#nms-modding
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DEAD planet
grass
Lush world, bare
its weird
This one was especially cool π
Oh sick pic.Tbh i dont know why it does that lol.
I also notice the grass range is very small ecven when its abundant, though im sure thats a performance thing
Well i can maybe make a version that forces grass spawn on all planets if you want?
Yep
Grass range is same as vanilla settings
To prevent fps dips
I wouldnt go so far as forcing all to have grass, maybe just lush?
Its kinda the opoint of Lush, to be Lush lol
Alright.thats doable
Also lush are always colorful even in vanilla and colorful bare ground just looks wrawng
I do have one other suggestion, its an odd one
Theres a few rocks that are native to snow biomes designed to look like they have snow on them. They look super-wrong outside of snow biomes lol
Hmmm so you dont want them to spawn on other biomes?
just the snowy rocks, yeah
It would be like having an on-fire prop under the ocean
IDK it didnt happen very often its probably not a huge issue if the fix isnt easy
Nah its a easy fix
Other than the overcrowding that can happen that you already know about, I dont have much to hate π
Majin Buu Planet
Lol looks like a amoeba
Bubble river
Im running a 1070 it hasnt had any real trouble
Those purples explode into carbon i think
Yeah
I got like 2,000 carbon in a few seconds
Hehe nice
I may have save edited my MT damage to 1,000%
Maybe
Im actually gonna turn DE off for a bit to test out some other mods ive found
Lets be real your mod introduces the full extent of Atlas's madness
Chromatic skies mod
I like this,the bubble river pic
I think its just one of those gorges where the "mountain" biome takes over and it chose "ultra-dense large bubbles"
Yeah looks cool
If I drop a pic you want to use, IDC at all
Sure thing
This was literally the first thing I saw after droping Chromatic skies and your mod together
oh theres a user-showcasing sort of thing?
Yeah
There is a option to upload pics from users
It gets added to a separate place that says which user uploaded it
Hey @thin viper I tried your diverse enviroments mod, only one crash so far (tried to re-used the save to see what would happen), no issues with performance even for high-density.
Now I know that this is more like an engine limitation, but is there something I could do about object popping? Like some manual-edit config.
I'm playing this game on max settings and it still pops-in objects when I'm too close to the terrain.
Also, can I share screenshots from the worlds on #nms-photomode-gallery or is it limited to vanilla?
You can share screenshots i guess
Just tag it modded
Popping in will be there for the smaller objects and some big objects
Its mostly a performance limitation
So that everyone can use the mod
If i made everything render all the time from far away it will cause massive fps issues for mid/low end pcs
thanks.. gotta touch up the engines tomorrow.. in Atlas, it gave a pretty cool effect.. but compared to what HG has done to the engine effects in NEXT, this doesn't even come close any more:
Yeah, and it looks like you have all the engines working - which hg has neglected for some of the ships
Even the starter ship has only half of its engines working or so.
Although two of the engines are thin horizontal slots rather than circles, so the normal trails may not look good for that.
yea, this ship is a custom, so it doesn't use the same proc parts as the other ships.. so it was just a matter of assigning a trail locator.. but I have been gradually working on adding trails to the rear facing engine exhausts that currently lack any trails..
like the starter ship:
or even the Pre-Order ship
Kick ass
@thin viper I had a thought regarding that draw range thing, A lot of modders, especially those working on mods with capacity to overwhelm PC specs, will just upload some alternative versions.
Also I might be crazy but it seems the density difference between normal and High is like 10x. Seems there should be something in between
Lol just wait till i release the atlas generator
You can customize it to whatever liking
And generate
I dont want to have many versions of diverse environments
Becomes difficult to update
Ok
So Krem up there is fixing the retarded engine trails blunder that HG doesnt even seem to notice
there's alternative versions though, 3 density levels
I can probably make the high version have density between the normal and high versions
So like high versions can have something intermdiate like you asked along with high density stuff
Yes but they seem to play out as. Low denisty, Not as-low-desnity, and Neutron Star density
Is it possible for a mod to give priorities for what must be shown first?
Like?
big trees
hmm
Speaking of big trees I found a planet that had just one chilling all by itself (DE MOD ofc)
But ultimately its upto the game and your pc specs matter too
@hushed bronze nice pic
The tree is like Yeah, I'm the Tree you're looking for. Alls these other scrubs is shrubs
So like if you have a highend pc..most stuff will render the moment you approah terrain
Its not really that tru in High density
Lower your pc capacity...slower it will render the small stuff
I have stuff hitting me in the face before fully materializing all the time
yeah
most like a video, I'll see if I can put one together and upload on YT later
Hmm thats good too
question, how difficult is to change the UI fonts ingame?
Someone made a comic sans mod, so not hard.
ew
Lol
Yeah I had this mod pre next with an amazing font. Too bad the author forgot about it
Nms could use a native better font imo
That comic sans mod actually looked good to me, fitting for the game
I believe @languid raptor said it was anything but easy to replace the fonts..
It was difficult figuring out how to, but it is easy once u know
The FONTS folder is a decoy, the real font files are buried in the UI folder I think. I dont remember where exactly, but if you download my mod and unpack it you should be able to easily figure out what files I replaced.
They are .ttf files btw
Also known as truetype font files
@cyan oracle
O.o there's actually ttf files in the game files... whoa.. I found font files, but I don't think they were ttf.. I couldn't install them in winblows..
Yeah, anything not a ttf file is a decoy, a red herring
sick.. they installed π
I think there are two ttf files and a icons ttf
from what it appears at an immediate glance, futura pro or w/e it's called is the main NMS font
lmao, the untitled one was like wingdings on crack
Yeah those ttf files override whatever the FONTS folder does
If it does anything at all
lol, yea, it provides misdirection for modders
Got the HG-X upgraded with them NEXT engines..
wipes off drool
just wish I could get the landing gear to work like it used to in Atlas.. with the node names being buried in the geometry, and beginning with underscores, I haven't had much luck getting the anims to work when referencing the landing gear from the cockpit scene.. I either end up with static landing gear with no retract/deployment, or my ship gets replaced by the landing gear model only.. xD
hmmm... maybe if I reference the ship model from the landing gear scene and use the landing gear scene as parent.. then either way, it's using the same scene file and still referencing and loading in the ship... π‘
@cyan oracle You have some parts I havent seen there, where did those come from?
they're all from game files.. either a small part off a larger scene (like the propeller fronts came off a freighter/frigate) or other ship parts reoriented; like the wings are a combination of the scientific wings (both the tie fighter like wings rotated to run parallel with the length of the ship, as well as the vertical wings with the curve at the base; rotated to lie down and create the wing)
the nose, cockpit and inner boxy engines are all one mesh piece from an unused asset in the models\test folder.. so I had to get creative and texture it myself..
