#nms-modding
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he made 20k handcrafted procedural biomes
18000 hours of work and no sleep
poor guy
that gif is just so painterly
I love it, it always makes me smile when I see it.
Where is it from
Wait please don't tell me he really spent 18000 hours
That's more than 2 years day and night so nvm
Apparently so
This project has over 18,000 hours invested, and the amount of content and variety that this fan addition to the game brings is endless. This has also been created out of passion and inspiration of Hello Games... and their beautiful No Man's Sky game. There's too much to bottle up, so I recommend just checking it out firsthand when the first custom test build is released.
It's honestly so cringy because he started "his" so called "multiverse" a week after I showed my project atlas
And then acts all innocent
And says he is working on it for years
What a liar
Ok guys in the end it's just a game where the topic is modifying it so calm down ๐ค
We joke about his 18k hour thing because it's obviously a straight out lie
Also @odd ibex nice cyberpunk PFP, best aesthetic
It just goes with his usual showboating and over-the-top delusions of grandeur. It doesn't take a trained psychologist to see in his words that he's a narcissist and delusional.
Thanks o3o
OwO
Here is where he started ripping off my stuff
Exactly a week after I showed this
@thin viper Rayrod aside, You have said you were going to offer your generator for others to use. Is that still the plan?
Has anybody made a mod where you can create zoos
No, HG listened though and made you that blob in an aquarium thing. LOL there's your zoo.
:pokes blob with a stick, sadly:
This... is my terrarium.
Can you not assign creatures to the terarrium? Is it only ever the blob?
Correct. It's not a complicated piece of coding. It's a simple base decoration. I'm not sure why people really thought you'd be able to change the creature in it
If they planned to let you do that, that would be a major feature... not an optional possible reward from community missions
I dont think it would be as hard as you might think, I could dream of a few shortcuts that could make it a pretty less-than-nightmare level challenge. But w/e you're right, even my best ideas would be big enough to warrant introducing it as a notable thing in a enw expansion
That said since its strictly a blob creature pen, I wont bother with it
Didn't mean to sound harsh, if it came off that way.
I do wish we had creature containment pods or terrariums or whatever. Like Subnautica.
the terrarium doesn't even have an actual creature
it's just a model with 1 looping anim
also if y'all accusing ray you should bring it back to Nov 2017 instead of 5 months ago cos that was a way juicier time 
I havent been involved with Ray enough to have an opinion
it's ok most of us ain't but no one seems to be bothered by that
IKR far as I can tell Ray has been working on this for something like 16 months but I can see where people are getting frustrated - either he's oversold what he can do, or he's getting wrecked by his own perfectionism not cooperating with realism (I know a guy Just like that) or he is in fact, lying, but I think flat lying is less likely for the most part, although his "18,000 hours" claim can't possibly be accurate
Basically if he has been going 18 months, then he would have to work 33 hours per day to get to 18,000
This is his close friend
The reason he says he started his whole mod thing was apparently to get revenge on me
Seems so dumb

While I appreciate the commentary and understand the frustration (and possible comical implications), let's try to keep the bashing out of the channel and stick to showing off all the wonderful work you guys do.
I am just trying to show that my accusations aren't baseless or with no reason
Oh, I know. And I agree with everything you've said too.
I'd just rather not get into any drama since we all know things like to get out
wait how is oppressor his "close friend" lmao
The modding "community" is a mess
eh I'd say it's just on the same messiness as most gaming communities out there
We're just more outspoken while keeping more info on ourselves
I've done modelling and texture work for the skyrim and fallout modding communities. I have done things for GTA going back as far as Vice City. I started in Worms: Armageddon.
Never have I seen one as weird as NMS or Rayrod.
You might have heard of RayRod if you were in the GTA V modding/hacking community
The only modding I had a part in for GTA V was LSPDFR mainly
Oh
That's just the generic response when you upload an issue and select PC as platform
oh
๐ญ
How's that modding related
they mentioned modding??
Okay
Also
I would remove that pic
Your name is in it
fuck you're right
it's still in the other channel, might want to remove it from there too
ho-ho-holy crap..
people still trashing on ray?
