#nms-modding

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ashen brook
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I'm hoping HG adds those functionalities to the base game because HOLY SHIT

cyan oracle
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@dreamy tulip lol, that looks like the square room habitable base pod from growmoar in atlas.. tho I'm sure it's the one you made for your overhaul, why are you bothering with it anyways? bases don't work like those any more.. but I guess it would be cool if the entities tied over to the new ones and you were able to use the old method fairly easily.. I think a lot of players would prefer to set up a square base and claim it than be stuck with a small computer you can't build around/under..

dreamy tulip
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Heh, yeah

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Haven't made any bases yet

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I did see that computer thing

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Will look more into it

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and determine whether or not I'll want to change it

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Anyway, I can't wait to unleash the full extent of content and new content that I've been secretly working, since NEXT first released, on whenever it's ready

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Brb, these waffles are calling for my attention lol

crimson imp
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Anyone know if there is a mod for removing or extending the range limitation for summoning your exocraft?

rotund yoke
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;

hearty wasp
naive blaze
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Yo @dreamy tulip how is modding NEXT going?

dreamy tulip
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@naive blaze It's coming along great

naive blaze
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sweet

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do you think HG made any improvements to vanilla biome generation?

supple wadi
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lol isn't that a given (outside of color palette funk)

cyan oracle
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I think Rayrod would be guessing if he actually attempted to answer that.. not trying to say anything bad.. just the guy's been so busy working on his mods he hasn't gotten the chance to really experience NEXT yet.. In short, I think he could care less about vanilla biome generation.. xD

dreamy tulip
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I've seen the vanilla biomes

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I personally have mixed feelings about the style of generation with the current lush biomes

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I feel like the assets are kind of just slapped there (and it's also causing fps drops as a side effect of that)

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However, I love that there's a lot of new assets to work with

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But yeah, I made sure to experience NEXT in it's base game form for awhile, prior to working on things

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As I think it's important to obtain a clear perspective in regard to what's going on, before working with it

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NEXT is amazing and unique it's in it's own way (just like all other builds of the game), and crosses paths with various pre-release builds in certain aspects, and also in some aspects, it's in my opinion more improved with a newer take. We've been gradually seeing pre-release features (and newer content) being grafted into the official game. Everything? Absolutely not. Some things? Yes, and It's awesome. However, there is a certain quality and consistency within the different styles of generation that this game has had in unreleased builds. It is also possible (right now) to reshape the game into those style(s) of generation, or to add additional content in the styles of pre-release generation. It's just a lot of work (and what I'm working on). It's evident that a lot of effort, and work, was dispensed into the handcrafted - yet fully procedural worlds/biomes pre-release. Even though the biomes now are still handcrafted; yet procedural in the base game.

https://i.imgur.com/mW8jzFf.png
https://i.imgur.com/NIylWeT.png

lime mesa
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does someone know if there is a mod for NMS next to get custom internal resolution scaling (50%, 25% ecc)?

hearty wasp
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Have you tried setting yo borderless window mode and lowering the resolution

ashen brook
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@dreamy tulip When can we play on the rayrod universe generator?

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Will Rayrod universe generator include space whales?

thin viper
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its not rayrod universe generator fyi. Its my atlas universe generator @ashen brook

cinder delta
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Hey @hearty wasp , I've deleted that and have to ask you to advertise it via Atlas Hub, it will then be posted in #communities

thin viper
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New update v1.2, actually makes the mod work as intended, so far the mod was not using the included color tables. this is fixed in this update and you should get all colors back, also doesnt change ship colors anymore. let me know if you have any bugs.

https://www.nexusmods.com/nomanssky/mods/788

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!pin 482979231710707713

hardy auroraBOT
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@thin viper OK.

north raft
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what do you mean by hand-crafted Rayrod? isn't it just modifying xml files?

lime mesa
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hello does any one know the name of a cheaper ship mod for nexus

cyan oracle
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C.S.S. + KREMIT for Atlas is an inventory mod that also reduces the cost of ships.. but it also enhances stats, expands inventories to 48 slot max potential, changes the probability of encountering S class items and more..

cyan oracle
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can anyone help me put together some data for my GrowMoar mod? I don't feel like inventing recipes for the following "plants":
Deuterium, Sodium, Oxygen, Kelp Sac, Marrow Bulb, Platinum, Tritium, Rare Metal Element and Vortex Cube

I do plan on making multiple variants for both recipes and growth times.. so I can use as much info as players can suggest..

dreamy tulip
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@ashen brook,

gamer and I are working on two unique things. I support the tool that he is making, and I think it's awesome. However, on my part, I've also been developing something unique on my end (which will generate a multi-verse, and also my entire NEXT-styled fan project in a unique fashion upon every run). I don't plan on releasing a tool, so enjoy his, perhaps there's a way to make them both compatible. - however, the content that I am generating will be for the NEXT version of my fan project which will have infinite variety (to numerous aspects of the game) in my style(s) and unique ways of doing things.
RaYRoD's Multi-Verse will make all former versions of the Overhaul custom builds look modest.

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@north raft You can check out my fan project page for in-depth information, regarding what you were curious about. ๐Ÿ˜ƒ Also, no. It's never been "just modifying xml files" on my part, (despite the fact that I am coding everything right now). It's easy for the end user to think that, because they are only seeing the xml output of content automated through different languages. Behind the scenes, It's an immense amount of work and what I've been working on for a few years now has required studying HelloGames and their content in-depth with repetition (old footages, screenshots, trailers, articles, deleted but saved wikipedia information, other radically exlcusive information and their files with repetition), alongside reverse engineering, datamining executable sided info, theory, application of ideas derived from theory, testing with what has been applied, further refinement of what's been applied, improvization (under numerous circumstances when hitting dead ends), studying multiple programming languages, designing 3rd party assets (in PS or with other tools), creating programs for changing things in-game, in real-time, to better visualize what I'm doing to obtain accuracy (standalone tools for things like biome creation, color palettes, atmospheric visuals, UI content). Alongside other things that I made through searching the game's memory, and other separate things that I've coded in C++ and Python. I've also painted into the game (in real-time) with memory code; replicating concept art, fan art, pre-release art, real-life locations and other visuals prior to making assets relevant to those visuals and other things (and then making these replications procedural, yet grounded in their respective themes through algorithms). There's a lot more that has gone into it, and a lot more that will go into it. There's so much that I've yet to learn, and so much that I hope to do. The more that I learn, the more that I realize how much I still haven't learned.

rigid mesa
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TL DR
But daaaaamn u workin rlly hard

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Awesome dude

sudden girder
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while i think its great that you guys have powers to pin

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can we not have mods being advertised in the pins? thanks

hearty wasp
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that's pretty much all we use it for tbh

lime mesa
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@hearty wasp i tried but the game becomes distorced and it's rendered at 3240x2160 anyway

hearty wasp
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Ahh, game's weird above 1920x1080 like that, you'll need to wait for someone to be arsed to make a mod indeed

crimson kindle
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Would anyone like a json file with all the refiner recipes?

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Now what should I do with this.

cyan oracle
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anyone know a reliable command line switch to make psarc compress mbins into a .pak file?

weary ruin
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I use PSArcTool for that

cyan oracle
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I need to do this from command line..

weary ruin
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make a .bat file

cyan oracle
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that's what I'm trying to do.. but I can't get psarc to work right..

steel crypt
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@cyan oracle for what purpose? I don't know the answer to that. Never used it command line. Have always used NMS modding station with psarc

barren wing
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?

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oops

hearty wasp
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so I just dealt with the new way snappoint scenes are linked tonight and I actually kinda prefer this over the old approach?

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it's more modular so similar scenes can just have one snap scene and simplify our work, if we choose to work on em

crimson kindle
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I graphed all the NMS refiner recipes...

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Chaos

weary ruin
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@cyan oracle I do this in a batch file: MBINCompiler GCSPACESHIPGLOBALS.GLOBAL.exml PSArcTool GCSPACESHIPGLOBALS.GLOBAL.MBIN del MyName.pak rename psarc.pak MyName.pak

cyan oracle
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@steel crypt for an install batch script.. I've dragged/dropped an entire folder onto psarc.exe and then renamed the pak.. but never been able to pull off command line execution..
thanks @weary ruin I will try that.

hearty wasp
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I just use modding station

cyan oracle
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I normally use modspace.. but this is a bit of a new method..

cyan oracle
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thanks guys.. managed to accomplish what I was going for ๐Ÿ˜„

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no one bothered to offer up any timer ideas, but I had tons of requests to vary the timers.. so now the players can set the timers themselves..

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providing they can read and understand my english..

cyan oracle
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if anyone was curious and wants to see or play with it.. it uses batch to compile the exmls, mbincompiler to compile the mbins and psarctool to make the pak..

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^ that's just to build the plant's entity files.. doesn't include the models or the metadata (so no point in actually installing the pak)

crimson imp
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There isn't already a mod that adds engine trails to the addon pieces of ships like the heavy fighter side pods shown here is there?

cyan oracle
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not to my knowledge.. I thought about doing it back in Pathfinder and it led to me making custom ships.. which led to MorShips.. and then I never got around to it.. should just be a matter of locators in the scenes of the proc parts.. The fighters really need them, and there's even some Haulers/Shuttles that should have them..

languid raptor
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How do I view the list of refinery recipes in the game data?

dreamy tulip
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Paraffinium Islands

Resource-rich planets will be a rare anomaly. However, coming across such bizarre landscapes adds to the experience.

median wasp
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I could use a hand here.

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I'm ripping audio files to replace them.

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I've unpacked NMSARC.5B11B94C.pak successfully and I am presented with my WEM files. However, there's no bink files anywhere to be found.