Well I used to model a lot, I'm pretty good at it, was wondering if it was possible to get models into NMS at the current time
yes.. that's how this one was made.. via Blender
is it possible someone could take
this mod
A mod that adds a large variety of planetary color combinations. Every color palette is generated by colormind.io, a website which provides AI-generated color palettes. Additionally, you can create yo
and remove the secondary colours, particularily from the grass
I just want landscaping to be one colour; not multiple
everything else can remain the same
is that possible?
wh00t, referencing the ship from the landing gear scene worked! I had to change node names and do some stuff outside the box stuff, but it works!
(imgur link removed)
wow.. share a hidden album here and here only.. two up votes, currently sitting at -3 points.. someone got some passive BS they want to get off their chest?
nice.. someone else managed to get in a downvote before I removed the link.. great job! You guys cost the NMS community another modder.. enjoy the ones you have left..
someone did the same yesterday too
all new posts were sitting at -1 or -2
on nms reddit
i think its the people from r/starcitizen
but thats just mindless speculation
New update to my colors mod..finally fixed the issue that was causing planets to look like rainbow sprinkles. This wont happen anymore . Here: https://www.nexusmods.com/nomanssky/mods/788 and here : https://nomansskymods.com/mods/project-atlas-procedural-colors-for-next/
This mod adds procedurally generated Color pallete tables for every planetary elements, Creating visual color diversity on a scale never before possible. This mod is generated procedurally for No Man'
!pin 493359953931665408
Just curious. How do mods and multiplayer work?
Mods are local so you only see the same thing if you both have the same mods, assuming they mess with the terrain and colors and such
not necessarily
If the terrain is different you might just see someone in a weird spot when you load in lol
use the "fantastic beasts" mod for example
Fantastic beasts changes the seed of the fauna, allowing you to see the effects aswell
although, it's interesting because if the player that has the mod leaves your game, the modded creatures will dissapear
that is not true.
Sure thing
π
I see. And with trainers? Doesn't that throw balance out the windows?
Yeah that's why a lot of people don't use em
Also maple syrup is indeed right on the animals thing, because the animal data are sent as seeds and positions, if whatever spawns on your end appears on their end too
I wrote that in Intelligence Enhancer, too, just perhaps not as robust
It's happened to me, he is right
@hearty wasp @thin viper @cyan oracle Someone with proper modding skills needs to very simply - remove the "invalid Position" check in its entirety
Just.... kill it
I have NO IDEA if thats possible and Im not insisting it is
But if it can be done it needs to be
oh you mean the knowledge needed to understand how to dive into the exe and disable the check on a software level?
Yeah i figured it would be deep like that
sure just get someone to update the script extender
But Ive seen a number of other things that I thought were deep turn out to be practically surface-level
So IDK
yeah so are everyone asking for mods in the modding subreddit request thread lmfao
Well, im not making a long winded point of it, just putting it out there
Its a real bitch to constantly be editting Raw because a friggin half-wall wont place slightly intersecting the collision of a square room
Or be raw-editing the entire landing pad zone because NOTHING wil place right around them
I modded one room to disable checks, it was very simple, but don't remember exactly how now. Did that to let me place the room over my base computer.
checking CheckCollision to false only disables collision detection on placement but not the mesh tho
That may have been it. Isn't that what was wanted?
if the mesh (usually the visible part of the model) touches anything you can't place it down
Ah
Even that would be a step in the right direction, I think
Can anyone recommend a mod that gets rid of the colorful space? Seems the one on nexus doesn't work/is super buggy.
Looking to make my game more realistic i guess?
lo2k's dark space still works fine I dunno what you're talkin about
There are a couple of "clean space" mods that are nice too imo
Ill give it another go. Last time it wouldn't work for me
They dont darken, but they can clear lines and space dust and stuff thats just crap
He's missing the one I would actually want - Darker space but with full strength nebulas
hmmm yeah its still doing that super bright planets
He's got Darker General, Black, And Black w/ full nebulas
you can reduce the "Invalid Position" errors by disabling collision checking for all parts.. but I don't even think that's 100% resolve as there are going to be times it's simply an invalid position..
and that's a shame Gamer.. but Reddit's always been bad.. I had to cancel my account there it was getting out of hand..
the imgur album I put together was only shared here.. in the #nms-modding channel of NMS discord.. so I'd imagine those that voted were from here, not StarCitizen..
probably just purists
then they're in the wrong channel.. π
Is heavily modded equipment allowed on NMS groups
or do I have to trade in my ship and multitool
you could ask the specific groups maybe. would imagine they have discords
@lime mesa wdym by heavily modded equip? Like the technology installed on a ship/MT? or the stat enhancements of the ship/MT itself? and IMO, it should be okay to post in modding groups, since it is a mod.. not all mods are cheaty, but many mods cheat the game one way or another..
hell, I've seen trainers promoted.. so I'm not sure if there is a limitation for the modding groups..
and maximum upgrades to equipment
that was pathfinder (I think; I want to say it looks like Atlas, but I never modeled that ship for Atlas)..
while I'm not a moderator here, I do believe you're okay to show that off here.. just not the #nms-photomode-gallery section cause that's more reserved for stuff even console players can do (IE: Vanilla play)..
that's the way I've always perceived the channels and haven't had any issues in the near year I've been here..
Is that ship from something else?
it's a modified copy of \MODELS\COMMON\SPACECRAFT\DRONE\DRONESPACEDESTROY.SCENE.MBIN..
modified to remove some pieces and simplify the appearance to more of a "jet fighter" look.. and made it flyable..