I don't think people have any other people to laugh about and blame on so who else are they gonna talk about
Yeah itโs pathetic at this point
eh if they think ripping ideas is worse than ripping ways of mechanism work and lines of code who am I to judge
there's also just not much going on in terms of modding atm so things just fumble back around to dead horses
We need a dead horse-beating mod!
Lol you should have seen how butthurt people can get when I talk about that guy who once got banned from both Nexus and NMSmods and had to resort to hosting their mod on their own website
That were better times
oof
I don't think it's beating a dead horse when he still claims he has spent 18000 hours on his mod
but okay
go with his lies
ยฏ_(ใ)_/ยฏ
Dude itโs not like he affected your personal life lmao
Jeez itโs only modifying a game
lol its so fun when randos on internet can offer opinions and views of stuff they arent even remotely involved or have zero information of whats happening
Pretty sure I asked everyone to drop it yesterday....
Nah you're just imagining things
Comes with the old age
๐ฎ
muted
๐ฉ
But seriously, I know a lot of that can still be a sore subject around here, but it's all outside of here now. Lets just leave it outside of here, you know?
Please. I have listened to the RayRod drama for years now. Anyone looking for fame from modding is going to be disappointed in the end.
lol my mods will probably just be ignored flat out lol
but at least I will like them! ๐
But anyway, I am taking requests on exact colors people wanna see, there's basically at least 32 slots to fill
up to 64
(Variance = how many two-tones I want to include)
But he ainโt here anymore nor do I see him trashtalk somewhere
maybe you should go onto his discord
and you'll see him bashing gamer every once in a while
and calling his work lazy and bad
ยฏ_(ใ)_/ยฏ
okay I 'll stop
๐
Sorry Joe
That's his discord, and he's (as low as it is) allowed to do that. It's better for us to take the high road and celebrate our modders, not bash them (which we celebrate anyway)
Regardless of what goes on outside of here, I'm glad you guys chill here and interact with the community.
Same tbh.
I don't use mods but do enjoy seeing the hard work and effort that is put into mods whilst making me wonder why they don't exist in vanilla.
I'd love to see all of you guys collaborate on some big, game changing type mod. I don't know how easy or hard it would be, considering I have zero idea how to even start.... or if it's even possible.
Lol we don't do that here
Been that way since... That happened
Most of us do modular & compatibility patches
I guess that's a work around.
Oh, I figured. Still, some sort of total conversion or something similar would be an interesting project.
Project Facade's been a personal effort and mod list for ArC is meant to be a mod list for that reason
Project atlas kinda does stuff that lacks in vanilla variety (biomes,colors, ecosystem,new props and more)
is this what you wanted @lime mesa
beautiful
@hushed bronze personally I'd just like a big mix of possible colors. A nice full range of hues in a variety of tones: saturated, muted, light, dark, etc.
As for the two-toned stuff, I probably prefer them to be more closely related most of the time, with bigger contrasts being less common.
I would like gamer's Atlas Project to simply remove Pink as a planet color . Bam, perfect mod. lol. I'm just kidding. I like the crazy variety because it makes finding a reasonable looking planet its own mini-game.
@smoky wing That is actually my intention - in mind I have: "Brights", "Darks", "Pastels", "Slate Colors (muted), "Black and White", "Blends and specifics like forest green you know everyone will want"
that's pretty much exactly what I'd want from HG, so more power to ya
So keep in mind this is meant to be the "brightest possible Green" without going overboard? Too bright? just right? ...... too dim?
Maybe just a tad too bright for such a large area.
Hmm, or it would look more natural in different lighting? The trees being so much duller might be what makes it seem so out of place.
Yeah I will agree with the tree thing. If you're just changing grass color, then the trees could look out of place. If you can change tree colors to complement the grass more like AR did then that shouldn't be any issue.
I think the above pic looks fine both being shades of green, but some of your other color shots looked like it might be a bit off.
It is a bit bright but I personally don't mind it
@smoky wing Can you be more specific?
Anyway here's a new green, also
Greens are really particular and sensitive to tiny changes, theyre tricky, lol
Just in general. I don't think any shots looked bad in that collage you posted, but I think some would work better with some brighter / more-saturated tree colors too
Ah, well, the trees simply aren't part of the surrent testing, thats all
That's a nice Earthy one, isn't that color already in the game?