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sorry, I mean bnk. I'm used to bink from way back in the day, it's a habit

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Is this method no longer used, or am I missing some critical piece? What I said above is all I have done.

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I haven't unpacked anything else.

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Ping me if you respond. I'm not going to be here.

hearty wasp
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just unpack the entire PCBANKS

crimson imp
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@cyan oracle So is that something that can be done with the current NEXT compatible tools? If so I may take a poke at attempting to fix it myself. I saw that your MorShips is on hold because the model importing tools you used aren't updated for NEXT and I thought maybe they're related areas.

hearty wasp
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custom models are custom models

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adding already existing trails only require some locator work that works 50% of the time

median wasp
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Hey wait what was the glitch with models?

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Was it collision?

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I think it's because they use HAVOK.

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Fallout 4 has the same issue.

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If you want to be able to use that format and understand it you have to pay up. Licenses are expensive as all hell

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People have tried.

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I may take a crack at decompiling the format, i understand how that works.)

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But the issue is that MANY people have tried

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And if you reverse engineer the format you violate the license and basically throw out your money

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Of course, they understood the older version, but now? We have yet to crack the latest one.

thin viper
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Ohh... so thats why mesh collisions are not showing up now?

hearty wasp
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didn't greg say it was with geometry not containing collision meshes in an obvious way?

languid raptor
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So we can't make custom models for base parts and stuff because NMS uses licensed software?

hearty wasp
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how do you think people in previous updates made all their custom models

languid raptor
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They used the blender exporter

hearty wasp
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so people can make custom models, you do realise that right

languid raptor
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But they can't add them into the game?

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Or they just can't add them with collision?

hearty wasp
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the tools are just not updated yet

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people have other thing to do other than figuring out how everything works all day

summer knot
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Can I download a mod, apply it to a save file, decide I don't like it, and uninstall it while keeping my save file intact?

hearty wasp
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ye

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mods don't usually interfere with saves

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and those that do the game handles fine

cyan oracle
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the trail locator stuff should work as long as the ship has the fighter entity file assigned right.. and if it doesn't, you ain't flying that ship.. so yea, I think that is something that could be done currently @crimson imp

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usually you can Vuldriel.. it depends on what the mod is.. most won't affect your current save, but my MorShips was an exception in this case.. after you installed it and acquired a ship, you were stuck with using it.. removing the mod w/o selling the ship off first would crash the game cause the custom file path the game needed to load could not be found..

hexed wing
median wasp
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I know how to do that. In fact, that's the article I read.

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In section 3 "Finding Which Sounds to Replace", the first paragraph mentions NMS_AUDIO_PERSISTENT.BNK and how there are files that are streamed or included (in the second paragraph). The audio file I want is presumably included due to its lack of presence in the audio folder. It says in the following section that the bink file will be there in the same folder, but it's not.

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I do hgave NMS_AUDIO_PERSISTENT as .txt and .xml, but no .bnk

hearty wasp
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the wiki might be outdated

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ask in the modding discord about replacing audio if you need to

median wasp
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I'll try that.

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Is there an invite link? #welcome doesn't mention one.

hearty wasp
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I'll just make a new pin I guess

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I need a meme

hexed wing
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Hm, yeah, just extracted that and no .bnk files at all

median wasp
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Oh nvm @hearty wasp it's pinned.

hearty wasp
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yeah it is

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it's just quite a ways down so I might as well make a new pin

median wasp
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Alrighty

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Thanks tho

hearty wasp
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!pin 483716428894175244

hardy auroraBOT
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@hearty wasp OK.

hearty wasp
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!unpin 472310293155020801

hardy auroraBOT
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@hearty wasp OK.

hexed wing
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@median wasp Try NMSARC.FE28D146.pak - looks like the bnk file is in that pak now

median wasp
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Okay.

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Thanks a bunch

hexed wing
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It looks like those two paks contain all the same files, except the second one has the bnk files. The first file had a folder added to the path to the sound files in the last update (a WINDOWS folder within AUDIO), which makes the xml files different, but content-wise everything in the first pak is duplicated in the second pak. Weird.

I know from one of the sound mods I use that at least the suit voice sounds are pulled from the 5B11B94C pak file because I had to update it with the new folder structure.

cyan oracle
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I am making 3 groups of 8 substances/products for creating base building various items.. would you say I've covered the bases fairly well, or can anyone see something I'm clearly missing, or anything in this set that's too difficult to obtain in game?

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to be fair, the red group is mostly comprised of the items the plants will yield.. which is the only reason some of those were even included..

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on the second row of the reds, only sodium is yielded from a plant.. the other 7 are just items of similar category..

rotund yoke
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@cyan oracle where did u find tritium yeilding plant

cyan oracle
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@rotund yoke that's what my old Radnox plant is getting upgraded to in GrowMoar..

summer knot
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I went exploring in the ocean near landmasses and found 3 water creatures, but at my water base about 40 minutes out in the ocean if you swim, there are no water creatures spawning. ๐Ÿ˜ฆ Is there a mod that makes water creatures spawn more?

obsidian tree
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sorry about not getting nmsdk updated yet guys :(
I haven't got heaps of time to work on it, and it is in such a shit state I almost want to re-write a lot of it. on top of that been working on mbincompiler features that will help other people with their modding projects. I am even thinking of replacing a bunch of the code in nmsdk by calling functions in libmbin, but that would require a bit of a re-write (but would potentially lead to a nice spped boost if we can get it working...)
I am hoping to do some more work on it again soon. It is at least 50% and I know how everything works, it is just a question of putting it all together.
Also RIP mesh collisions (seriously HG wtf how do??)

cyan oracle
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I think I can safely say we greatly appreciate your work Monkeyman.. <3
also.. nooo.. we needs our mesh collisions ๐Ÿ˜ฆ

rotund yoke
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is ti possible to make the storage container as "Pickup" like portable-refiner

cyan oracle
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should be possible.. I believe it's just a tag in one of the metadata files

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either basebuilding or the NMS_REALITY_GCPRODUCTTABLE

obsidian tree
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like the game has mesh collisions for stuff, the data just doesn't seem to exist anywhere

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it's very weird

cyan oracle
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even more weird than how mesh collisions were in Atlas? cause it seems like HG has been getting more and more elusive with how the collisions work..

obsidian tree
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the weird thing about mesh collisions in 1.3 was that the ones we produced didn't work

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the data was all there and looked normal

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My current plan is to just generate the data in the same format as the game and see what happens. The only thing that makes sense to me is that the game reads the mesh collision indexes, but doesn't do anything and uses the bounded hull for the collision. But for whatever reason the game still needs valid indexes to actually do it

lilac bloom
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hello anyone online ?_?

hearty wasp
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@cyan oracle homesick did a mod that makes more shit pickupable so that'd be a good direction to look at

dreamy tulip
dreamy tulip
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Just spent several hours fusing 3 of my former 'Terrain Overhauls' together into the modern game. So, now we have the NEXT style terrain, 3 other terrain overhauls and also terrain from every other released version of the game. 2016, Foundation, Pathfinder, Atlas Rises, and NEXT.

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We also have these other kind of unique environmental possibilities that I created pre-NEXT, ported to NEXT

Flat Hills Lakes Low Elevation Low Elevation #2 Low Elevation #3 High Elevation Plains Quarries Sand Dunes Vanilla Water World Interstellar Style Water World

summer knot
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I have a high-end PC and I was looking around for some mods that give a huge graphical increase, increase creature spawns, and generally make the game more betterer on my screen. The black space mod was really nice looking, any other ones you guys would suggest?

dreamy tulip
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@summer knot Hi. I recommend checking out all of Lo2k and LawnReality's mods. Their mods are primarily visual aesthetic based.

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Also, when I finish updating my fan project... there's hundreds of graphical overhauls that I made within it

summer knot
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Ok, thanks! Any other essentials I would need to get modding started?

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Other than backing up my saves.

dreamy tulip
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Nope, nothing else needed if you're already using mods.

sharp quarry
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Wish we could add mods and make modpacks like they do minecraft on twitch launcher

hearty wasp
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I'd rather not

soft coral
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Hey @dreamy tulip could you upload a video showing the terrain from your ship's perspective? I just want to see how the planet is affected overall. Nice work btw.

frosty cypress
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Can I get a mod to turn all the little crab creatures into zoidburg

dreamy tulip
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@soft coral Hi, I am putting a pause on Youtube content until I have the NEXT version of my game overhaul/fan project ready for showcasing. (I have so much work to do, and don't have time to focus on anything else at the moment). I can also say that the changes to terrain are extremely dynamic and cannot be covered in a singular video. The changes to terrain take place across the entire in-game universe and you never know what you may find. Apart from that, there will also be infinite terrain variety (with my upcoming version). So, it's really best experienced first hand. A few other things that I could mention are thataside from the actual voxel generation, I also heavily adjusted the quality of the terrain via the glsl shaders and also elsewhere so that the visual quality of terraiin is high in detail across all LOD distances, and that the transition from space to planet surpasses old footages. There is also what I call "Seamless Generation" with my fan project, that is also applied to flora and other things (presenting a near consistent universe w with almost no need for fading or generating; where everything shall feel as if it was always there, and always will be there).