Ah ok. I thought maybe a version of a ship from an older game or something.
if anything, they may have shown it pre-release.. in some e3 footage or something
that's the only time HG used the other drone ship, which I've dubbed the Reaper..
gettings lots of crashes with project atlas color mod??
it's probably out of date.. 1.6 broke a bunch of mods
i got the one from the pins
I've been spending the last couple days going over all my old changes and trying to revise the new files to the same changes..
it was working totes fine earlier but it's crashing very quick right now suddenly
what was changed between when it was working fine and now?
earlier i installed it standalone, then i removed it and added two others and tried it on a fresh save. removed that save and the two mods, and now trying the mod on a fresh save and getting crashes
I'd suggest deleting your shadercache, but if you haven't installed any new mods and the only thing that's changed between then and now is your geographical location within game, then it may be crashing trying to render/load something in your current system/biome environment that is causing the crash..
it could be as asinine as the game trying to load \MODELS\BIOME\COMMON......\Partname.scene.mbin instead of \MODELS\BIOMES\COMMON......\Partname.scene.mbin
being unable to find the file to load will force NMS to CTD cause it doesn't know what to do.. it can't not load something that is required (like a scene file), however, it will still function if a material path is muxed, it just won't map any material and the mesh will be invisible..
yea i installed then soon after uninstalled diverse environments mod from the pins
and that's something else to consider too.. the possibility of having a mod conflict stored in your save file.. it's highly unlikely, but it can happen.. When NEXT first came out, my MorShips for Atlas had rendered saved broken because there were custom file paths stored in the save files that no longer could load into the game because the mod was out of date and didn't match the current model structure format..
but you did say you tried a new save with only the mod in question, so I didn't mention that cause it felt fairly moot
Might have been the shader cache cause the other mod I uninstalled had new objects in it so I am reloading the thing now
good luck.. π€
ooh just crashed while loading shaders
gonna verify integrity of files and retry
however this does not bode well
k i got in if i don't message again just assume everything is π
I'd start by try removing any mods and loading the game in vanilla.. make sure the save is good enough to load..
should that work, install the mod in question, then verify integrity.. but it does sound like something is a foot.. might be an out of date mod, might just be the biome your save is trying to load..
is there a guide somewhere for adding those custom modeled ships into the game?
just like a blender file you put somewhere?
no guide :(.. best I put together for anyone is the blender setup to get it ready for extraction.. and the collision stuff is no longer applicable.. there's a few tricky things done in the text editing that couldn't be shown in FRAPS.. cause not only do you have to create the model and make sure the materials and textures look right, but you also have to tell the game how to load it and provide any locators within the file that may be needed for the part to be used as such (Ex, when creating plants, I had to include the interaction locators so they could be harvested; or ships need several locators and an entity file assigned too)
@cyan oracle I dont know if you saw but I pushed am update for nmsdk with a few fixes. Not sure what other bugs there are but if you have other issues raise them on github so I can fix them :)
^ doesn't cover installing the NMSDK or any adjustments outside of blender..
The readme should be reasonably comprehensive.
Also we are working on adding some tests so that people can see how various things are done and also for... Well testing lol
thank you monkeyman.. do I just replace the .py files in my %appdata%\blender foundation\plugins? or do they go in the SteamApp Blender bin folder?
I'll answer that in a few mins when I am at a computer... Bit hars to write on my phone...
understand all too well.. my phone's calibration and I have a love/hate relationship
I love to push the right button, but it hates to give me the right character
haha
it's more that I can't type in directories and such easier
ok, so the first thing you want to do is go into blender and remove the previous version of the plugin
once you have done that you can remove any old files in the actual blender folder which is where we used to recommend you install the plugin
gotcha.. sounds like more or less how I went about updating the NMSDK last week..
needless to say, I didn't do a git clone like the readme suggests
if you do the git stuff you can update NMSDK with the press of a button π
no git client, which is why I did it the manual way
all handled by github π
well if you get some kind of git program you can get this all to be handled in a nice way
there is git desktop, or sourcetree which I use, but requires a (free) account
if you don't want to do that you can just copy and paste
depends on how often you want to keep on top of updates π
and am I correct in assuming that the NMSDK is automatically creating tangents now? or is that not even a thing any more?
it has been for ages
they are a little messed up (see one of the issues shooter raised)
cause I got that rigogen reflection issue once.. but once I removed doubles and smoothed it out, that got resolved..
was basically from using an obj from the model viewer without making changes to it before exporting from blender...
hmm ok
IDK, it could have simply been trying to use vanilla materials on a custom geometry.. I've had some interesting issues result from that.. not often, but a couple times..
likely either a flag that's in the vanilla material causing something undesired, or possibly the shader type referenced/loaded at the beginning of the material file..
all I know is once I went thru the vanilla material and texture mbins to find all the dds files and mapped the textures to the model, removed doubles, smooth, export, and it worked; with new custom material files and vanilla dds paths
oh, and I'm loving the ability to enter the entity path directly into blender now π
π
so you have the new files all copied in the %APPDATA% folder now?
by having them all there now it means you can just copy the whole new version to that folder and it will be updated already in blender
hahahaha i was just checking out your videos for adding the ships... and see the tie interceptor at the end, that is awesome
the way I have it set up I have my git repo based in that folder, so when I make changes in vscode they are applied automatically when I open blender, and if anyone else made changes to the repo I can just pull them and have the changes applied straight away :)
Much nicer workflow than what i had before (you don't even want to know!! lol)
i didnt even think about having to add the interaction parts... figured it was just a skin of some sort
the first thing I ever added was a tie fighter too lol
@cyan oracle do you use the entity building stuff?
or just reference a entity file you have made previously?
(psst u should try the entity building stuff)
π
yeah, we spent a bit of time on that lol
I think some structs may still not be updated however :/
also, I need to add the landing component data to it plus maybe some other structs that they added with 1.5. But it is kinda low on the list compared to fixing some other issues
nope
haha lol, that would be too easy.
sorry @obsidian tree had to afk..
yea, the new NMSDK should now be in my appdata stuff after installing it last week.. so I just need to replace the files there? I don't think I'll have issues updating, but I'll bug ya if/when I do..
also using just the reference entity check box and entering the path the to existing entity.. I haven't created any entities from the NMSDK yet..
not that I don't want to.. I just don't need to..
lol.. yea, no pre-made tie files.. closest to a premade tie fighter are those scientific explorer ships or the fighters with not quite tie wings on the outside..
I think Disney would have a field day with HG if there were tie files in the vanilla game..
@cyan oracle you can check if you have the newest version as it is now 0.9.2
hell, I'm grateful Disney hasn't come after me..