Something similar is already in game, yes
okay gotcha
I like what you're doing though.. course watch HG come out with another update that does the same thing ๐
lol, naw I'm just screwin with ya
But then later when another GFx overhaul comes around, clip it down to four again everyone all pissed off
haha
Watch the next one be like Orange, yellow, brown, and hot pink
Ppl like "Nogreenatall????raaaage"
Oh and we removed bushes for performance improvements
@hushed bronze wasn't there a mod you were talking about that changes the sky color to match the star?
Yes, and I still might, but actually gamer liked the idea and included that concept in "Alien Skies"
I have issue with some parts of that mod, but he did include star-matched skies
ah, there it is: 5)some planets have lighting based on star color too.
I kinda want it to be only that ๐
he seems to have neutered clouds for whatever reason in it, for example idk what thats about
In any case in 3 years when I get to skies mods, Ill RE his work and make it awesome ๐
I wouldnot ever have a chance in hell of figuring that out myself as I am literally not a programmer in any meaningful capacity
looks good, not a fan of neon green but im sure itd fit in certain planets
Well, the first five or so are meant for earth-like potential, but the Lime green is very much a blazing fantasy color
๐
it's not easy being green
Or red. We need actual Black in NMS, as green splotches look awful.
ugh, yeah on the freighters? I suspect it's texture compression gone very wrong. Really needs fixin.
Might be obvious but make sure you check out your colors in other environments (atmospheres). It'll affect the color.
@hushed bronze
https://www.nexusmods.com/nomanssky/mods/507/?
v1.77.2
- Updated _MOD_DUD_ExocraftMechanics_v1771 to v1772
Many adjustments/improvements to cameras
Minor tweaks to Pilgrim suspension
- Updated _MOD_DUD_Flashlight_v1751 to v1752
Small adjustment to flashlight angle and cone size
yes the update is named "Big Letters, ๐ฒ๐๐ข"
https://www.nexusmods.com/nomanssky/mods/367
https://nomansskymods.com/mods/eucli-ea-more-buildable-decorations-next-edition/
A mod that adds loads more decorations, including interactive crates, small to big furnitures, flags and emblems.
why isn't there a submarine emoji
If you can expand the forced flatzone you'll be golden ๐
teh second one thats chewing into uncut ground yes
Hey I need eight more colors, you got ideas/requests?
nah it ain't
did it erase ground ? hard to tell
I know that, but these things spawn on forced flat zones and your extension looks like it overlaps unflattened ground
yeah buildables don't push ground up
oh you just stole the models and used them in regular basebuilding didnt you
i thought it was a sortt of NPC building enhancer
you can't snap anything to proc gen stuff cos snappoints are specified in basebuilding table separately now
blame HG 
THOSE BASTARDS
also I don't care about proc gen stuff in the wild cos there are enough people working on it
anyway would it be possible to simply specify more layouts for NPC bases?
I mean gamer was doing his city type mod just before 1.5
And then the fire nation attacked
as long as you can be arsed to lsystems and descriptors and manually fit everything together you can do a lot
anyway Imma work on ruin parts tmr cos why not build a ruin
We will probably get some expanded city stuff in vanilla nms itself this year
They have a guy whose whole expertise is in that area
oh well given the community's leading complaints thats actually unsurprising
Does Euclidea have Ruin parts?
hope they get multistoried shit working but I won't hold my breath for it
not, yet
if it has I won't need to work on it anymore 
@hushed bronze grass color suggestions, can you post a gallery if what you have so far? (Or swatches, list them, whatever)
Is there a mod for the E3 2014 style UI
@ionic mulch Ive been keeping a word doc with the thumbnails because swatches represented in a browser/app =/= actual appearance in game
I use neutrally-lit planets with a non-small grass type to get a good idea of what the look like, and I cannot do much about the atmos with crazy colors, not every combo will always look amazing, oh well
ALSO, none of these are considered truly "final" and I will gladly tweak any colors Im not happy with before pushing anythign that could be called a release
small new mod, that increases draw distance of planet features when seen upon planet entry https://www.nexusmods.com/nomanssky/mods/962
a video with the mod https://youtu.be/mGzp1hRpnOQ
SMALL VIDEO SHOWING EFFECT OF LOD DISTANCE INCREASING MOD FOR NO MANS SKY LINK TO MY MOD: https://www.nexusmods.com/nomanssky/mods/962
same planet without the mod
VANILLA DRAW DISTANCE OF OBJECTS IN NO MANS SKY
this would probably come at the cost of performance, yeah?