You check out my Youtube channel to see some older examples of my work if you're curious. It will be infinitely more varied than my older footages, and the NEXT version of the fan project (with my unique approaches to doing things) will make those older custom builds of mine look modest.

https://www.youtube.com/RaYRoDTV/UC-YgI612MsVZQQEwqI1_O2w/videos

soft coral
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@dreamy tulip awesome! I'm subscribed now to keep myself in date, btw is that Overhaul reboot related to the multi-verse (which is for NEXT) or something isolated?

dreamy tulip
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Awesome man, I look forward to uploading new content asap. :)

Yes, it is! The reboot to RaYRoD's Overhaul is called RaYRoD's Multi-Verse.

soft coral
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Yeah, I knew about it from nexus mods. It's the same content as well.

tepid imp
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that spiral galaxy looks cool

languid raptor
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Where are the menu files for the decal menu and base part texture painting menu?

spice agate
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I eated them. q.q

stone bison
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@dreamy tulip could you please fix overdensed fog when landing

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I mean when you fly in planet's atmosphere fog is OK, but when you start landing fog becomes severely dense

limpid summit
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Does Ship Slots Overhaul still work? I got a S/17/5 exotic with it installed. Aren't ecotics supposed to alway be maxed?

limpid summit
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Also, is it possible to make the Signal Booster, Observatories etc only give new sites?

glad fjord
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its never always maxed out

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its just always an S

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you can havd up to 20 slots for an exotic

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if you want to have everything maxed out theres another mod on the nexus

rotund yoke
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the max exotic is 31/10

glad fjord
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then the price catalogue lies

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i mean, mayne a mod adjust it

limpid summit
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Just checked the mod page, and it says 'class S ships should always be maxed'.

ruby torrent
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Great work on your upcoming mod for next Rayrod tv i can't wait to use your mod again.

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I miss the smooth transition from space to planet from your mod Rayrod tv

languid raptor
quaint plinth
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The only way I can play this game

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With comic sans

hexed wing
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You're a monster.

languid raptor
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You would not believe how many hours it took to get that working

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Modding this game is like pulling teeth

cyan oracle
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still working on GrowMoar.. but found a way to allow players to set up their own growth timers and blueprint recipe requirements..

dreamy tulip
cyan oracle
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lmao, I thought that was bb8 sitting in a field..

dreamy tulip
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lol

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Getting ready to move on from the Alpine Biome variant

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There's many that I haven't shown... but, I needed to ensure consistency

summer knot
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Do the mods that make creatures bigger also enlarge existing discovered creatures or just new ones you discover?

hearty wasp
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all of em

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game never saves the size of em they're all proc gen on the fly

summer knot
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Nice.

hearty wasp
cyan oracle
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O.o

cyan oracle
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it's a bit basic.. or should I say batch.. but it's what I know how to do and I didn't want to include any .exe users had to run.. (other than mbin & psarctool)

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still including a pre-made setup for those that don't want to use the configs..

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the configs are just so players can set their own stuff instead of asking me to change this or change that or gripe about the growth times not fitting their play desires..

spiral flower
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this looks awesome, now if only I could use this in an in-game console screen ๐Ÿ˜‰

cyan oracle
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lol, that'd be cool.. but I think the files need to be edited before they're loaded to memory.. unless you're editing the memory data itself..

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I wish it were point and click, drop down menu type stuff.. have GUI icons for the materials and things.. something like the save editor.. but I'm not that skilled.. ๐Ÿ˜ฆ

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tbh, it's a little tedious to go thru all 9 plants.. especially if you're setting 2 or 3 item requirements per plant and some of them being the 5th (last) page..

steel crypt
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@cyan oracle Rockin the Pascal?

languid raptor
supple wadi
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To be fair, @languid raptor, you chose the tooth-pulliest part of the game to work on, lol

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The UI is an absolute pain to work on from our end.

languid raptor
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Yeah I literally had to dissect a year old font mod to point me in the right direction

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Turns out there were ttf files stuck Atlas knows where

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So yeah the fonts folder can be completely avoided when editing fonts

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How does HelloGames keep track of anything in that rats nest of code?

supple wadi
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Point it to the unpacked directory, search for even something as simple as the file extension, like .ttf and it should bring up any files with that if still around

languid raptor
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Yeah but when the files have 13000 or sometimes even 50000 lines, it probably takes a while

supple wadi
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You'd honestly be surprised.

languid raptor
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Wait how does it search the mbins?

cyan oracle
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@steel crypt even more old school.. that's batch so anyone can use it

supple wadi
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Like it can take some time, sure, but it's never taken hours for a search to complete for me

dreamy tulip
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@languid raptor I hate working with UI content

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I had to sift through 11 million lines to get my Inventory replication functional, awhile back

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And then I found myself creating a mini UI editor tool to accurately allign stuff in-game in real time

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And then I found myself running into even more issues lolll

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So, I had to spent even longer refining it

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The HUD was also a nightmare

languid raptor
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I spent several hours trying to get the fonts to work, only to dissect a year old mod and find out that to change the fonts u don't go anywhere near the folder named FONTS

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There are ttf files hidden in the UI folder

dreamy tulip
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Yeah, they're in the UI folder

languid raptor
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Yeeep

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Wtf is the FONTS folder for if u don't keep ur fonts in it?!

dreamy tulip
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I have an E3 font mod

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Dunno, I've seen it too. Likely for other in-game stuff... or just unused

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There's a lot of cool UI content, it's like... I hate working with it.... but I love the result of working with it

languid raptor
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The worst part is if u ever want to edit any menu other than the emote menu

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The emote menu is the only menu with an actual file that has menu in the name

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It took me several hours just to find the paint menu

dreamy tulip
#

Ah, yeah. The emote menu isn't so bad. I think it's a fixed list though

#

Unfortunately

#

Depends if you are referring to UI content, or Metadata content

languid raptor
#

Not true, monkeyman added emotes he made by reusing animations

languid raptor
#

The reason other people can see it is cause the game transmits skeleton movements instead of emote IDs

#

In theory u could make an animation of ur own and add it, and anyone would be able to see it

#

But I've heard that animating is painful

dreamy tulip
#

Hopefully NMSDK will be updated soon enough

#

So users can add custom animations

languid raptor
#

Are fingers individually animated?

dreamy tulip
#

Dunno, haven't looked

languid raptor
#

I would love it if I could flip the bird

#

I'd spend hours walking around flipping the bird at everything I see

limpid summit
hearty wasp
#

they just didn't include the entire path, it's the one in metadata

limpid summit
#

Damn.

naive blaze
#

why cant HG just hire rayrod to fix their game?

supple wadi
#

lmao

#

RaY's work might fix the game to you, but be broken to everyone else. Then again, much of HG's work is broken to many of us, so

naive blaze
#

how is it broken to everyone else?

#

also he is just one man

#

or is he?

#

vsauce music

supple wadi
#

Because it's a matter of preference. What's broken to me with NMS, for instance: the survival & crafting stuff & unit grind, isn't necessarily broken to everyone else, much to my dismay & frustration.

#

And some folks enjoy the variety RaY's work brings, while others don't. It's not literally broken, but ya get the idea. It would "break" their game if introduced as-is simply because it's not to their tastes.

cyan oracle
#

anyone running win10 willing to test a couple of batch scripts for me?

hearty wasp
#

Thankfully I am not running win 10 blob

gilded grotto
hearty wasp
#

!pin 484749409209417731

hardy auroraBOT
#

@hearty wasp OK.

vast plover
#

I was just about to ask XD

hearty wasp
#

well now your question is answered!

vast plover
#

lmao

hearty wasp
#

whenever someone ask the question next, you everyone can answer with this pin

dreamy tulip
#

Lol @hearty wasp

#

Just saw your pin

hearty wasp
soft coral
#

What took more time? Writing that description or making the mod itself?

hearty wasp
#

honestly? I duno

#

does time spent finding the font and exporting in the wrong codec cos I'm a fucking retard count

#

cos the actual work is like less than 10 minutes

vast plover
#

im kinda scared to ask questions now lol

hearty wasp
#

don't be, you'll only be laughed at by me, at worst

vast plover
#

So since the patch all of my mods crash my game. Im assuming its because of the patch. So should I disable all of them until they get updated?

hearty wasp
#

ye

vast plover
#

fair enough

#

just wanted another persons insight on the matter

hearty wasp
#

when in doubt, uninstall mods

#

worked with my 200 skyrim / fnv /fo4 mods

#

respectively, of course

crystal haven
#

I've got a ton of mods installed - is there a specific known mod that reduces camera turning speed dramatically while using a controller unintentionally? I've disabled any movement mods that could affect it, but nothing changed thinkWot

soft coral
#

@vast plover do you know which one is causing the crash?

hearty wasp
#

got the entire alphabet to update and I've got better things to update myself

cyan oracle
#

does anyone know if the NMS_REALITY_GCPRODUCTTABLE.mbin got updated in 1.58?

#

or basebuilding.mbin or rewardtable.mbin for that matter?