I have finally gotten around to implementing some versioning system to make it easier to know
obviously this only works if you copy all the files over correctly, but it will help lol
yea, I was going to say, I didn't know there were version numbers previously..
in the plugins window
where you used to have to install from
if you click on the plugin in the list you can see the version
I also added a link to the wiki and the issues pages on github π
(although wiki is empty sadface)
sounds a lot like how I updated last week.. if not the same method just expressed in different terms
not saying premade hg ones, like ones from a mod site. dont see any on there though.
haha, well now you just copy and paste into the appdata directory and you won't need to do anything in blender any more
(which is why I recommend using git for source control since you can just get it to copy everything to the right place with a single click π )
nope.. there are none.. NEXT's NMSDK just came out, so custom models for NEXT haven't been a thing so far.. now that should start to change..
otherwise you have to go hunting around for the folder every time
also, at least all pre-next models are compatible with next π (in terms of in blender/nmsdk)
if it was working in 1.3, now you can just press export again and change nothing and it will work π
lol, in terms of blender/nmsdk... you had me for a second till I read the end there..
some of the parts are super close to star wars. they are walking a line. the xwing nose, wings like vaders ship but clipped, the inner wing with the little r2 droid.
sadly, I do have to do some work to my ships.. but not because NMSDK, you're right.. I am able to load the .blend and jump straight to export w/o so much as touching the model or it's structure.. but because NEXT touched up ships and gave us more eye candy... I have to touch up my previous eye candy too.. some of my effects aren't as impressive as they used to be:
agree Xplosiv... this ship was made from all in game assets and looks like it should be in the SW franchise..
but that's sci-fi for you too.. similar concepts/similar models
this is why we need people to make custom stuff that looks wildly different π
and yeah, I get that there is still plenty to do to get them ready for export
at least hopefully NMSDK should be able to get pretty much everything set up nicely now
much better than it used to be π
no doubt updating custom models between Atlas->NEXT is much easier than Pathfinder->Atlas when things had to be setup just a little differently than before
this is the closest i cloud find generating seeds, to a good looking star wars style ship. gotta have the r2 unit
yea, those are the fighter wings I was talking about..
ooof, all of my ships are going to need contrail locators π¦
at least you can place locators easily in nmsdk π
also, remember that you can use meshes as locators and references
so if you know the size of something you can make a block that shape, so you can rotate and place it correctly, but you have the type as a locator or reference and nmsdk will ignore the mesh and just look at the transform and locator/ref info
yea, I been replacing locators and references with one another for some time now.. but I never thought to look at the mesh dimensions to create the collision boundaries.. that's even easier than scaling till it's about right..
also noticed that changing scale (in exml) can change the orientation of the mesh.. changing scale in Blender ofc allows one the ability to reposition a bit easier..
luckily, the Model Viewer now allows us to adjust trans, rotation and scale values within the scene itself.. eliminating a lot of the post-NMSDK trial/error..
you both have done amazing things with our tools and modding would be impossible (at least for me) without your efforts.. thank you @obsidian tree @solemn breach
yeah, that modification stuff in the model viewer is super useful!
I was thinking of ways of being able to import some of the games' data into blender so if you want to reference a scene or something in it you can select a path and it will create the boxes in the location you want, so you can see how it would fit together
but that is def a post-1.0 release idea lol
neat.. sounds essentially like a model viewer for Blender.. or the "NMSDK Model Importer" if you prefer.. I'd be slightly afraid too many people would struggle with confusion between Importer/Exporter, but then again those people probably shouldn't be importing/exporting stuff to begin with.. π€£
ooh, interesting, could that also be a way to model new freighters/frigates?
yes.. I haven't played with frigates as those are new to NEXT.. but I did try a couple of freighters in Atlas and it's not an easy task.. definitely more complicated than making a model flyable as a ship.. and IDK if it's any easier or more complicated now that we have a new freighter interior setup..
and I'm thinking due to the way frigates are set up with a traversable exterior/interior setup, it might be even more difficult to create a custom frigate..
but yes, NMSDK for Blender is the only way to get non-game models into NMS.. and ofc the source files need to be a format Blender can work with.. so .max and .c4d are not applicable..
Yeah, I was expecting frigates to be harder to set up because of their interiors, can you explicitly define collision boxes or there's some type of template for it? Other than high-levelled skills to model something, I guess collision boxes could become the biggest in-game issue for that kind of mod.
the ship you posted is not a mod, that's a vanilla exotic.. the red one I posted with the solar panel tie wings from the scientific explorer is a mod..
Why didnβt anyone share that ship coordinates?
@soft coral collisions are limited to 3 primitive shapes: Cube, Cylinder and Sphere.. and cylinders/spheres are limited to axial scaling in cases..
can they be put together to make a new form?
IDK why Hana.. but even I'm guilty of showing off a ship I found before I share coords..
sometimes if I'm not asked, I might not share coords at all.. either because I think no one would be interested, or simply oversight
oh.. lol, that can only be found on my PC
is it similar to the vanilla blue/gold ship?
no.. it's a custom model, on my game it's loaded as a fighter.. so currently all fighters look like it with various color schemes based on seed..
Oh
errr.. if you want to see more, I have more in my steam screenshots..
https://steamcommunity.com/id/kremit_defrog/screenshots
In my album, this is where NEXT begins..
as for releasing the mod.. IDK what to do with that due to the way the ships would have to be generated.. either I'd have to replace a vanilla ship type with the custom ships (I'm sure players wouldn't mind saying goodbye to explorers or shuttles for the 50+ ship variety) or load them the way I did in Atlas, which breaks a save file should the mod be uninstalled or rendered broken.. with the former method, the game would at least revert back to vanilla ship type after the mod's removed..
and IDK how I would make the mod available to the public as I no longer care to use nexus or nmsmods
Ah
shooter made custom freighters. You can get around all the interiors stuff by simply attaching the hangar scene in the right place as a locator in blender and it will generate it correctly I believe
so you still use vanilla interiors, it's just custom exteriors
but he things that custom frigates will be a lot harder
@normal crescent can u tell me how much RAM you have?
16 gb. the issues i were having earlier were fixed fine by deleting shadercache
100% smooth sailing
i'm loving the color mod ^^
Thanks
So deleteing shader cache fixed the crashes right?
I will add that to the mod page
yeah the issue with shader cache seems to have been from installing that environment one and then removing it
π
custom frigate is hard because it's one fucking piece
there's like 0 proc gen in the pieces which I hate because I can't kitbash em
new update to diverse environments mod, introducing a classic version, which is the best version of the mod released so far
get it here: https://www.nexusmods.com/nomanssky/mods/493 and here https://nomansskymods.com/mods/diverse-environments-2/
Also included a colors mod addon patch, that works with diverse environments mod.
This mod overhauls entire planets in the game, including land,mountain and cave biomes. Entirely procedurally generated mod , nothing made by hand. This mod spawns more than 10Β³Β³ planetary biomes (s
!pin 494165722570817538
!unpin 491245675351244800
@hearty wasp OK.
!unpin 490790548165361674
@hearty wasp OK.
