreamy tulip
#

I see. So, what you're describing is different?

#

Not sure that I'm picturing the right thing.

#

(Also, I will be right back) - In-case you reply.

supple wadi
cobalt mist
#

GWcfcThonk rayrod, i know nothing about modding, but i want to ask, how did you handcraft those biomes you talk about on the page for your mod?
what is your process for making those biomes?

supple wadi
#

lol Songbird, I think that's up in the about/mod description

#

If you ctrl+F on their mod page this:
How I am The Handcrafting Procedural Biomes?

Which I just noticed the funny typo on, lol

#

Little did we know the biomes were handcrafting RaY!

dreamy tulip
#

Hi, Songbird! What Gmr_Leon said is correct.

Here, I extracted this directly from the about.txt (which is also on the mod page):

How I am Handcrafting Procedural Biomes?
https://justpaste.it/6f1av

#

Pardon my typos, I roughtly wrote this.

#

This is a bit of explanation, it's not all of the information, but it was as much as I was willing to take the time to condense at the time that I wrote it.
I should probably also edit this, and update it (as this information for the most part is fairly old and outdated)

#

Anyway, I gotta hurry up and be right back.

junior furnace
#

@supple wadi can you handcraft biomes as well ?

supple wadi
#

If I wanted to, yeah

#

I'd probably just say I made some new biomes rather than say handcraft, but that's just being nitpicky, lol

junior furnace
#

new biomes combiantion I guess ?

supple wadi
#

The reason I haven't done so though is that I feel like it's much too static for my tastes. It does change the feel of places, but I'd prefer to adjust more active elements like creature behaviors, more nuanced weather, etc.

#

But we're rather limited in that respect

junior furnace
#

got it

#

would love to know how procedural biomes can be handcrafted, looks super intersting

verbal cairn
#

can someone make me happy and make a mod where it just adds freighters in atmosphere plesae thanks

supple wadi
#

I think someone just put that up as a mod the other day

junior furnace
#

@verbal cairn just wait for Next ๐Ÿ˜‰

verbal cairn
#

OH GOD I HOPE

supple wadi
dreamy tulip
#

@supple wadi I really should be "BRB'ing" - But, an idea would be to get a bunch of assets and creatively change the way that those assets behave in-game (while also looking for certain things, potential structs that we don't currently use, or utilizing what we have but fleshed out in a unique way per asset) - And then assigning them to handcrafted biomes, in a way where it's relevant to the biome type.

#

Understandibly, some things we will need to wait on HG's for.

#

However, one of the things that I have been doing for various assets, is scene modifying, altering entities, and lots of other stuff.

#

So that it feels less static, but there's a lot more that I could do with that with what's currently feasible.

#

It may not be the "signfiicant feel" that you're looking for, but it's surprising how much you can change the feel/vibe of the game (given that one know's what they're doing, and gets creative with it)

#

Also, what makes the biomes that I make "iconic" to it's own style is not the method(s), or even time invested per say... it's the passion, inspiration, creativity, and foundation beneath it that sort of drives every decision, change, and direction that I take. If you look at Stoian and CyberCyrus' art. They do amazing art. Both of their art is different. They have their own unique take on things. You see, even with working with HG's assets and even custom assets made from blender or whatosever (depending on what your goal there is)... it's still possible to re-create an image that you see in your mind into the game
(like a painting). Some people do the same with the basebuilding menu. I paint into the game with xml, with in-game assets and some 3rd party assets.

#

I personally like seeing other people's takes on things. That's one thing that I loved about Little Big Planet back in the day

#

Anyone can pick up a brush and start drawing on a piece of paper. But how many people are skilled at it? How many people are determined to become skilled at it, because they are really passionate about it?
As it's totally possible to just tell a biome to load an asset, and that's it. Or a bunch of assets. But the quality of your biomes, depends on how much love, effort, passion, and creativity that you possess to pour into it.

#

But people who paint things, often have a vision/picture in mind of what they're doing. They are inspired by something.

#

And if they're a perfectionist, they'll keep working on it until they are satisfied with it.

junior furnace
#

then basicly you are trying to turn HG masterpiece into your own vision ?

dreamy tulip
#

That's what you got from that? Absolutely not. As mentioned several times... what I do is merely a fan project, birthed out of inspiration of HelloGames and for what they've already done.
And by that logic, no one should use the basebuilding menu.

#

And to be fair, I do add my own twist to things at times. I am an artist at heart.

junior furnace
#

Long sentences... I can's read all. But You are talking about painting. I mean HG did a painting,you are right. And if it does inspire you, you make your own. I feel like you are trying to "repaint original version of a masterpiece". The "E3 flavour" etc...