#

"Fixed an issue that could cause Sentinels to appear as undiscovered creatures when viewed through the Analysis Visor."

about time.. that's only been an issue since IDK how long.. especially the walkers and quads.. they've always had red dots

heavy merlin
#

Let's try really hard to make our clunky inventory management.... even worse.

cyan oracle
#

was more efficient to hit a key on the key board than drag and drop something.. and the lack of options appearing on that list suggests we can no longer use specific keys/buttons to transfer items.

heavy merlin
#

Yup

#

And that "base out of range" means no magical teleportation of stuff straight into storage... Rendering those things even more useless.

cyan oracle
#

tbh, I never knew we could transfer straight to storage containers from exosuit.. so that doesn't bother me as much as the limited range they have on the ship and exocrafts now

heavy merlin
#

Not an improvement for mouse. Not an improvement for keyboard. Not an improvement for controller. Exactly how is it meant to be better again?

cyan oracle
#

I think it's meant to be less confusing and less to read/push.. in short, I think it's a fix for simpletons

heavy merlin
#

It's still confusing and need to you to read more and do more, so...

glad fjord
#

just had, instead of clicking, the press X

#

and it's fine again

#

to me it feels smooth

cyan oracle
#

I haven't gotten to play with it yet.. still updating files..

heavy merlin
#

There's no need for there to be any dragging involved in that... Just have one key (x) to open the menu, keys to choose which one you want (as it was before) or let you click the menu, and a key to accept...

cyan oracle
#

this might work better for xbox/ps4.. but I think PC they should set numpad toggle on the transfer initiation.. so you can use the numpad and have different destinations associated with the different numbers

#

numpad-#s send different code upon keypress than numrow #s, so it could be doable..

heavy merlin
#

Numpad?? Regular numbers would work as shortcuts, in addition to the normal selection methods...

cyan oracle
#

Num-5 != 5

heavy merlin
#

Yeah... I'd like regular numbers, but would find numpad useless.

cyan oracle
#

eh, that could work too.. I don't even think numbers are bound to anything already.. except for maybe "1" selects targets..

heavy merlin
#

I think 1 and 3 switch between targets, 2 selects nearest?

#

Which is explained in.... one hint that pops up occasionally, and nowhere else.

supple wadi
#

rebindable all the things would address some of these issues

cyan oracle
#

yea

#

found new entries in basebuildingtable.. SPEC_DECAL01, SPEC_DECAL02 and SPEC_DECAL03

#

and in purchaseableblueprints, they removed "BUILDTOWER" and added "RACE_BOOSTER" and "RACE_RAMP"

vast plover
#

@soft coral I think its my mod manager tbh

#

ouch.... all of my mods corrupted my saves and corrupted my install @soft coral

soft coral
#

OUCH

vast plover
#

yeah big oof

soft coral
#

are you using mods that change biome or anything related to gameplay?

vast plover
#

I have three mods. Exotic S class resize and remove save waypoint animation and truly efficient thrusters

#

Had to revalidate my install and steam just had a seizure and started freaking out saying 68 files are invalid causing it to reinstall everything

soft coral
#

I'm trying to keep mods limited to visual for now, they've been changing the save format quite a lot of times lately

vast plover
#

thats what ill have to do

#

after my reinstall T-T

soft coral
#

let's just hope that you can re-use your save

vast plover
#

hopefully

hearty wasp
#

lol 1.58 has been out for a while I don't even remember what got changed

cyan oracle
#

1.58 just got pushed thru this afternoon.. it might have been in experimental for a while, but some of us are just getting it..

hearty wasp
#

Oh yeah I've been using experimental since PF

cyan oracle
#

looks like HG broke the blueprint analyzer.. shows me 5 items initially, and no way to go down to second page.. but after I buy two items, it keeps the list at 3 blueprints each time I buy.. it just moves the list up and repopulates the bottom blueprint with the next blueprint in the list..

#

and I just know players are going to blame me and GrowMoar for why the blueprint analyzer is broken.. cause without GrowMoar, the player would have never noticed a bug as they probably wouldn't have used the BP analyzer in the first place..

steel crypt
#

Well, we ALL know it's the only way it could be broken.
No, listen man, don't try to talk your way out of this....
Okay, that's it....READY THE TORPEDOES!

cyan oracle
#

lol

dreamy tulip
#

Infinite Alpine Biome variations

#

Every planet/biome in RaYRoD's Multi-Verse will have infinite variations with a beautiful consistency. I set a general standard for myself pre-NEXT for this fan project's reboot. That every moment in-game, no matter where you are MUST look like a concept art. Now that NEXT is released, and it looks absolutely gorgeous, I had to set the bar higher for myself. It's still early in development, but It will get a lot better in time.

The Alpine Screenshots are a few variations of one biome. I'm currently remaking my other 30,000 (uniquely themed biomes that will also have Infinite Variations).

languid raptor
dreamy tulip
dreamy tulip
languid raptor
#

@dreamy tulip what scale variables did u use?! XD

#

I feel like u should post that pic on the subreddit with the title โ€œABSOLUTE UNITโ€

dreamy tulip
#

All of the values and rules are dynamic across 50,000 files in use for this one biome

languid raptor
#

Yeah but that fiend isnโ€™t naturally spawned

dreamy tulip
#

Oh, you mean the fiend?

languid raptor
#

Lol yeah

dreamy tulip
#

Ah, I don't remember. I had like 13k additional ecology rules back then

languid raptor
#

But did it move like it should?

dreamy tulip
#

Probably around 30-50

#

Yeah

languid raptor
#

Or did it just keep digging?

dreamy tulip
#

It moved as it should

languid raptor
#

HOW

#

U must tell me ur secret

#

Did it spawn in from whispering eggs? Or did it spawn as a natural creature through manipulation of the role table?

dreamy tulip
#

That screenshot was pre-NEXT

languid raptor
#

Oh

dreamy tulip
#

However, I had them via ecology

#

Not through entities

#

Like they are in NEXT

languid raptor
#

Whatโ€™s that mean? I started modding in NEXT

#

I donโ€™t know anything about preNext stuff

#

I bet it was beautiful

dreamy tulip
#

Every update to the game is beautiful in it's own way

#

However. although I love the released builds... I'm really into the series of pre-release builds. Gradually, we are seeing bits of content from those old pre-release builds make their way into the game.

languid raptor
#

Yeah I canโ€™t get the Fiends working when I make them natural spawns

#

They r just stuck in their digging animation, and despawn within a certain radius of me

dreamy tulip
languid raptor
#

Do u know how the game spawns them via whispering eggs?

#

When I tried spawning them via eggs they were normal sized

dreamy tulip
#

I haven't found time to look yet

#

But they are called through entitity files

#

It could be the fiend wanted level flag

#

There's a boolean for it, likely set to true

#

I haven't found an egg yet, but I'm assuming that when you pick it up it calls the fiends

languid raptor
#

I didnโ€™t see any Boolean like that in the globals

#

The larval cores I mean

dreamy tulip
#

Entity file, not in the globals

languid raptor
#

Where would said entity file be?

dreamy tulip
#

Likely in MODELS\PLANETS\BIOMES\COMMON\RARERESOURCE

#

Speaking from memory

languid raptor
#

Thx Iโ€™ll have to take a look

dreamy tulip
#

One of those folders

languid raptor
#

Groundworm sounds interesting....

dreamy tulip
#

MODELS\PLANETS\BIOMES\COMMON\RARERESOURCE\GROUND\FIENDEGG\ENTITIES

languid raptor
#

Is it that giant burrowing creature I see variables for but isnโ€™t in the game or have any textures?

dreamy tulip
#

It's not, it's a rare resosurce that looks like a sphere but has a wormlike model that pops out of it

languid raptor
#

Aw

dreamy tulip
#

That worm in the files is in one off the older trailers

#

I honestly, highly suggest checking the vid out

languid raptor
#

Since the burrowing ground snake variables are still in the game I canโ€™t help but feel like it is something we will see eventually

#

Iโ€™ve seen the vid, I love it

#

I canโ€™t wait to fill a whole world with hundreds of them

#

Iโ€™d make them 4x their normal size, though

dreamy tulip
#

Those global values have been there since 2016. I would love to see it officially, despite the article written, even if it's a rare planetary anomaly.

languid raptor
#

There is a chance it might already be in the game but itโ€™s super rare, considering how they like to encode stuff into the .exe

dreamy tulip
#

It's not present

#

Sean once said that it is right before release, but it's not enabled in the game

#

The assets to it are also not present

languid raptor
#

They can encode assets into the exe

dreamy tulip
#

Referring to the model scene

#

The effects to it are still present

#

The scene isn't

languid raptor
#

I mean, they put the collision data for all models in the exe, it could probably be possible

#

But yeah itโ€™s probably not in game yet

dreamy tulip
#

It was said to not be in the game intentionally, in a recent article

languid raptor
#

What reason did they give? @dreamy tulip

#

Also do u have a link?

dreamy tulip
#

Not off hand, but it was said that they would be 'gameplay breaking' pretty much, because they were overpowered

#

And hard to kill

languid raptor
#

So a boss battle?

#

I mean, they couldnโ€™t possibly be harder to kill than the stuff I cook up on a daily basis

#

Iโ€™m brewing somethinโ€™ naaaasty

#

I just havenโ€™t figured out what yet

#

My AI spaceship modifications are a bit too overpowered in terms of... everything stat, and Iโ€™m still trying to get walkers and quads spawning naturally to see if I can trigger them to move somehow

uneven bone
#

has someone made a ship mod for next yet?

hearty wasp
#

can't until blender plugin is updated

#

and can't really do that right before finding how mesh collision works now

uneven bone
#

oh gotcha

dreamy tulip
#

I have

#

Not 3rd party, but I do have custom ships

uneven bone
#

.o.

languid raptor
toxic goblet
#

doesnt that only work for you?

#

like... i have a way slower internet connection, so it'll still time out for me

cyan oracle
#

w00h00, I've been implemented in the game! (another player posted this find in another channel last night, I didn't mod this in)

#

and IDC if names are randomized and this is just a coincidence.. I'm enjoying this for a minute..

languid raptor
#

@toxic goblet only one way to find out

cyan oracle
#

note to self: don't bother building a base in Icarus Sun..

#

nice fix tho.. prob a good mod just to have JIC you ever run across another heavily populated system.. I'm just glad we can have more than one base per system without stepping on each other's toes now..

lime mesa
#

Which mod is the most popular?