!unpin 489782890369122307
oof wrong shitr
Here is a very professional referral post with a link to the Modding Discord:
https://discord.gg/daPdVvC
!pin 494181933513703443
is there a mod that fixes memory leaks?
That's more low level stuff, not sure how much of that would be exposed
ok well what about over all performance?
There are some that help, I don't know of any off the top of my head but you can browse the mod website or join the modding discord via the link above and ask there
@obsidian tree Shooter's Freighters were Atlas.. when HangarA was different than it is now.. not sure the scene loaded to the locator would fit the custom model the same..
ex) when I made my deathstar, I had to tuck the hangarroot locator back a little other wise the bridge of the hangar scene would stick out the front of the deathstar..
now that the hangar interior has been revamped, it might be easier to tuck into a custom model, or it may poke out more...
I keep getting booted from the NMS modding server
dont see anything about verifying and such
did you see my message in server support there?
@everyone anyone know how to create a mod?
Check the pinned messages
wow an everyone tag, how effective
It almost pinged me!
Does the change to weekly patches make modding way more difficult?
Or do some things not even affect them in the slightest?
Adjustments to make?
yeah just having to check if anything's new, if anything's changed, if there's anything not compiling
not to mention people complaining about the newest version of the mods not working because we update them to the latest experimental and they might be on main
Lol, sounds like a headache indeed
they thing is they have the ability to separate, say, the buildable object list
they've separated the language files into 3 files
it's just that they're not doing it, can't blame em tho, it's probably fuckin annoying to update 3 files other than 1
huh turns out shield bubble thing actually can be made to work
but uhh why would you need this when you can build an actual shack
Think about a shield that could cover up to 150u and prevent any menace from coming near your base.
(including storms)
I mean it's not that hard
just blow the bubble up 20 times and make the node activate on boot
you get a giant ass fuckin bubble at all times but hey at least you don't get fucked by weather the moment you step outside the doors
and if you want cops to keep out just change the TkVolumeTriggerType to generic indoors and they won't see you
if more people want it I can make a stupid giant version of it any time
just gotta make the station a bit more... custom?
like a giant damn block of machinery lol
would it be possible to add that as a new deployable machinery along with the signal booster and so on?
also hah, that flag can come handy
Still working on my fan project, which will introduce quality in quantity with absolute consistency. Currently, I am focusing on various specific aspects to environments... (so, these pictures are only using one tree template that I made) at the moment. These are the 'beginning stages' of what I am working on, and expect things to get really wild as I progress further daily. Lots more to come. I'm also excited to move onto the non-alpine environments.
More info here: https://justpaste.it/5c7xc
I tried the newest Project Atlas Colors mod, still makes hot-opink rock and lime green dirt.
can somebody who knows how make a mod for more storyline or link me to a mod for more story
there isn't any
mostly because working with the mission stuff is a messy, clumsy affair, lol
Chromatic skies is pretty cool π
Going to work on updating this custom ship of mine soon for NEXT: https://imgur.com/skzW0J9
Currently working on finishing the code for my dynamic, conceptual art based skies and atmospherics: https://imgur.com/EKmOTe2, https://imgur.com/uHoXjNl, https://i.imgur.com/vUM5MWM.png
It's actually not that hard since it's a vanilla model
The easiest is just to make it a part of the current generation by putting a reference to it in one of the ship scenes and attaching a cockpit scene
Krem knows a lot more than I do tho
Wow ok u could do that?! I'ma newbie so thx for the info
Does modded saves also connect to online discovery services and load other players and bases and ships regardless of mods or not???
Most moddable things are easy... They're just layered like a 4 dimensional onion
the players will probably see the original ship
And yeah, they do connect to discovery services as well, the only thing is that the object location uploaded is different than the default seed (if the terrain or object coordinates are not the default ones)
I need a outer shell/housing for a big reactor thing, pls gimme ideas
take the biodome ceilling and expand it
As a modder you're PC ofc right?
If youre talking about making a faux reactor with existing base build parts, I would consider using the raw JSON to edit coordinates n stuff for those light tables and that octagonal thing with similar lights
lmao I've used enough base parts for my past stuff
now I'm pretty much using the new scenes
Well I cant tell ifyoure just trying to do something light and fun or if youre tryng to make some massive intricate mod
idk is a tapedeck intricate
anyway this probably isn't gonna be tapedeck complicated lmao
oh my, IBM on NMS
I'm now on only like uhhh 4 scenes for the reactor core?
that pannel part is interesting, what's that originally for?
the panel is uhhhhhhhh I don't remember what scene is that originally for
but the texture was custom
oh cool, i could swear it was part of the game
I mean the texture is a 60s circuit board
I think I found my reactor outer shell
unless I can find structure like this... (the top one)
Two of those strange station decorations, enlarged, facing each other?
the word station? I've used them too much already, unfortuantely
and they look too uhhhh simple? for an reactor looking thing
kinda looking for a more industrial feel, I guess
Word station?
the encyclopedia on walls
Oh, the encyclopedia.. no not that
in other news it turns out this piece of crashed freighter is just one node
A vaguely conical white/metal(?) thing that pokes out of the wall in stations sometimes, just decorative with no use. I've seen screenshots of it from a modder somewhere.
so I can actually make it into a buildable part... for whoever asked for it
I can't remember that off my head rn
I'll see if I can find it in the files. Probably easier than trying to find one in game.
you'd think
I can't find that one drain pipe on the walls of outposts for like, a month
Is importing new models still out of the question?
Is there good reason to expect that the plugin will be updated?
I've seen that strange parallax texture on table things in stations though
That
lol Moo you havent seen that? Its one of the normal base decorations
yep, both vanilla decor
also @hushed bronze no we ain't expecting a date anytime soon
people be busy
I may have seen it, seen lots of things though... Probably not on the floor like that though?
trudat can't put em on the ground for whatever reason
but still I gotta find some pipes to connect em and all that ugghhh
too much work
NMS put that on every station
Thought I had those on the floor in my freighter, but oh well, back to calc studies
made me though it was for a special terminal type
huh must be just not on planet ground or someshit
oh well just gonna go back to the old plans π
got the drawings done, even
Just a few more hours and I can finally take a break from not playing No Mans Sky

Anyone have a HUD mod they can recommend?
they're all on nexus
They are outdated π¦
yeah most of em are
just sort by last updated
also I don't think that many people are doing stuff with UIs atm other than ultrawide fixes
there are newer mods that can cover for older mods though
Minihud looks perfect
never
π
oh god lol
What you did?
pls no more
I didnt
@thin viper
technically
You pinged me
he's hmmm, off?
lmao
wtf, it doesn't shows up for me
That's cause you're shadow banned.