#

And btw, basebuilding menu IS in HG painting ๐Ÿ˜‰

dreamy tulip
#

All No Man's Sky inspired fan art, utilizing the base-building menu and creating things creatively, playing the game in your own unique way is literally taking "HG's masterpiece" and doing your take on it.
That is also what modding is in general. It's also supported by HelloGames, and their CEO Sean Murray (who has proven to love people's own take of things via modding), and also what this channel is about.

junior furnace
#

You may probably don't understand what I mean...

dreamy tulip
#

I completely understand what you mean. You are saying that I am wrong, by being inspired by the iconic No Man's Sky 2013-2015 footages and working hard to re-create what HelloGames already did.

#

Which I am doing by restoring assets, previously unavaible to people.

#

I am also doing my own take on it.

#

Definetely not something worthy of being downplayed.

junior furnace
#

Never said you were wrong.

#

I am not here to say you are wrong.

dreamy tulip
#

Okay, if I wrongly took that... I apologize.

#

Well, you did say...

#

". And if it does inspire you, you make your own. I feel like you are trying to "repaint original version of a masterpiece". The "E3 flavour" etc..."

#

That's exactly what that sounds like.

junior furnace
#

What I'm saying is that, if you are an artiste, you should make your own masterpiece

dreamy tulip
#

There we have it.

#

"I should do this, but instead I am doing that" - Therefore, what I am doing is wrong to you.

junior furnace
#

why are you acting like that ?

dreamy tulip
#

I'm going to disagree there, and stand by the logic that I proposed earlier and move on from this conversation.

junior furnace
#

I'm not arguing

dreamy tulip
#

I'm not either, it's just a pointless conversation that makes no sense.

junior furnace
#

I say, once for all, that as long as you seems to be gifted for those things, you should make your own, game, I don"t know....

#

But you don't seem to get what I'm saying, so sorry if again, I'm misunderstood. Need to relearn english obviously

verbal cairn
#

I get what you're saying

dreamy tulip
#

I see. @junior furnace

#

Alright, I understand what you are trying to say.

#

Yes, Cyrus and I are planning to work on a game at some point.

#

However, what I enjoy working with as a hobby is No Man's Sky.

#

At this current point of time and I am inspired by Hello Games, and the arist in me, causes me to also do my own take on things (while still holding inspiration from them)... which I will continue to do.

#

I apologize for being a bit on edge. I haven't had the best morning here ๐Ÿ˜›

#

Oh, one more thing.

#

It is totally true that I could start working on another game.

#

However, I am in love with No Man's Sky. I'll always come back to it and no other game that I've played has given me the same feels as this. However, as much as I love the game in it's current state now... I love what I saw, that originally caught my heart, interest, and attention (The E3/nostalgic style).

#

So, I see working on a separate game as "two totally differen things"

wary hazel
#

Jackieeee you are not listeninggg!

#

Sorry the one more thing made me think of Jackie Chan Adventures

dreamy tulip
#

Haha, I remember that show!

wary hazel
#

It was a great show., yeah

dreamy tulip
#

Hey, sorry... I gotta be right back (for real this time) lol

lime mesa
#

i fixed it ๐Ÿคฆ

#

turns out wwise starts breaking down when it expects one gpu and gets another.

#

remember to plug in ya cables right kids

dreamy tulip
#

Glad that you got it sorted!

lime mesa
#

now i might be stuck with a save from two days ago ๐Ÿ™

dreamy tulip
#

Hmm, you don't have it backed up?

#

Do you know how to access your save data directory?

lime mesa
#

its just im betting on steam still has the old one

#

because this instance I ended up testing with an older save

#

I mean its okay if its reverted

#

~2 hours, nothing much

dreamy tulip
#

Do you have Steam cloud enabled?

lime mesa
#

yes

dreamy tulip
#

It should automatically back up your save I think ๐Ÿค”

lime mesa
#

well either way its fine if it does revert

dreamy tulip
#

Lots of progress

#

Just finished working on the ecology

#

Going to start working on biomes in a bit

dreamy tulip
#

Spent a few hours working on this template, that I will use for a broader range of things.

half condor
#

does the overhaul increase Omegon spawn rate? I've seen it appear like crazy on certain planets.

dreamy tulip
#

@half condor Which version of the mod do you have?
One of the recent version versions did un-intentionally (which is an easy fix)

#

However, I'm working on a reboot of the mod as mentioned above... therefore, I'm starting from scratch.