#

worth using

summer knot
#

Will the new update invalidate some mods?

cyan oracle
#

@lime mesa shamelessly plugging my own mods, I'd recommend these as a must have:
https://www.nexusmods.com/nomanssky/mods/666
https://www.nexusmods.com/nomanssky/mods/804/

and I need to revisit and update my Beacons mod, but it makes stumbling upon certain PoI's easier:
https://www.nexusmods.com/nomanssky/mods/754

summer knot
#

When the thingy says to delete shadercache for crescent worlds, does it mean the entire shadercache folder??

#

There's a lot of crap in there that seems valuable.

#

I also have darkspace.

cyan oracle
#

some other mods I use include:
loving @obsidian tree 's:
https://www.nexusmods.com/nomanssky/mods/771

this is a cool simple mod too:
https://www.nexusmods.com/nomanssky/mods/668

using the Seeker-ScannerEdgeRemoval.pak from:
https://www.nexusmods.com/nomanssky/mods/694

#

@summer knot you can delete the entire contents of SHADERCACHE, but I'd recommend leaving the folder JIC the game is incapable of recreating it..

summer knot
#

And this won't kill everything?

cyan oracle
#

ALL of the necessary shadercache files will repopulate during the starmap loading screen after game selection

#

nah, it just makes the loading shader screen run longer and sometimes a bit laggier

#

I delete my shadercache so much, I created a batch file on my desktop to do it for me lol

summer knot
#

Haha.

cyan oracle
#

you can also delete all of the files in the %appdata%\HelloGames\NMS\st_(id#)\cache folder if you ever need/want.. this folder repopulates when Steam attempts loads NMS.. NMS won't finish loading until the Cache folder has been finished..

summer knot
#

Best cloud mod to use with darkspace and crescent planets?

toxic goblet
#

@languid raptor can confirm your mod makes no difference here.

languid raptor
#

K Iโ€™ll hook u up with a 20 limit version to test

toxic goblet
#

Already made the changes myself.

languid raptor
#

What limit did u set?

toxic goblet
#

The value is determined by your network connection. Any fixed value will be wrong.

languid raptor
#

Which is why Iโ€™m making multiple versions

toxic goblet
#

I found 8 to be my max.

languid raptor
#

Wow ur internet really is bad

toxic goblet
#

Yes.

#

Well, i enabled additional artificial bandwidth limits.

languid raptor
#

Why?

#

Also, how many mb/s

toxic goblet
#

So I could try to find an intelligent way to set that value.

languid raptor
#

So what was ur bandwidth set to?

#

Gonna upload a bunch of versions right now, or better yet, all versions in a .zip

toxic goblet
#

There's a better way of doing this is what I found.

languid raptor
#

?

#

Whatโ€™s the method?

toxic goblet
#

Use the timeout period to load as many as retrievable at any given time.

languid raptor
#

But how did u get the timeout period to do that?

#

Does the variable in debug actually work?

toxic goblet
#

Requires logical changes, but that should be no problem

languid raptor
#

?

toxic goblet
#

Very simple mod, actually. Way less reverse engineering than I thought

languid raptor
#

Soooo what do I modify?

toxic goblet
#

Actually was harder for me to patch in a dumb AI. Eh.

#

Base loading code.

languid raptor
#

But where is the base loading code that ur referring to?

toxic goblet
#

I need to look. I just hooked in my debugger to make the changes, need to check which file they're actually in.

languid raptor
#

I donโ€™t think theyโ€™re in a file, the only code referring to the base loading timeout I could find was in the debug global

toxic goblet
#

Well the code in my debugger came from somewhere

languid raptor
#

They like to stuff important bits into the exe

#

Like the code for adding/removing that inventory hotkey

#

And the collision data for every single model

#

And literally the entirety of the mod warning that pops up when u start it up with a mod installed

toxic goblet
#

EXE is only like 26mb?

languid raptor
#

Yeah

#

Either that or they have perfected wormhole technology

#

Or maybe itโ€™s just plain magic

toxic goblet
#

That's not much space for all the game libraries, binaries, collision data, control data, and many other things.

languid raptor
#

Well the game runs offline doesnโ€™t it?

toxic goblet
#

It's not in the EXE then

languid raptor
#

Itโ€™s coded as some hexadecimal or something like that

toxic goblet
#

Yes. All programs are.

languid raptor
#

So basically not quite literal binary but pretty much

toxic goblet
#

Hexadecimal is just a way of representing binary which is just a way of representing machine code.

#

Which you get from compiling human readable source code for a platform.

languid raptor
#

Yep, Iโ€™ve learned that at least 5 times since I started college

#

Iโ€™ve forgotten how that binary stuff works every single time

#

But yeah, itโ€™s driving quite a few people up the wall

#

Anything super important is either in the exe or works by magic

#

So far itโ€™s been leaning towards magic

toxic goblet
#

Any sufficiently advanced technology is magic.

#

Or just something not yet figured out

languid raptor
#

Well then HelloGames consists of nothing but the most prestigious of Wizards

toxic goblet
#

I'd ask @obsidian tree, as he's one of the leading experts on game code.

#

I have some resources but I don't think you want to read through debug symbols.

languid raptor
#

Heโ€™s one of the people digging through that mess

#

For now the simplest option is 35 different .pak files

toxic goblet
#

(I also refuse to release my work because I can't speak for the accuracy of it)

languid raptor
#

I swear all this copy pasting is gonna give me carpel tunnel

#

Screw it im just gonna do intervals of 5 for now and Iโ€™ll fill it in as time goes on

#

A wise man once said:

#

Existence is Pain

#

And... Done!

languid raptor
#

Version 2.0 is live!

lime mesa
#

Does anyone know of a mod that adds Exocraft UI?

#

Like, say, an Exocraft UI that allows it to locate underground technology

#

Or even, letting you tag underground tech and not have it cancel out the second you get in an exocraft? Its infuriating

summer knot
#

I dunno, but I might be at risk of breaking my NMS with all the different creature mods I keep trying.

hearty wasp
#

Not really possible outside external overlays or modding the exe

#

Using the scan for underground tech tho, depends on if HG provided the option to scan for em at all

dull tusk
#

Can i edit my save file so i can force the scientist path a few steps back?

native sigil
#

is there a mod where you can customize ships?

hearty wasp
#

@dull tusk ye

dull tusk
#

tell me how pls

hearty wasp
#

find quest entry in save json, edit mission stage value, test and repeat

dull tusk
#

what

#

where can i find that in my computer

hearty wasp
#

get the save editor, edit json

dull tusk
#

oh wait, so thats an external app

#

and json is the format of the savefile?

rotund yoke
#

savefile is written in json.

#

so its basically a java-editor

glad fjord
#

wish they could had a true npc to allow doing this

#

instead of going into savefiles ..

#

looks hard to do

#
  • the fear of destroying the save
#

I would play so much more if i could make money out of crashed ships xD

junior furnace
#

Hi there ! I try to import NMS exml model into blender, but does not work anymore ?

hearty wasp
#

lol if you do it right you have less chance of destroying your save than an update

#

@junior furnace import and export plugin not updated yet, if you wanna help updating it get in modding discord

#

but srsly I've never "destroyed" my save by save editing

junior furnace
#

I'm 0 to codding so i'll wait, but thanks for the answer !

native sigil
#

do you need to edit the safe from a fighter if you want the seed from a fighter? i edited the one of a hauler and now the ship looks like it had a birth defect

#

save*

heavy merlin
#

What did you do/change?

native sigil
#

the seed

heavy merlin
#

If you want to use a fighter seed you got from somewhere, you'll need to change the ship into a fighter if it's a hauler already.

native sigil
#

okay thanks ๐Ÿ˜ƒ

pliant lynx
#

Hi all ๐Ÿ˜ƒ i know this isn't a modding question but i have the save game editor and was wondering if it was possible to set the possition of my active ship when i port into my base. The game bugged out on me and now it loads the ship inside my base structure lol

#

Reloading saves doesn't work

heavy merlin
#

You can use the save editor to exchange the position of your base computer with something else (e.g. save point) to move the base computer somewhere else. I think the ship spawns near the computer, or at least tries to.

pliant lynx
#

its an idea but there is another thing thats happening too which is anouying , when i port into my base my player is thrown about 150 away from the base computer. I wonder if that would help that too

hearty wasp
heavy merlin
#

@pliant lynx probably.. Is your base computer indoors or under something?

pliant lynx
#

Nope its out in the open away from the buildings

#

Don't tell me but i have to be a certian lvl to post pics here !? do i ?

#

This game is starting to frustate me with the bugs and i like the game ๐Ÿ˜ฆ looks like i'll have to take a break from it and i have only been playing for 5 weeks

heavy merlin
#

My computer is indoors, and I spawn embedded in the roof and get thrown off in a random direction once the "you're here" thing is done. But before, when it was outdoors, I just spawned stood on top of it.

#

And yes, this server has strange level restrictions. You can upload your screenshot somewhere and post a link to that, or put it in #nms-photomode-gallery .

pliant lynx
#

Where abouts in the json is are the co-ordinates plz ? its like looking for a needle in a hay stack lol

heavy merlin
#

Umm there's an option in one of the menus or a button somewhere, "move base computer"

pliant lynx
#

Argh! it did work the first time i did it but i just had to do it again and now its back like it was lol ๐Ÿ˜ฆ

#

WTF! LOL i made a copy of the save to play around with, which is the one that got messed up, i deleted it and reloaded the original save and its all ok now lol

#

@heavy merlin Thanks by the way ๐Ÿ˜ƒ i had missed the bases & Storage tab in the editor ๐Ÿ˜ƒ

#

Feck i spoke to soon

dreamy tulip
#

The NEXT version of the fan project will contain dynamic environments. Therefore, every planet will be unique in their own distinct ways. and the number of biomes in the fan project will no longer be relevant. There will be an infinite variety with consistency.

drifting forum
#

your outdoing yourself rayrod! i really want to use your mod but i kinda wanna get through "Vanilla" first

dreamy tulip
#

Hi, @drifting forum. Thanks for the kind words! I recommend enjoying the vanilla experience. ๐Ÿ˜ƒ it'll also be some time before it's ready for release.

rotund yoke
#

how much gpu usage is that graphical enhancement consuming?

dreamy tulip
#

Former versions of the fan project have reportedly run better than the vanilla game. I am currently hitting a constant 60fps.

drifting forum
#

BETTER??

dreamy tulip
#

I do have a high end rig, however, it has reportedly (strangely) improved performance for mid/low end users.