No but bagged bird 2 is good
Why are you changing it 
Because they're close and you'll get pinged a lot haha
does anyone know if the 1.61 update is just an update for the weekly community QS events? or does it actually break mods like 1.6 did?
poor gamer getting waking up seeing three pings and having to realise they're all garbage pings
Just spent the last 5 days updating my mods, almost finished.. and now there's new files.. π¦
lol, IKR.. that's why I pulled my public mods.. I can barely keep up on a personal level.. then to rely on other users to update their end.. yea, right..
thank you Exosolar, glad it's nothing major..
as for all the previous experimental just read up on lo2k's comparison files lol
Well, 1.61 is up to 2 GB on consoles, but less than 300 MB on PCs.
Are all the new trees that we can build tiny like the one in the demo gif?
so maybe nothing important was modified
Its barely taller than the player its a shrub
There are 3 different heights, no idea which one was in the gif though off the top of my head
3 heights per tree?
Nah, 3 different trees, different heights
LAME
When are they gonna notice that every time they release something we tell them its way too small
except the freighters which are utterly leviathan
Lol what else has been too small?
anyway off to school during my day off becuz my math teacher thinks he can just ADD days to the schedule
later!
π
well, math teachers are pretty good at ADDing..
they're good at SUBTRACTing too
these puns will really DIVIDE the community if you keep up with them
@fair thorn Hi, sorry I fell asleep.
Yes, it is a sentinel Starship... like Winder said, anything can easily be made flyable... but there's a difference between making something flyable and functional for practical use.
Most things if you make flyable, are extremely wonky until you sort out other issues. I dealt with that with a pilotable freighter, and a pilotable sentinel drone in the past. @cyan oracle knows all about the craziness of custom ships.
@hearty wasp I would think that other players would see the same ship, yeah?
Considering that the sentinel starship is a model that is being used in-game for the police
@cyan oracle It took 8 hours, but I finally finished porting all of my global based mods to my C# base for automating. Will save a ton of time. The manual work and constant updating via xml upon each micro patch was getting annoying and was slowing down my workflow with my fan project... https://i.imgur.com/C9fs8eA.png
So, the manual work is out of the way.... when I run my program, it will re-create all of my files and parse them with the updated official files by HelloGames
Automation is truly the way to go with large projects. It's like 99% faster but still efficient
I need to focus on porting some of my pre-NEXT work to NEXT; but in a revitalized fashion with a new take. I've started, but will be worth it in the end.
The content in this video is outdated and pre-NEXT... however, environments like these will still be possible in the Multi-Verse; the successor to 'RaYRoD's Overhaul' (which will also be drastically different and make older environments look modest). I'm programming quality in essentially infinite quantity with absolute consistency (in the style of numerous conceptual arts) in inspiration of HelloGames. It'll take time, but the outcome will be fluid. https://www.youtube.com/watch?v=wctlrXOCukM
This is a work in progress fan project by yours truly, in which I am gradually restoring the beauty and nostalgia of all pre-release trailers, pre-release fo...
tbh atm it feels like only very slight mods are more viable without automation due to these weekly changes, =/
@supple wadi Yeah. The mods that tend to have a lesser amount of changes, aren't that tedious to update... unless you happen to have a bunch of a separate files that also have a small amount of changes
mmhmm
I'm glad that we're getting new patches, with new content
However, I resolved that issue on my end... because, I would be like trying to focus/work on something and then a patch would hit... and then I'd have to backtrack and update numerous files by hand...
After 6x, it got annoying...
So, it's better to let the program handle it
I think I'd be more inclined to work on some bigger projects, even with these weekly patches with new content, if the patches between were resolving some deeper issues we can't seem to address but that we might get blamed for/associated with despite our work having mostly nothin' to do with those issues.
E.g. basically all the missions stuff, lol
I legit don't care too much about many of the new things. Now, I like 'having them' because new content still adds to the experience... but most of this stuff man.... I see as just 'toppings' that really should've gon ontop of an already beautiful cake (a masterpiece of a game, with nigh infinite potential - in which it's engine is utilizing like only 1% of it's potential for like 99% of things).
I would like to see less toys, and more well thought out changes
But nonetheless, I'm having a blast and am excited to see what's coming
same regarding less toys, more thought out changes
Was happy to see some core changes to the game's engine that HG's made
Have you noticed that you no longer fall under the map?
It forces you upwards
Yeah I noticed that from messing with terrain settings, thought I got lucky lol
lol, nah, I haven't been making any tweaks lately that would find me under the map
Ah, fair enough
The in-planet ocean still exists
You just never get to swim in it haha
@dreamy tulip yea, I'm bout ready to script out my changes too.. but I'm afraid soon as I do, the new files will have a new format I'm going to have to recopy.. so it's a never ending struggle; partly due to stubbornness π€£
just use libmbin π
Wait I didn't know there were mods for this game
There are mods in the PC and PS4 realm
I decrypted the PS4 build pre-NEXT and started to work on modifying the game for a brief period of time.... alongside debugging and other stuff
But I put it on hold, because I am prioritizing my PC work for the time being. I'll get around to porting it sometime in the future.
@dreamy tulip regarding the ship thing, if we are to just use the ancient method of editing the cop ship scenes to add the cockpit and then save editing that directory to be the current ship scene? Maybe, otherwise if we're gonna add them to proc gen pool then we'd need to edit the ship scenes and add in references which others will not have and thus will only show up as the seed dictates in vanilla
Would be interesting to see a correctly executed copship with cockpit being a usable ship, that's for sure
Just wait till ship building shops become a official thing
Well I wish your atrocious pfp gets nuked off face of earth
Doubt they'd allow cop ships beinf used lol
IDK lol...would be easy to add In new parts to build shop when it becomes a thing
True, still, vanilla users will probably either see an empty part of the default part lol
What is it?
someone said they want a giant version of the bubble shield to cover their base, this is the reactor I made for it
I'm gonna call it "Bubble Defense Shield Multiplexer"
It looks official.
I kinda want this tbh.
probably gonna come out next time I update Eucli-ea
still got things I need to change
thinking I should change the light and glow to a more green tint
but that'd require me to change textures and relink materials
Is it possible to detect what system or planet you are in with a mod?
Possibly for a Discord RPC?
Discord RPC is no.
You can detect those things, but the way discord works with RPC related stuff is pretty restrictive and needs approval.