#

So far, I've completed about 80% of it, now I am working on biome generation from scratch.

#

On the new version, it'll be different.

#

After over 10,000 hours of working with this game (yes, really that much)... I've decided to utilize the knowledge and experience that I've obtained from all of this time and do a fresh new take (in a superior fashion). Considering that the older versions still has some of the work of mine in there from prior to I was as familiar with it. So, the older Overhauls will be more like a rough draft compared to the newer one that I'm working on. It'll be an overhaul of the Immersion Update (but better made, better assembled, more stable, more aesthetic + more)

dreamy tulip
dreamy tulip
visual shard
#

Kill the blob

#

Disgusting

dreamy tulip
lime mesa
#

Bob is bob

#

Blob is blob

#

ray you've been modding nms since the release

#

how do you not know this

dreamy tulip
#

Lost in my work :P
But did you know that the files actually reference blob as bob? ๐Ÿ˜›

#

So, blob is bob

#

Blob/Bob has been here since before release, the new Bob is a clone, Bob 2.0
I'm talking bout the one true Bob. Bob 1.0

visual shard
#

@dreamy tulip thanks for killing it.

#

kill more

cyan oracle
#

cool Earth like shots there @dreamy tulip

dreamy tulip
#

@cyan oracle Thanks man!

#

@misty pond

Hi, I get this question a lot. It is usually like... "Shouldn't modders wait until NEXT, what if the mods break?".

This is my response:
Working with No Man's Sky is a hobby, an enjoyement, and a great learning experience for me. It's also a lot about research. Therefore, I am not willing to put down this experience/research/learning process (because an update is coming) - because by that logic, all modders should put down mod creation because we already know that a new update is bound to hit eventually and potentially break things. Like any other build to No Man's Sky, I have created my own custom build (that also has every single released build of No man's Sky ported by yours truly and integrated into it), that throughout time will still remain a custom build... and does not depend on any updates to have it's value. Some players on PS4, revert to a unique build and play on it. Specifically, The PS4 RC1 build. I am also an artist at heart, and I really just love to create things with the game... like some people love to use Photoshop, or other things... (Like Stoian or Cyrus James Khan). It's fun for them. It doesn't have to be a corporate or official thing.

However, here are a few benefits to my approach:

  1. Working on this project now and polishing it up (helps me to iron out any present issues) - So that when I do port it for NEXT it will be a clean, stable, and bug free port that has been refined beforehand (and won't require extra bug fixing later).

  2. Re-making the entire Overhaul from scratch provides opportunity for me to create a superior, fresh new take, so that it won't just be a 'RaYRoD's Overhaul' port that I port over, but an Overhaul of the current public 'Immersion Update'

#
  1. Re-making the entire Overhaul from scratch has improved framerate, fixed all crashes and other random issues because of the fact that I (removed fragments) of very old and outdated problematic work, is bringing more variety, (I'm attempting to do 4-8 significantly unique biomes per biome type this time, as I want every biome to give you a unique vibe/feeling to it), alongside an overhaul of all other aspects of the mod in general.

  2. The new version of the mod will be easier to update (with my new way of structing it). Instead of manually updating thousands of biomes, it should only take minutes to update it.

Lots more

misty pond
#

sounds fun ^^

ebon onyx
#

i have always wondered... can i remove any mods from overhaul ?

dreamy tulip
#

@ebon onyx Check out the compatibility and modularity.txt

#

I have a long response to that, and a short response

ebon onyx
#

have to download...

#

so i can do pretty much anything with that rar content then ?

dreamy tulip
#

Hold on, this is something that a lot of people have wondered about. Explaining atm

#

Sec

ebon onyx
#

okay

#

why it is so slow to download from nexus NotLikeThis

#

downloads like 10 % from my real speed lol

#

oooh, premium isn't that bad ๐Ÿ˜ฎ only around 4โ‚ฌ

dreamy tulip
#

There's also a google drive link pinned in this chat

#

Anyway, I wrote out a short and long response.... (for anyone who is curious about modularity, or adding/removing stuff) from RaYRoD's Overhaul

#

This has always been a thing, but I don't think that many people have known about it

#

Regarding Compatibility and Modularity with RaYRoD's Overhaul:

RaYRoD's Overhaul mod is modularized already (with a lot of optional files and optional override files). Modders can also make compatibility patches with the new way that it's set up. I can also make compatibility patches at request. However, I do have a different approach with the mod by preference. You see, the mod has always been so inter-connected (many/most files, requires other files to work correctly or else it will break stability and cause CTD's and other funky issues). A few examples would be, shaders requiring certain models, models requiring shaders, metadata files requiring models and custommodels, globals requiring models and metadata files and customtextures, model material files requiring customtextures, biomes will always require certain assets present. Also, not all mods are intended to be used together and not all mods work properly together when made compatible. Also, different mods require different kinds of compatibility fixes. Most files in here require other assets, actually. However, I've intentionally set this up in such a way.... where, in the event of someone not liking something, I can easily change that for them by making a hotfix file. It saves time and is ideal, since many people prefer things differently, and makes updating stuff less redundant. I took steps ahead of time for this kind of scenario (since the first day I started this project). It's just a different and unorthodox approach that other people aren't doing, that also doesn't require multiple files and it suits my consistent workflow as this is all that I do all day and every day.

#

Also, the mod has a particular style and vision, that it's intended to play with as it's aimed towards a certain niche, nostalgic style. I see it as a custom build, but the ultimate goal is to create a perfect balance in time (which community/userbase feedback has a huge influence on) - while keeping the less subjective things modularized. My solution for "modularized components" is this: Users who have a difference of preference as mentioned in the "compatibility and modularity."txt can feel free to mention/request adjustments and I'd tailor make an override file, that will go into the "Core Mod Removal+User Preferences Folder" that comes with the mod. This way, when adding that override file, it will sustain stability, and alter the mod in the way that the user desires. This is a lot better, than creating a bunch of isolated files (that most people will not even ask for), and it will save me time from editing every single modularized file after single microedits/adjustments/changes in which I make thousands every day.

#

In short:

RaYRoD's Overhaul mod is a standalone mod, that comes as is (of a pre-set style), however, it does include a lot of optional files, and it also does include what I am calling "Override Files" that when added to your mods folder, removes certain things from the core Overhaul mod. You can find these *Override files* in this directory: "Optional Mods > Core Mod Removals+User Recommended". Notice that the directory says, 'User Recommended'? It is named that because, this is where I will put user recommended file changes based on Community Feedback. So, as also mentioned per the "Compatibility and Modularity.txt", if you have a difference of preference or a particular request (given that it's reasonable and not too time consuming to make on my part) - Feel free to ask, and I will make an override file, or an alteration to the core mod and it will go into that directory.

ebon onyx
#

hmmm.... can't open rar from drive

dreamy tulip
#

Is it corrupt?

ebon onyx
dreamy tulip
#

What are you opening it with?

ebon onyx
#

oh okay.... 7zip issue

#

winrar opened fine

supple wadi
#

o_O

ebon onyx
#

forgot i have it installed too

supple wadi
#

That's weird, usually 7zip can open just about any compressed stuff, I was pretty sure ๐Ÿค”

dreamy tulip
#

I will start saving the next version in .zip format.

ebon onyx
#

No Man's Sky - RaYRoD's Edition (Atlas Rises) rar opens fine

dreamy tulip
#

It will help prevent any issues for people, since it's automatically recognized by Windows

median cradle
#

im downloading the overhaul rn

ebon onyx
#

lets test something...

median cradle
#

im dling the google drive

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ill see if the rar is fine in a min

dreamy tulip
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Something that I've mentioned before (and is on the disclaimer), but I'd like to bring this up again:

The current public version of 'RaYRoD's Overhaul' is a partially unstable build for testing and bug reporting. There are a few remainder of issues leftover. However, rest assured that I am working hard on a superior version. I am re-making the entire project from scratch as I write this, and it'll be an overhaul of the previous 'Immersion Update'

ebon onyx
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so it is highly recommended to make other save then...

dreamy tulip
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When I say "Unstable", I mean that there are a few rare crashes left over. Or certain glitches/issues on that version.

ebon onyx
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ooh

dreamy tulip
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It has always been recommended to either save in a "Freighter" or start a new save beforehand.