#

In the past yeah

drifting forum
#

whats your rig?

dreamy tulip
#

I do a lot of shader work

#

And there's a lot of other factors that are involved

rotund yoke
#

gtx1080ti, i guess.

dreamy tulip
#

These are my specs:
NVIDIA GeForce GTX 1080 Amp Extreme!, 16GB Ram, Intel(R) Core(TM) i7-4960X CPU @ 3.60GHz (12 CPUs) ~3.6GHz, 8TB HDD, Samsung 256GB SSD, Windows 10 Pro 64-Bit

#

Shoudn't really matter though tbh

rotund yoke
#

is that Zotac one

dreamy tulip
#

Yea

rotund yoke
#

2 fan.

#

hows the cooling

drifting forum
#

and here i am with a mere 1060 ...

dreamy tulip
#

Cooling is great

rotund yoke
#

i have both 1080ti and 1060. but this game doesnt have enough resources to use 1080ti to play.

rigid mesa
#

So uh

#

How far will a GTX 950 get?

thin viper
#

!pin 485737109915828234

hardy auroraBOT
#

@thin viper OK.

pallid summit
#

@dreamy tulip That trailer /sneak peak of your upcoming mod looks awesome! I love the realism of terrain and how dense the trees and grass feels, and how individual those planets look! I'd just like to say that maybe mud patches around tress could look pretty cool, or the odd pile of rocks here and there could look awesome as well! Great work and I cannot wait to download the mod!

dull tusk
#

I have a question

#

can anyone tell me that the save editor works with the NEXT update?

#

I really wanna progress in the storyline tbh

#

if yes pls link in dm

dreamy tulip
#

@pallid summit Thank you so much! I'll keep that in mind:)

hearty wasp
#

make the capsule too I dare you blob

dreamy tulip
#

That'd actually be awesome to see lol

hearty wasp
#

Too bad none of the ball shaped models in the game has a door shaped opening

#

Except the space anomaly but the doorway is a circle

#

And the space station but the opening'd be tiny after rescale

hearty wasp
thin viper
#

Seans teeth is way too yellow

#

Give it a touch up

#

And make it white @hearty wasp

#

Like in those dentists ads

hearty wasp
#

nah it's gotta be authentic

thin viper
#

There is no beard ๐Ÿ˜’

#

How is it authentic?

#

If there is no beard

hearty wasp
#

it's authentic to the original vid, that's what's important lol

polar pebble
#

I wish the awful PC interface were moddable

sacred nacelle
#

Does anybody have a pulse drive increase mod? i cant stand waiting 2 minuets to travel to a planet, thanks

hearty wasp
#

!pin 485915817247244288

hardy auroraBOT
#

@hearty wasp OK.

hallow pumice
#

Guys! The thermal drill, go get it!

polar pebble
#

@sacred nacelle Fitz's QoL Fixes does what you want, and a bunch more

dreamy tulip
#

@hearty wasp Spent the last 9 hours focusing on the skies and visuals of the concept, I still need to do the actual biome. I do wonder if something spherical for the capsule could be emulated though

#

No where near done yet

hearty wasp
#

heyyy, that's pretty good

dreamy tulip
#

Thanks... any progress is okay with me lol

#

Got the palette on point for the mushrooms

#

You updated Eu-cliea?

#

If so, nicee

hearty wasp
#

aye

#

just trying to do some minor stuff for now, adding emblems for the Federation, fixing the worktop collision, etc

dreamy tulip
#

Sweet

#

Did you ever find out what the issue was with the NPC's?

hearty wasp
#

I'm guessing the game just has more checks before spawning now

#

cos I've seen people using em indoors

dreamy tulip
#

Ah fair enough

#

Yeah, there's a lot of things that changed (that I personally am not fond of), but I've found ways to work around those things

#

For the most part, the changes are awesome imo

hearty wasp
#

I'm just not sure why they did it

#

literally no reason to do it

dreamy tulip
#

Heh, yeah...

hearty wasp
#

btw do you mind giving this a read and see if it's accurate

#

trying to update Intelligence Enhancer and finally document how mods work in mp

dreamy tulip
#

Sure

hearty wasp
#

Also I still gotta know how spaceship gen works in mp

#

And if you've got more topics that I can write about just tell me lol

dreamy tulip
#

I just read through it and it sounds right

#

I would also add that if users are using the same exact mods, that they'll have an identical experience

hearty wasp
#

oh, yeah, forgot to add that line

jovial glacier
#

does anyone know of a mod that adds the map back to third person flight while in space?

hearty wasp
#

nop

gloomy prawn
#

Are there any mods that change the suit AI voice?

hearty wasp
#

maybe

rotund yoke
hearty wasp
#

still got a shitload of kinks to iron our tho lmao

lime mesa
#

what is that thing in the middle

#

round

#

some kind of computer?

hearty wasp
#

the terminal in the middle of the freighter bridge

lime mesa
#

ohh cool

dreamy tulip
#

I've been working on infinite flora variety, whereas each planet will be unique and contain a massive variety of procedural assets that will feel as if they belong. In these pictures, I've been focusing on plants and flora.
I (will be working on other things and other concept art based biomes too). I want to make sure that there's a lot of creative depth invested in each moment in-game, as the general rule is that every moment in-game must feel/look like a concept art.

I've been reloading empty save slots to see different variations. All of this is actually only with 1 file (out of a โˆž amount of files/variations that I can generate at the click of a button). So, with this only being one file... it's cranked all the way down. I am still refining things
This is temporarily only Alpine biome focused with these pictures.

dull nexus
#

wow. that looks fantastic

dreamy tulip
#

Thank you @dull nexus

rustic condor
#

Would someone be able to make a mod that changes "Units Received" into random Deadpool soundbites?

#

That would make the scanner bug much more tolerable.

pallid summit
#

Hey umm using the Eucli-ea mod, but I cannot find the objects anywhere in my z building menu

#

Looked in all menus. cannot find it

#

Am I missing something?

#

I extracted all files from the zip into the mods folder

#

even the folder

#

@hearty wasp Please help!

gilded siren
#

hey, quick question about the save editor. every time i try to edit a multi tool seed in, i click "save changes" on the main menu but it says "ERROR: could not save file changes" I've been able to save changes before, and I'm not sure what caused the problem. Path is: C:\Users(MyName)\AppData\Roaming\HelloGames\NMS\st_76561198144777253. My save game is running 1.58 and the save editor says it's 1.5.25 (that's the latest download apparently) anybody know what's going on?

pallid summit
#

@gilded siren have you tried running an older version? Or running the debugger?

gilded siren
#

where would I find the debugger? and thanks for helping in advance

#

also older version of NMS or the editor?

pallid summit
#

editor

gilded siren
#

makes sense

pallid summit
#

the debugger can be found in the same folder as the .jar and batch files you need to run it

gilded siren
#

thank you

#

i'll try that

pallid summit
#

okay

#

should work in theory

#

backup your save though

#

just incase

gilded siren
#

i'm gonna try a fresh install first, where should I get the editor from? NMSMods or github

pallid summit
#

i dunno, but I tend to dwnld mods from nexuw

#

*nexu

#

*nexus

#

๐Ÿ˜„

gilded siren
#

alright thank you

#

weird, nexus has no results for editors

pallid summit
#

I'll link it

#

Huh, try nms mods then

#

Maybe I downloaded it from nms mods instead

gilded siren
#

you're cool

#

i cant really fix the issue atm but thank you very much for helping

#

:)

pallid summit
#

its fine, sorry none of my ideas worked

hearty wasp
#

@pallid summit show me your mod list

gilded siren
#

yo quick question about the save editor for anyone who knows

#

when it says choose save path I click my steam path once and click 'open' right?

hearty wasp
#

%AppData%/Roaming/HelloGames/NMS/st_whateverthefuckyourIDis

gilded siren
#

yup, thats what I have, thanks

#

also if i want to edit a seed I just backspace it out and then copy paste an ID in, right?

#

i'm just trying to make sure I have the process down because every time I try to save it tells me that there was an error saving the file

hearty wasp
#

ye

gilded siren
#

alright

#

yup getting the error again

#

maybe I screwed over my java platform because when I run the 4G version of the editor it tells me that the program crashed

#

tbh i'm not even sure if I extracted the files correctly

dreamy tulip
lime shoal
#

@dreamy tulip It's looking awesome. Are you planning in doing something with the creatures as well?

rotund yoke
#

how much is the size of that till now?

dreamy tulip
#

@lime shoal Hi, I already have and I plan to do infinitely more.

#

And thank you.

dreamy tulip
#

RaYRoD's Multi-Verse: Orchard Hills

https://youtu.be/bRZpsMj6jhI

This is still an early work in progress custom No Man's Sky build. Everything will get a lot more complex with a lot of more depth to it as I continue to progress with this fan project daily.

Song Credit: "Pacify" by 65 Days Of Static

This is still an early work in progress custom No Man's Sky build. Everything will get a lot more complex with a lot of more depth to it as I continue to pro...