i didnt have any fps issues
but depends on your system mostly
i mean you can see the video with/without mod,both have same performance
I'll try on my system lmao
This will drop fps by 5-10
Trust me
LOD increasing mods usually mess with my fps
Well they mess the fps with any game
Its hard to say, could depend on upper limits
Maybe a Quad core would struggle to keep upo with the load, and an octo would hold up fine
In anycase I have a 14 so Im getting this mod
Yes thats what I mean, if the Load of calculating that land is optimal at 6+ cores with the mod, then you wouldnt see a difference because both scenarios are well within your CPUs ability
if you're 6+
oh
no wait mine's a 2697 but still 14 cores
yeah its not even a comparison lol
I got it busted for 200 and had my best bud fix it for another 200
4 threads? Not cores?
HOW DO YOU LIVE
And where did you make the change, Im thinking I'll just turn whatever you did straight up to 11 lol
increases anthor 40 times
its literally only affects what you see upon planet entry
probably would be good for aerial shots
I know and I love that part even at normal
I do some modding I can probably handle it myself lol
For that matter I can just open yours
Im just concerned it may be a 500k line file and I wont know where to look
open it lol
Anyway gonna try it out as is now2
hmmm
Here's some REALLY detailed land! Almost.... hand-crafted, if you will
just kidding lol
Crazy request.... seems ore piles render separately and at oppressivly short range
Making that render long range would be a better miracle than santa claus lol
You can try increasing the values and see if it helps
Nice
It will look best on mega exotics
Since it has these huge props that pop in only when you near the surface
this will save many lives
I just thougbht of a crazy idea inspired by the screenshot sections
What if a mod that jusrt changes the ship 3rd person to a more "mounted to the roof" sort of placement? #nms-photomode-gallery
Yeah you would have to pretty much totally erase the rotational lag if its meant to imitate a fixed mount
could tuyrn out way harder than expected
@magic lava Any particular reds you wanna see in my grass mod?
Rosewood and crimson would look well I assume
Nope, nothing specific - just not neon
@grave anchor Better to ask here than the #nms-photomode-gallery channel
sometimes im oblivious like that
that happens often
i figured out WeMod does No Man's Sky
so that fixxes it
another thing that nobody asked for https://gfycat.com/harmlesspointlesseft
I'm much more concerned about the rest of your body
oh don't worry about that you don't need a body to stay alive
I wonder if it would be possible to make a mod that has a globe item of the actual planet itโs placed on
I suppose you could scale down the model when viewed from space
with a little red blip "you are here"
prob not
cos placed objects uses the seed gen from local coords
and then black magic proc gen happen from there
But without showing player location, would it be possible to have a globe of the planet in a base?
no because what I said above
Couldnโt the model seen from space just be copy and pasted and scaled down?
Sorry if Iโm wrong, I donโt really understand stuff like this
prob not because the model will be proc gen from the seed that is made with the local coords
which is different than the planet seed
unless you do some improbable black magic with mission table maybe
Couldnโt the planet seed be reused at a smaller scale inside a base item? Iโm probably completely wrong
Oh
Ok
So there canโt be like an item that reads the seed when you land and creates a map?
nop
Ok
not without CE
HG would have to add that kind of thing themselves.
yup, lookin familiar ๐
Admittedly I thought the purple/orange didn't need to be quite as common as it was.... but still, it was weird and I miss it
Any mods to actually diversify this game ? 116 hours in and I feel like I have seen it all
I would like to at some point but its a much harder task than a color palette
and semester is aabout to start again
so For me, personally, not likely to be meaningful progress til summer
@sullen venture try https://www.nexusmods.com/nomanssky/?tab=latest ?
bit bland
but I tried the foilage ones etc. and nothing
just grass where there wasnt before
Megaliths is an interesting one. Should probably backup your saves before trying mods tho, just to be safe.
@sullen venture Diverse Environments has its flaws but it will def mix it up for you
does it touch the animals? and what are the chances of encountering non vanilla planets?