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The mod is compatible with vanilla saves, but not vanilla bases.

median cradle
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i just dont wanna deal with the cockpit view bug i get with all the 45 mods i previously had installed

dreamy tulip
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What is the cockpit view bug?

median cradle
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where it displaces you in weird sections of the cockpit

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making it hard to see properly

dreamy tulip
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Oh, that should not happen. I've never seen that before.

median cradle
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I was also dealing with falling through the groun when getting out of the ship sometimes

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but thats on the patchy bunch of mods i had.

supple wadi
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It's a really stubborn issue even in vanilla

median cradle
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I mean I rarely had the issues

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been on the game since launch

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but i recently started playing wtih mods

supple wadi
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Same here, but I do know that it just tends to crop up for some folks

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Doesn't seem to be much of a clear rhyme or reason to it from all the reports I've read from others

median cradle
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yea i had read that people with the cockpit view glitch cant fix it at all without uninstalling then reinstalling and cleaning out the cache

supple wadi
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Another solve I've seen is to swap out ships

median cradle
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drive rar unpacks fine for me

ebon onyx
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oh dang i love look of your hovercraft @dreamy tulip

dreamy tulip
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Courtesy of @cyan oracle โค

ebon onyx
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oh Krem designed it ? ๐Ÿ˜ฎ

dreamy tulip
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Nope, but he ported a 3rd party hovercraft model to No Man's Sky format.

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It's awesome

ebon onyx
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ooooh no wonder it looked familiar then, it has space engineers cockpit ๐Ÿ˜„

dreamy tulip
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There is also a StarShip swapper in the basebuild menu. One tab being "Lore Only"
And the other being "Non-Lore"

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That consists a few of my custom ships, and the rest of Krem's 3rd party ships, and a few of his own comprised of in-game assets

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I think in Normal mode you have to purchase the bluprints

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But in creative it's all there by default, the way that I set it up

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If it is not that way, then I will make that adjustment.

ebon onyx
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daaamn okay i'm gonna put that

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xD

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oh it already were on that list...

dreamy tulip
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Yeah, I included it optionally be default :)
For those who prefer w/o, they can delete that "Expanded Starship Swapper" file.

ebon onyx
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i like exploration a lot so does that overhaul has or is it compatible with launch reducers and easy hyperdrive cells ?

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i like to have launch cost at 5% or 10%

dreamy tulip
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The overhaul has reduced launch cost ๐Ÿ˜ƒ

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Slightly, should be balanced.

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Feel free to let me know if you'd prefer it more adjusted.

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If it doesn't feel just right, to ya

ebon onyx
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take while.... repairing ship and ended up to extremely hot planet lol

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with constant storms

dreamy tulip
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lol nice

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I'm still working on my alpine forest

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I made about 10 unique variations of it so far

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These two pictures were from yesterday

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The variation that I am currently working on, will be similar to the E3 planet Spekira II

ebon onyx
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and is 56 sec away

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i keep getting crashes >_<

dreamy tulip
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I warned ya ๐Ÿ˜›

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So far this particular biome variation that I am handcrafting is denser and has a variety of 12 different trees.

ebon onyx
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well i don't see any those kind trees, more like mushrooms

dreamy tulip
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Haha, there's 13,000 biomes in that version. I'm not surprised

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Those are rare, but this is a new biome that I'm making right now for the new version (alongside all other's that I'm re-doing froms cratch)

ebon onyx
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weirdest planet ever... extremely hot with moderate fauna XD

dreamy tulip
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A few pictures that I just took of the current variation that I am still working on

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Depends what kind of creatures that you see on that "Hot" planet

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The difference between vanilla and the overhaul, is that creatures are restricted to relevant biome types and the creatures chosen should always look like they belong there with the overhaul mod.

ebon onyx
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okay when it starts to load terrain it crashes

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you sure you optimized it ?

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XD

dreamy tulip
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Dude, I told you like 3x the old version still has issues lol

ebon onyx
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i was going very fast

dreamy tulip
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Time to start working the rest of the plants on the ground

ebon onyx
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in creative mods works perfectly but you are pretty much god mode so no resource gathering at all burkeDerp

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only when i approached atlas station i got crash in creative

dreamy tulip
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That emojii ๐Ÿ˜‚

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Never seen it before

ebon onyx
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it is sub emote from BurkeBlack ๐Ÿ˜„

dreamy tulip
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Here we go.... just finished the ground flora

lime mesa
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Holy shit

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That looks beautiful

dreamy tulip
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So, I just created about 15 different Alpine Biome variations (Inspired by the Infinite Worlds Trailer Forest Planet titled Spekira II). I'm aiming for 10 distinct biomes per biome that all give a different vibe/feel for the upcoming 'RaYRoD's Overhaul' #reboot. This particular variant has a variety of 12 different trees carefully set. I also finished the plant flora.

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Also, thanks

toxic goblet
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is this skyrim

supple wadi
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Yeaah, those aren't my fav trees

dreamy tulip
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Too earthly? ๐Ÿ˜›

supple wadi
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Pretty much

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Although, do you have them to where they generate with different colors?