โ–ถ Play video
lost dirge
#

@dreamy tulip amazing work sir, thank you

dreamy tulip
#

@lost dirge Thank you ๐Ÿ˜ƒ

cyan oracle
#

GrowMoar is finally out.. funny, I think I remember Eucli-ea and GrowMoar coming out closely together back in Pathfinder too..
https://nomansskymods.com/mods/growmoar-for-next/
https://www.nexusmods.com/nomanssky/mods/842

hearty wasp
#

nice

cyan oracle
#

thanks, grats on getting yours finished too Winder

hearty wasp
#

hah, yeah, still got work to do tho

hearty wasp
#

wonder how Fisher's doing on his update lol last he asked me about stuff was like a week back

cyan oracle
#

oh snaps, yea.. I forgot all about simcity 2300.. I'm sure he's got a lot more new assets to add too..

hearty wasp
#

aye

rotund vine
#

Rayrod any updates on you porting the mod to ps4? Ping me in reply

clever adder
#

@rotund vine sony doesn't like mods so i dont think he can salsasean

rotund vine
#

He was talking about it before next arrived and I am curious about the progress

dreamy tulip
#

@rotund vine Still on hold, I don't have a full NEXT version to start focusing on porting yet

#

I am primarily a PC player, so my primary focus is getting fully situated on here, however, porting to the PS4 is still a desire of mine

rotund vine
#

Alright thanks for the update! Iโ€™d love to try out the mod one day but I am on PS4 so yeah : P

dreamy tulip
pallid summit
#

to see fullnames of files, right click on them and click properties, it should show file name in topleft

#

Thanks for the help ๐Ÿ˜ƒ

hearty wasp
#

I mean you could've just took a screenshot and put it up here but that works too I guess

#

ahh, deployable exocrafts, they're trash, not to mention it's conflicting with Eucli-ea

#

I'm gonna incorporate Tech Plus in the next update and it's basically a better version of it cos 1. it's got more features, 2.homesick did all the discovery himself so it's authentic, and 3. I actually asked him for permission and he said yes personally so it's better

thin viper
#

Does xmm work with base build mods?

#

Or does it not work with merging the base build table mods?

hearty wasp
#

probably

thin viper
#

Hmm i havent personally tested it

hearty wasp
#

my NP++ compare tool worked so it should too lol

thin viper
#

Yeah but no will do it lol

hearty wasp
#

lmao

hearty wasp
pallid summit
#

Thanks for the help WinderTP, I'll see if that works. I kinda am a bit stupid and didn't think of taking a screenshot ^^

#

I have to say though, judging by the screenshots of peoples creations the decorations you bring are superb!

#

Also, those trees look stunning @dreamy tulip Are you going to mic them with some of the current trees or scrap the vanilla ones completely?

hearty wasp
dreamy tulip
#

@pallid summit Thank you so much.

#

l'll be using everything that this game has to offer, and additionally adding more things into the game.

#

There isn't a single aspect of this game, environment or non-environment related that I won't be overhauling.

#

The videos that I've pushed out are early test versions of a custom No Man's Sky multi-build hybrid that I am just getting started with. A lot hasn't been shown, and by the time that it's ready for NEXT it will be absolutely massive and infinite in variety; but here's the catch: ** infintely variety with beauty in consistency**. It's going to be a multi-verse and the more that I continue to code in VS, the more complex that it will become. I'm also designing a lot of graphical things and other stuff and hacking the executable for different purposes to obtain proper accuracy ito of areas.

cyan oracle
#

@hearty wasp you have exocraft garages in Eucli-ea? did you just remove the cylinder collisions so they can be placed inside? or did you do something else that I have to worry about conflicting with Exobays Inside?

#

fixed the texturing on the terminal, rotated the goof so he's facing the right way..

heavy merlin
#

I put a window on my round room my exocraft guy is in... Worked well, he looks right out of it.

cyan oracle
#

that's the only time it's practical to have him facing that way tho.. he should be more facing the monitor screen if anything

#

but it's also bugged me they had the exocraft terminal textures inversed (inside-out)

pallid summit
#

@dreamy tulip I just love the look of your trees that you've added and the smoothness and realism of the terrain. that coupled with revamped vanilla esq planets (improved on of course) would make a galaxy with truly unique planets!

#

@hearty wasp Thanks so much! Deleting that mod worked. Omfg there are sooo many decoration pieces, I can finally build a massive base which has stuff in it which is function and looks nice ๐Ÿ˜ƒ

hallow pumice
naive blaze
#

has anyone looked into dumping any of the NMS soundfiles?

#

such as the soundtracks?

hearty wasp
#

@cyan oracle nah I haven't done any of those lol bit since they can be separated from my mod I probably will just put it in a recommendation mods pile or something

obsidian tree
#

I think it can extract the sound tracks...

naive blaze
#

i don't have nms on PC tho

#

i just want a file dump

#

pretty pls?

languid raptor
#

@obsidian tree aren't the music and sounds proceduraly generated to some extent?

obsidian tree
#

Yeah kinda. There is some music that is and some that isnt I think...

#

I haven't really looked at the music though...

vestal sail
#

hi guys! do you know about any mod that let us use our container inventory from inside a space station?

#

I mean to be able to browse from the exosuit inventory, not to have to be able to build a container inside the space station ๐Ÿ˜‰

heavy merlin
#

The inability to easily see what is in the container inventories is part of the reason they are so poor... But I think adding something like that is a bit beyond the ability of mods.

hearty wasp
#

@vestal sail not possible

#

but I mean if you put down some shit with the container interaction entity it'll work just the same, good balance too

vestal sail
#

alright then

#

btw, @hearty wasp what do you mean by "container interaction entity" ?

#

@heavy merlin actually i can see everything what is inside all my containers (from a space station or any other place) using the "Transfer" button in an empty inventory slot, but all items are greyed out. I can transfer only in the direction Exosuit => Containers, but no the other way around (except when you're on a planet and you build a temporary "base computer").

heavy merlin
#

Yes, but that's cumbersome compared to looking at e.g. your freighter inventory, and also doesn't show which container things are in.

hearty wasp
#

entity is the attachment to the scenes that defines the scene node's properties, but you probably won't understand a word of what I just said anyway so it's basically mod magic

vestal sail
#

This NMSSaveEditor is the greatest thing since sliced bread! I don't know what I would do without it for PC... probably would play another game sean

gilded siren
#

Thanks, JisSey, but me and a friend got it sorted. It turns out WinRar was interfering with the way my PC reads .rar files. All I had to do was uninstall Winrar and run it through Java normally

hearty wasp
#

Btw if I finally decide to make my safes actual container alternatives, making em pickupable and able to be placed anywhere would be useful right?

dreamy tulip
hearty wasp
#

hey ray, do you know if the the leaves of trees and shrubs in MODELS\PLANETS\BIOMES\ALPINE are just flat textures?

dreamy tulip
#

@hearty wasp Hey, are you referring to the trees specifically?

hearty wasp
#

yeah pretty much

dreamy tulip
hearty wasp
#

ahh, oh well

dreamy tulip
#

Why do you ask?

hearty wasp
#

also I swear I saw a pine somewhere but I can't find it anymore

#

just updating my garden roster

dreamy tulip
#

HG's added some new pine trees in the HQ lush biome

#

Check some of these file names: 057
075
069
056
049
046
046
038
028
027
026
023
013
011
05
02

hearty wasp
#

but I fuckin swear I saw a legit pine

dreamy tulip
#

One of those I think should be it

hearty wasp
#

like a christmas tree type

dreamy tulip
#

Actually, nvm

#

I was thinking of a custom model that I made

#

It's not in the lushhq directory

#

You know, it doesn't have to function as a 2D texture

#

You can change that

hearty wasp
#

ehhh I can't be arsed

cyan oracle
#

this weekly quicksilver update thing is going to kill basebuilding mods..

hearty wasp
#

they ain't gonna add any new structs, no biggie

cyan oracle
#

yea, but aren't they still manipulating the current tables with the nodes for the weekly quicksilver content.. so w/o updating our basebuilding mods, players don't get the new quicksilver items?

#

yea, just checked my growmoar, which I built on last week's reality tables, and I've still got last week's items in the quicksilver vendor..

#

the upside to it is we can mod the tables so they keep previous week(s) content and still add any newer content released..
(it's my understanding this week's Quicksilver vendor does not offer last week's blueprints)

#

errr, n/m.. I got gek and walker statues.. and the Ha! emote.. but I'm not seeing the new helmet players have been talking about

#

yup.. uninstalled GrowMoar and there was the helmet and Nada & Polo decals..

hearty wasp
#

why would the helmet be linked to the build table

#

ahh, product table, nvm

cyan oracle
#

tbh, it could be as simple as the purchaseableblueprints file.. I haven't gotten time to look at it yet, hopefully will be able to get to it in ~1hr

hearty wasp
#

nah the only two things that should ever be conflicting are basebuilding table and product table

#

QS list has a table of its own

hearty wasp
#

yep updated build table and all 3 poped up

cyan oracle
#

oh cool, so just basebuildingtable?

obsidian tree
#

"they ain't gonna add any new structs, no biggie"
except that they have been lol

#

(just missions currently though)

#

and 1.59 had a few other internal chanegs

languid raptor
#

Any interesting new variables to mess with?

obsidian tree
#

no idea

hearty wasp
#

Lol I meant new structs in build and product tables

obsidian tree
#

Hopefully not, but you never know...

lime mesa
#

so i was just wondering
i've seen those save editor things where you can use seeds to change your tools and ships, but is it at all possible to select specific colours and/or addons to a multi-tool?

hearty wasp
#

no

lime mesa
#

good enough for me

#

peace

hearty wasp
hearty wasp
hearty wasp
kindred tiger
#

Lol wtf is that?

hearty wasp
#

greenscreen, I said that like, 3 pics ago

kindred tiger
#

Oh. Sorry, just dropped into chat, didn't see the history.

steel crypt
#

@cyan oracle if you figure out exactly what files it is using for the weekly events, I can make sure I have backups of those for anyone that wants them.