It remixes all of the static objects that get put on the planets
animals are unaffected
planet placement is unaffected and land formation (the actual ground) is unaffected
@sullen venture you can try my project atlas mods
It's under files section of diverse environments mos
It's more or less covers entire game
Like planets,colors, ecosystem,terrain
Etc
Just keep a backup of your save
Hey @visual shard thanks for the music video
I'm trying to figure out how to extract the ambient music
more accurately, I've managed to extract and convert the audio files but right now I'm trying to figure out a easy way to link the music to the extracted files
Nevermind.
@hushed bronze those are super nice planets
hey, which is better - Alien Worlds or Gamer's Asset overhaul?
currently using the latter
still gotta do the interaction for the storm cancelling but this is looking good
actually I forgot my wheels
Storm cancelling ๐ค
yeah just found that last night cos Mixer can give you storms
why not have twitch integration which people actually goes on instead 
Can you make it trigger storms on purpose 
yeah that's like the intended purpose of the reward struct lmao
Lol
Mixer's one set to 30
I just have mine set to 0.001 and it makes the storm go away instantly when there's an active storm
Wow
Lol
Well the storm is just a bubble around the player
if you use it when there's no active storm it just starts a storm and then clears it immediately after the transition
Nice, so that machine you just showed will stop storms?
it makes them go away
I love it.
just basically a variety to B.D.S.M cos that shields you from any environmental hazard but has a giant ass visible bubble
whereas this just stop storm but not normal hazards
Still impressive tbh

Hey @hearty wasp how do I use the billboard? I can just place wall mounted decorations on it?
any mods that allow us to turn off toggle sprint yet?
You snap the billboards onto infrastructure pipes
is it that pipe in the "no icon yet" tab?
I placed one out of curiosity in creative mode and I couldn't remove it and I could walk through it
Infrastructure pipes are in the same category as other infrastructure pieces, the cube and pyrimid etc
Have you never built with those pieces lmfao
yes I have, I thought you meant your other pipe as it looked like something that goes along with the billboard
My other pipe don't work with billboards 
think bigger arms look better
Nice, arms to control the storms, makes sense!
Thanks to the arms, no doubt
๐ฉ
kinda just based the arms off of the extensions off of other weather controller I found
https://giphy.com/gifs/game-radar-military-Hxozz0VfpsNWw I'm always up for a Red Alert reference!
these vykeen outpost pieces are good enough for now
Makes me wonder why we don't see more of that kind of thing from the normal game. Would be nice to see a bunch more modular building bits used to procedurally assemble bigger alien settlements. Like barracks, medbays, observation domes, cantinas, etc.
Some could be just for atmosphere, others could be useful like maybe a room with a refiner or other tech.
Anyway, looks cool to me, should be fun to build with those
Would like Korvax and Gek parts if there isnโt any currently.
did that a month ago
you must've not seen our first Project Facade build for Unification Day
who was the guy trying to make the procedural dungeon mod? What ever happened to that?
Which one?
@hearty wasp Lol that first screenshot of a weather controller is from the Sims. I'm very fond of the series
@dapper flame "Only if we can charge you for them" --Bethesda (skyrim/fallout)
I actually thought abput having a satellite dish but I wanted to launch fireworks more so I decided against at the end lol
/r/NoMansSkyTheGame: <OhhhSnakes> [Screenshot Modding] ๐/๐ โ https://redd.it/ajgmxe
This is epic
Man, that would be hell to walk through lol
It would take forever because your FPS would be 1
lol true
So mods is creating things for ingame use. What about ships and frieters?
Ruin parts coming along nicely
Again, why doesn't the game do more of this! (lookin good)
this is just me making the pillars stackable
/r/NoMansSkyTheGame: <OhhhSnakes> [Screenshot Modding] Crowded Island โ https://redd.it/ajv4yn
This is epic [2]
But imo it has to make at least a little bit sense w flora and not just throwing everything into one world
good luck finding one then 
@hearty wasp are you going to make stuff like those towers spawn naturally?