(and, if you want to use join/spectate, you need to have some really low level shit that you can't really do from mods, i'm sure)
If you want discord rich presence (a lot of people do), open a ticket with HG asking for it.
They'll be able to add in way more things as well, like join/spectate mode, better graphical assets, and so on.
People actually cares about discord showing info?

Clearly
Only makes it funnier

It's a request I've heard a lot.
Would be a cool thing to implement.
@toxic goblet I am not talking about join/spectate, anyone can make an RPC without those. I just want to show information.
π€
The whole point of asking is so I could make it myself
Discord RPC still needs low level hooks.
Step up your game with a modern voice & text chat app. Crystal clear voice, multiple server and channel support, mobile apps, and more. Get your free server now!
also note: For now, RPC is in a private beta, which means that only apps that have signed up and been approved can access it.
No no no, you can literally do it without approval by just making an application (I've tried)
Either way, RPC requires significant logical work for the code, which I'm not 100% sure NMS mods can do.
Yes, but you have developer limits so your mod won't be publishable.
If you made a separate application that just reported the details pulled from the game, maybe you could do it independently.
Even then there are enough restrictions in place with the API that it is hard, if you even get to the point of having a working info extracting app
I usually make RPCs with the discord.js rpc library on npm.
also, @charred isle, you'd need to do some sort of memory/save inspection to get information about what's going on for RPCs.
memory inspection would require hooking a debugger, save inspection is more doable, but eh. it can get out of date very easily.
Yeah exactly
That was my point for my statement about the info extracting app
You could maybe figure it out, but you'd have to maintain it and it may not give you the info you want necessarily
true discord rpc is not hard to add. hello games should just do it.
And whole, at this point we aren't really discussing the RPC implementation aspect to it, more about adding hooks to pull waht you want to report.
You can use the Zendesk to request it as a feature though @mellow hedge
May not lead anywhere but at least you will have tried
in short, it's doable. Probably not as an in-game mod (because I don't know if you can hook complex logic into a mod), so some third party tool which may or may not give you the experience you want.
It's fine. I'm just going to try myself.
Well keep us posted
as an aside: you can't use NodeJS in a mod.
^^^
like, even if mods can do complex logic/hooks, there's no damn way you can fit all of NodeJS into it. It's gonna have to be lean C++
I know, I expected that
you'll also have to implement your own API wrapper/SDK to handle initialization and connection to the local RPC engine.
because, again, an external utility will need to hook in to memory (which will change under you when you dont expect it), or you'll need to read the saves and application run state (which will delay things significantly because you dont autosave that often)
or just use CE
or whateverthefuck people are using these days
they have weird wizard programs
@hearty wasp Yeah, I'll need to test more with the mp side of things
I haven't really found time to play or experience mp much yet
Too busy re-making my project from scratch, by choice
But I dunno, I had a flying sentinel drone in the past
And it had a lot of issues at first
Until fixed
I am curious to know if anything in that would be client sided
But then again...
I'm not really concerned with how people w/o my fan project will see users with my fan project
Because those who use the same content will have an identical experience
I do wonder if anyone has experimented yet, with custom servers via the debugglobals
Someone that I know once did something similar, back on pathfinder... where he met up with himself in-game.
Anyway, I'm going to stop holding back... and start going crazy on content.
Intead of releasing a ton of isolated mods daily, I'm pouring it all out into my project, but in a systematic fashion
Your new base building items look cool
Keep up the nice work π
I've just been copying HG's work amirite, my work means nothing according to people here lmfao
Well, I know that I always loved to use Eucl-ea pre-NEXT
I mean it doesn't mean nothing, and you aren't copying. Don't know who is saying that.
If you were using the assets to make your own game or something that would be copying haha
There's a lot of new people around which is great. However, imo, eucli-ea was one of the mods (that's been around for awhile now) that had a lot of effort dispensed into it... which I respect.
anyway I just discovered that even when you set a node type to locator if you leave the mesh attributes in the node the mesh still shows up
it's weird as hell
Also, being creative with in-game assets is admirable
Working with what's here, to make the game more interesting.
lol that's just my inner kitbashing spirit
Yeah, fair enough.
Something that I wrote in the past:
In some cases, It's not re-inventing the wheel. The wheel was already invented. I'm just making some pretty darn good wheels. Have I made my own content for No Man's Sky? Absolutely.
However, say, for example (being hypothetical here)... "At E3, sentinel drones when destroying them, they would fall to the ground as disabled, with a drop animation, rather than disappearing)", and you want to replicate that; and it turns out that there's a perfectly functional animation for doing so already made by HelloGames, why would you go and develop a NEW one from scratch? Just so that you βdonβt use HG filesβ? The same applies for 3D models, and whatnot. Re-incorporating content previously unavailable to people is something potentially beneficial and not really worthy of "downplay" in generality.
What you shared reminded me of that
By the by, with the debris... did you attach a window to it?
what debris
nah not yet
gotta fix the inside, maybe add some particles, maybe change the glow to green before doing that
but man there's gonna be an absolute fuck ton of materials on that glow
Nice
Yeah, custom scene making can get tedious...
depending onw hat you're working with
I don't even remember how many days it took me when I made tapedeck
Back on Atlas Rises... I was looking at pre-release footage, and old concept arts. I realized that in like every conceptual art for No Man's Sky... there is an Atlas Station looming in the horizon. In old footages, it's as if HelloGames looked at their concept art and put it in the game identically.
So, in order to replicate that....
I ended up converting an Atlas Station into a fully functional space station
Which was a nightmare to deal with... in-between former colission issues, scene changing, fusing stuff, referencing, other scaling issues... and global related stuff
The positioning of them is dynamic in systems, and there's a custom interior that I designed
but I'm planning to make the models procedural
And also to have dynamic visuals and glows for them
I just remembered I need some textures for the reactor inside wall
A lot of things went wrong in the process :P
https://i.imgur.com/7uy57Iu.jpg
lmao
nah just like 2 flaps which I removed
So, you referenced a glass window?
the game never show the inside so they don't have faces inside
nah the center tube is the medium refiner innard
Hmm yeah I see
It looks a bit wonky, looking out
Now, all you need is your drill
to fix it
lol
LOL
also thinking if I should add like an emitter thing on the top of the pod
because this is gonna be like a giant bubble projector too
probably gonna be a generic indoor or hazard protection volume trigger
vanilla as in "in the files"
fair enough
cos nothing protects you from the robots while also still letting you pull out your gun
so, what diameter size are you aiming for?