#

But if the event only has current rewards and not all rewards, you wouldn't be able to get them anyway unless you changed your system clock (if it even uses that?) or time might be server based and it wouldn't work?

hearty wasp
#

hey hennesy do you have a minute or two to test some emote stuff with me

hallow pumice
#

shore

hearty wasp
cyan oracle
#

@steel crypt it doesn't go off system clock, just off the files that HG provides us that week.. keeping my GrowMoar initial build installed (built during community week 1, featuring week 1 rewards) gave me the options to purchase week 1 blueprints and half of the week 2 stuff.. I'm guessing some sort of mod conflict..
When I uninstalled GrowMoar and reverted back to vanilla METADATA, I had week 1 and week 2 stuff in my vendor list.. so IDK if it's even really an issue?

#

@hallow pumice I think the mass setting in the entity file's physicsdata forces objects to drift like that.. but looks cool however you're doing it.. GL with the rest of the space rocks

hallow pumice
#

@cyan oracle Yep starting to mess with the entity files, I made some asteroids the debris from asteroids, they have the same texture :P, and it surprisingly worked just can't mine them/collision but they do bounce off each other lol.

cyan oracle
#

very cool.. I was thinking you'd have to make variants of the asteroid to achieve a good effect.. nice job

hallow pumice
#

Oh that could work to, didn't think of that

cyan oracle
#

ooo, gccreaturesglobal.mbin..
<Property name="AllowSleeping" value="False" />

this looks like it could be a neat addition

#

also found this.. think it could be related to that sandworm from the 2016 trailers?

  <Property name="GiantSnakeEmergeHeight" value="800" />
  <Property name="GiantSnakeEmergeDeep" value="700" />
  <Property name="GiantSnakeEmergeTime" value="5" />
  <Property name="GiantSnakeEmergeWide" value="900" />
  <Property name="GiantSnakeEmergeUnderTime" value="5" />
  <Property name="GiantSnakeEmergeOffset" value="1" />
  <Property name="GiantSnakeRadius" value="40" />
  <Property name="GiantSnakeHeadOffset" value="10" />

I originally thought maybe the snakes that fly in the sky, but why would there be a depth value? Ocean would load a shark rig, not a flying snake, right?

#

yea, that's different than the Flying Snake data that comes later in the file.. o.O

hallow pumice
#

Yep, I've been seeing those scattered around in the files, fucking awesome if they make it, maybe it will be other "biological horror" ๐Ÿ˜„

cyan oracle
#

yea, speaking of those, I just found the settings for their behavior too.. can make it so game spawns more than just 2 per egg or 6 max.. or can nerf it down to nil.. >:D

hallow pumice
#

spawns 100

cyan oracle
#
  <Property name="FiendsCanAttack" value="True" />
  <Property name="FiendHealth" value="1000" />
  <Property name="FiendPerceptionDistance" value="60" />
  <Property name="FiendSpawnDistance" value="70" />
  <Property name="FiendDespawnDistance" value="150" />
  <Property name="FiendReplicateStartDistance" value="500" />
  <Property name="FiendReplicateEndDistance" value="750" />
  <Property name="FiendAggroTime" value="45" />
  <Property name="FiendMaxEngaged" value="6" />
  <Property name="FiendMaxAttackers" value="2" />
  <Property name="DelayBetweenAttacks" value="2" />
  <Property name="FiendZigZagSpeed" value="0" />
  <Property name="FiendZigZagStrength" value="0" />
  <Property name="MaxFiendsToSpawn" value="6" />
  <Property name="FiendMinSpawnTime" value="0.25" />
  <Property name="FiendMaxSpawnTime" value="3" />
  <Property name="FiendAggroIncreaseDamageEgg" value="1" />
  <Property name="FiendAggroIncreaseDestroyEgg" value="1" />
  <Property name="FiendAggroDecreasePerSpawn" value="0.1" />
  <Property name="FiendCritAreaSize" value="0.15" />
#

lol.. 100?!? Sounds like that Sentinel glitch madness all over again

hallow pumice
#

zigzag speed/strength?

#

wtf does that do

heavy merlin
#

Hmm... s/"6"/"600"/ ?

cyan oracle
#

I'm pretty sure the zigzag values are for velocity/movement

heavy merlin
#

I wonder what that replicate stuff is

cyan oracle
#

hmm, that's interesting too cause spawn and despawn distances are already assigned.. maybe it's the actual range they're allowed to chase you?

heavy merlin
#

And the difference between engaged and attacker

cyan oracle
#

lmao, if one's feeling sadistic, one can set up the creaturesglobal file so the only things fauna will eat are Coprite and/or Mordite..

heavy merlin
#

Is there anything in there that may restore the older fed-creature behaviours?

#

Now they all just poop coprite, before some would dig stuff up, and I think maybe some other thing too.

cyan oracle
#

I think MaxEngaged are the number of fiends actively attacking you collectively.. but MaxAttackers is how many can attack you simultaneously.?

heavy merlin
#

I was guessing something like that too

cyan oracle
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what they dig up is altered in the rewardstable.mbin

heavy merlin
#

Engaged is same as spawn currently

cyan oracle
#

you can add more to the entry, but I do believe coprite is all they dig up now

heavy merlin
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I guess if you increased the spawn, you could have engaged lower so they aren't all fighting to kill you, and some maybe just wander around, which may make it less easy to lure them all into one place then go get the eggs while they're distracted.

cyan oracle
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oh snap, I think we can make our player characters semi-transparent via JSON save editor..

#

all the palette colours have 4 values, the 4th being 1.0 for all palettes.. leading me to believe that's the alpha transparency..

limpid summit
cyan oracle
#

it's just dds files..

#

that's not really NMS modding as much as it is photoshopping

#

... gotta love it when a value doesn't change what you thought it should.. in GCCREATURESGLOBAL.GLOBALS.MBIN, theres "AllowSpawningOnscreen" and doesn't matter if it's set to "false" or "true", the game still won't spawn in a creature in frame/on screen.. will only spawn it in when your back is turned to the area.. smh

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also figured out they turned off the white dots because they have soo many spawn points that don't actually have fauna.. people would be chasing white dots all day long w/o ever finding a fauna.. ๐Ÿ˜ฆ

cyan oracle
hearty wasp
limpid summit
#

Does Ship Slots overhaul not work in the latest patch? Looking at a S:20+6 exotic here.

hearty wasp
#

just edit your save

obsidian tree
hearty wasp
#

oohhhh

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also are you gonna add me as a maneger on emotes unlock lol

obsidian tree
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oh yeah sorry! was heaps hungover this morning

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gimme a sec, will do it right now

hearty wasp
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lol it's k

obsidian tree
#

what is your username there?

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oh wait you literally have a link right above

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smh

hearty wasp
#

I can manage it now, I'll take some pics/vid later and upload the new version, thanks

hearty wasp
cyan oracle
#

oooo, neat... looks like adding:

        <Property value="GcStatsBonus.xml">
          <Property name="StatsTypes" value="GcStatsTypes.xml">
            <Property name="StatsType" value="Suit_Energy_FuelSpending" />
          </Property>
          <Property name="Bonus" value="0" />
          <Property name="Level" value="1" />
        </Property>

to the "ENERGY" node of NMS_REALITY_GCTECHNOLOGYTABLE.MBIN prevents the life support from even draining in the first place.. wonder if it works in space.. ๐Ÿ˜‰

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also wonder if _FuelSpending could be added to other things to prevent fuel depletion.. like mining tool or terrain modifier ๐Ÿ˜‰

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lmao, so it does NOT keep you alive in space xD

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still not quite sure what I died from.. it all happened so fast.. but it looks like my oxygen tanks went pfft still

hallow pumice
#

to infinity

hearty wasp
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try using debug god mode and see if you die

#

it'll let you know if it's a hard kill

obsidian tree
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@cyan oracle the stats types are a fixed list

cyan oracle
#

@obsidian tree what do you mean? the FuelSpending node shouldn't have actually worked? or stats have a higher function set beyond the exml config?

hearty wasp
#

it just means that "_FuelSpending" will only work if HG actually made it for the particular tech type

obsidian tree
#

^

cyan oracle
#

gotcha.. I figured that.. but it's not there by default, so other than blindly stumbling upon the fact it worked, how else would I be able to check that?

#

is there any file that has the different functions for the stat type?

obsidian tree
#

check the struct with the full list

#

default reality has a pretty good list

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don't think it has every stat

cyan oracle
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okay, I'll give it a look thru again.. thanks ๐Ÿ˜ƒ

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figure if I could find the source of what works, I don't have to throw darts in the dark for hours at a time..

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@hearty wasp godmode kept my arse alive in space.. freezing in 32.0F/0C weather.. but alive..

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lmao@thermal protection requirements at 32F/0C

obsidian tree
#

I feel like the struct with all the stats changed recently too, but I'm not sure... Am gonna sit down soon and look, just doing a bit more nmsdk work ๐Ÿ˜ƒ

cyan oracle
#

yea, I've hung up my public modding hat because they keep making so many changes, as soon as I adapt, compensate and update, there's another update I need to make again.. and it's even more likely players aren't updating their end, so yea.. hitting the brakes for now I think