/r/NoMansSkyTheGame: <OhhhSnakes> [Screenshot Modding] ๐ด๐ด๐ด๐ด๐ด๐ด๐ด๐ด๐ด๐ด๐ด๐ด๐ด๐ด๐ด โ https://redd.it/ajyph1
This is epic [3]
I already said that you build it 
wait I didn't, you build it, there
just ruin junctions stacked up
but man some of those screenies looks like a real mess when some of those stuff blown way up and merge into each other
and floating

Considering it happens on vanilla too
I don't see how it a problem for any modder to deal with it

Nah not on that magnitute, the crystal that's floating above the trees
Oh that's not even my mod. I don't use that crystal since it's more trouble than necessary
But it's certainly a bug in vanilla
That needs to be fixed
yeah but instead of making it apparent it may be better to evade it if it's gonna float 100m off the ground is what I was trying to express lol
it can become a potential problem when you can see it far away
think the existing vanilla crystals have extensions for safety right?
this is what I meant, just a bit extra at the bottom
towers
it's basically done
a shit load of corridor snappoints cos why not
question
is it possible to mod in the old freighter interior layout?
or was it completely removed
not sure what you mean?
If you mean building with the cube rooms n stuff, then basically yes, just go turn off your build restrictions in uyour settings file
@waxen cedar
@hushed bronze how about the old corridors that led to the bridge?
those would probably be replaced by the new one cos they use the same scene
but the old freighter base starting point stayed because it's its own scene for reasons I can explain but would take too much time so I won't
here we have the first application of custom colourisable buildables
looks like shit tbh cos I whitewashed the OG texture too much
Here's a water color mod that was made to go with grass/plant/sand colors mod. It adds 3 water colors: yellow, light blue, and pink. I'll post some pics in "screenshots".
https://www.nexusmods.com/nomanssky/mods/367
https://nomansskymods.com/mods/eucli-ea-more-buildable-decorations-next-edition/
A mod that adds loads more decorations, including interactive crates, small to big furnitures, flags and emblems.
just set EverythingIsFree and GodMode to true in debug globals and you'd have normal behaving like creative 
/r/NoMansSkyTheGame: <OhhhSnakes> [Screenshot Modding] : P โ https://redd.it/amouwg
oof
That's from Nadalee
I have a question about turning off build restrictions in the settings file. If I do this, will the items built be independent of a base computer and therefore invisible to others?
not if they're within base reach
Thanks, QP
hello guys
can someone give me some mods ?
i finished the main story and i feel really bored
i want more action and exploration fun
and also ships
btw @hearty wasp, in working on the ruin parts, did you find where/what might be causing the glitched parts where walls just...Don't display at all?
@sacred drift i'd suggest browsing the options available on Nexus, that way ya can find whatever suits your interests
yea already did, thanks tho :o
typos in the descriptor files maybe?
or just the spawning system messing up
sometimes they spawn the objects way below
but that shouldn't happen with ruins cos they're all scene nodes with descriptors and not compound planetobjects
could be just material/descriptor not handling it wel but I ain't the expert on that
yeah, wasn't sure if after diggin' through'em ya mighta noticed somethin' blatantly off
Any must have mods? I just started looking into modding.
sort by last updated on Nexus
Is there a good general resource documenting NMS file contents? Or is everyone just kinda winging it?
wym by "file contents"
like what struct which global uses?
cos every struct is on the git https://github.com/monkeyman192/MBINCompiler/tree/development/libMBIN/Source/NMS
Nice, thanks that's very useful. I really just meant a general guide on what areas each file focuses on. I mean I know I can infer a lot by names, but just wondering what modders have documented. I've casually kept an eye on the modding community for a while, but I'm finally looking into doing some things myself.
it's mostly by memory for tables and other stuff
but it's easy to deduce from the struct names
God damn dude.
I want that
I was originally planning to have the snapping be more complicated
so that people can have pillars in the middle of the walls too
but it didn't turn out too well so I scrapped it so I don't waste 10 hours more
still gotta do the material so they are colourisable btw
I am very interested in playing around with this.
I still gotta add more snappoints
I swear I probably would become one of the people with most snapping knowledge after messing with this just because how much I'm failing rn lmao
people shouldn't be able to put a ruin room on top of a wall right ๐ค
What happens when people upload stuff built using it
Does it upload and show for the other people?