idk maybe 20 times that?
it'd looks either great or absolute shit depending on the person's taste
if you can fit 20k base parts inside it...
depends on how much tiny pieces you put on your table
Or how many 
what if they are so tiny they get lost in your base you couldn't possibly count em all π€
hugesucc
π©

Would be cool if they added a way for you to make your own sentinels and have them defend your base and also buildable turrets for your base too. Just an idea.
pezy
not sure if the antenna fits
is this what you wanted @soft coral
I need a visible object to represent the location to activate it
I think itβs slick
Is that something you could color like the other parts, and have the shield be different colors?
nop can't be arsed
think this is good
getting a lot of floating objects with classic
@steady hornet ok what ever version you prefer
Floating objects is a vanilla bug
I have sent a bug report to hg
Maybe it will be fixed in the future
The frequency of the floating objects might be caused by the mod also
I dont think its the mod. Just that there is a much higher chance of it happening because of the extra added
@hearty wasp holy moly, that's beautiful
I just realised the shield toggle isn't working
10/10 would recommend mr zoid for a promotion lol
ok got it working once more
I'm just gonna leave the material repalcement/particle shit for tmr
does that holo globe is a custom model or is that also inside the unused assets?
nope, it's one of the small globes from this
ahh, the globe that reveals POIs
yeah the globe that does fuckall
having like at least half the Eucli-ea decor placed down in my creative base is a good way for me to just look around and see what parts I can use
lol to globe
The shield generator kitbash looks slick tho!
one of us should make a tiny base parts mod so you can build a scale model base in your base, lol
Globes
could the ship appearance modifier mod be changing something outside your player save file (that is in the appdata folder) . i swear i backed up my save before adding it, yet the color change remains.. π€
Could be useful to some people, especially users who do live modding with CE or debugging... but this extension that I coded in C++, disables the hardcoded check that causes the game to pause on loss of focus (alt+tabbing).
To use, simply place the .NMS extension and the included scripthook .dll into your binaries folder.
Moddinacout/gamer 3006 when is the cave crashes with enhanced diverse environments get fixed?
Anyone aware of a mod that strictly increases grass size? Plants-in-general size would be acceptable too
Seems every planet I go to has four inch high grass that leaves weird exposed ground way too easily
@hearty steppe Maybe you could solve that by simply removing the cave component of the mods, one of the four files
@hearty steppe probably next week. Mean while you can use version without the caves or use the classic version of the mod
Classic version is highly recommended if you want a stable build
Is it possible to export custom decals and stickers into the game such as 
if you mean making textures into buildable decals
I mean I've done that like 160 times but I dunno
and if you mean taking the in-game textures out then yeah they're just DDSs
just put em into like Paint.NET/PS and then save em up as something else with proper plugin installed
new tiny shit
oo
Thanks
@dreamy tulip hell thats useful to me just because I would like to have my ship continue pulsing while I chat in discord lol
Nice, yeah... I use it for that too actually.
has anyone been able to dig up new exocraft models?
HG's made this conceptual art
Speeders?
has this been posted on some of their sites?
We have speeders to drive other than freighters and ships, right?
However, we'll likely be seeing procedural vehicles as well (My guess) - considering that the ships, and multi-tools are procedural.
There's also data for vehicle and weaon customization
No, it hasn't... but it's in their filesystem.
This image was added recently
Thatβs weird
nice teaser
PROMO\CONCEPTS\VEHICLES\WHEELEDBIKE
customizable exocraft and unlockable cosmetics in quicksilver shop. I can see it happening
It says we have exocraft vehicles
So the conceptual art above are all exocraft vehicles?
So the conceptual art above are all exocraft vehicles?
We also may be getting VR
At some point
Those are all conceptual wheeled bike variants
Not that I've seen, unfortunately. Would be nice to see that though
not sure if the vr thing holds much weight, though. if we do I'm pretty sure that'll be quite a long time from now. game seems way too inconsistent with performance still
HelloGames started developing VR pipeline files
That are already there, it's all over the files
The conceptual wheeled bike varients...are they in βPathfinderβ, right?
Not sure how soon we might see it, but they're definetely testing with it... or working on it
well I know that, I'm really just saying that even if they are it's probably going to be a bit considering the game still having issues with performance, especially on the consoles if they plan on psvr (which could be likely)
@dreamy tulip βall over the filesβ then explain why ps4 doesnβt have access to the NMS vr?
I'd imagine they would do it if they could
I HAVE A QUESTION
@scenic flare HelloGames has content that they are working on in the files, that's not enabled yet
it's an update that already came out
version 1.2
Then what is the conceptual art for?
it was the followup to foundation and the precursor to atlas rises
Pathfinder is the patch before the Atlas Rises update, Atlas Rises is the patch before NEXT
Do we have already have bikes in NMS??
Then how come that pathfinder showed us land vehicles
*maybe
We have the nomad, yes... which is a bike... actually
That's a different style though
Weβre going to have a submarine coming soon?
id like that
submarines is pretty far fetched since nothing shows they've even thought about it enough to work on it in the files, which usually leads to some addition at some point (ex. abandoned stations)
they did mention it once before though
Cool
What about the optimization?
Itβs poor
And what about the graphics?
It doesnβt bother me but
graphics are good imo
There's also a few biomes that HG's added
But not beyond good
I think the game still needs more color and a change in how the water displays at night. other than that, the game looks great.
also, I would really love it if they make it so we can see a few asteroids from on the planet. not sure why that would be cool but I would like to see how it looks
Also, Iβve been experiencing some weird shit going on
even as a test
actually it would be cool to see anything from space happen while on a planet
like freighters warping in, which... afaik never happens on planet
I have mixed feelings about NEXT.
However, I will take care of all of those aspects @lime mesa
Technically, I am taking care of it already
Like I can actually see a planet through the walls from stations or freighters
I can only see the first cloud layer through them
Thatβs what Iβm talking about!
yeah it's still kinda lame the cloud textures don't rotate or show off what they actually look like on the planet tbh
I thought im the only one who is just me
i wonder if they would be able to make it so the planets at least have the clouds loaded in
though first they should improve the quality of them because they look really off when they do decide to load earlier
Weβre talking about seeing first cloud layer though the walls from space
That used to be possible.
lawnreality's cloud mod had that in it didn't it
What?
The clouds are quite broken at the moment, and the function used that handled the density of clouds
is no longer being used
Also, if you open photo mode and try to change the cloud density
It doesn't work
we're talking about clouds
Yeah clouds not photos