In mp
should show up for anyone else who has the mod
Hmmm how does uploading bases work?
we haven't tested everything but it should be just the that respective block of the save getting sent to the servers\
and when you get to a planet it downloads and sometime gets saved into your save
now they look like clay
I like the smaller version of Big Things a lot. I like it much better when the scale is still impressive, yet also feels very "normal". The huge megalith-style planets are a real trip, but it's like those weird exotic worlds - I like them better as rare exceptions. Even the small version seems much too big at times... toxic worlds in particular always seem excessive.
When removing the space fog with the 'cleaner space' mod it causes an incredibly harsh transition in lighting on planets : https://i.imgur.com/hqNOsKP.jpg - Does anyone know where this is just a limitation of the lighting in the engine of the game, or can this be 'fixed' somehow?
I think that fog is graphically used in masking the flash
This is p fucking beautiful https://www.reddit.com/r/nomansskythegame/comments/ap0x66/_/
Snappoints are definitely doing their job
@hearty wasp That's cool man!
Thats included in the latest Euclid-EA right?
ye
thinking if I should make my trees colourisable too
but there're like, >100 trees/rocks
it's gonna take more time than it's worth
Well..... I dunno, you already put SO much time in, and customizable plants would be pretty slick
Skip the rocks, just do plants
still >50 parts
and I'd rather work on more new parts ya know
cos they ain't boring like doing materials
maybe do a few between new things, but if ya just don't wanna at all, don't and tell other ppl to do it themselves ๐
I'd actually prefer if I can get someone to do that for me cos it's actually a streamline-able process lol
vanilla triangular floors are too small for whatever reason but I can just scale em up so who cares
If only there was a way to use this and make them spawn naturally and then maybe have a group of programmers test it using editors ...seems like something hg can do 
Hey winder...you send this to hg yet?

yeah I dunno why that circular tower is unused
like it's completely textured and all
Send it as a idea to hg?
just didn't have collision meshes
no I mean that tower is literally in the game files
they just need to fucking use it 
I know. I am saying if hg can make it spawn like cities and shit
man that'd be awesome
nah you should be the one doing it
Irl is busy as is
you made that city mod right before 1.5 afterall
I feel similarly but I don't have a life other than work atm
I wish I have some life 
we don't need cities until they can get base performance in general sorted tho, lol
lol touche
I'd say it's more optimised since they tweaked it in 1.76 but I'm using a 1070 so I think I'm not qualified to talk performance issues
@hearty wasp if someone were to make buildings out of your parts on a modelling program, would spawning custom ruins be possible?
probably
but why would they do that when they can use the vanilla parts that I'm already using
Yeah youโre right actually haha
@hearty wasp where could I find out about introducing custom assets to the game to spawn?
Oh ok thanks
Peck the chins? 
Hi! Say would be possible to mod the damage font for the game? Anyone tried that yet?
you just change the font of the entire game
oh ok, i meant the damage font numbers when you fire on stuff!
halp
I downloaded old build of nms on steam
but it doesn't start up
after I replaced the contents of nms folder with the old build stuff
binaries and gamedata
what did I do wrong and how can I make it start up?
someone was playing with 1.07 at the modding discord
you can ask em there I suppose, if you can catch em
Replace the whole folder, instead of parts?
^this, but instead just download to a different location so that it downloads entirely cleanly
Otherwise it's getting caught up trying to use stuff that it doesn't actually know how to use because updates and such
built these test buildings for the upcoming Facade build
tweaked buncha snappoints so now most of them snaps together p easily
I really love that you're doing this @hearty wasp
Very nice buildings.
it's nothing compared to what ash and kibbles make
just got sent a screenshot of what looks like a colosseum, it's p wild
Updated v1.77.1
Now includes Frozen, Barren, and Dead biome colors!
*4 custom snow colors
I love those colours
@lime mesa Hey, I'm glad you are getting something out of it! I really like the new snow colors. Although it was the easiest part of the mod so far, I just thought the "everything is royal blue" didn't look good at all, (Forgive my trespass HG) and really made cold planets have almost no variety. And didn't go with the rest of the game's color scheme. Thanks for the kind words dude!
I am really apologize to bother, but i got something small fan project. and would like to show you about what i've done. So i had a plan to list of mods which are coming into a modpack. Not only that. I have every sheets for every category to help people find the essential mods as possible (in my perspective, ofc). It's not completed yet. So here it is the spreadsheet: https://bit.ly/NMS-Experience-Guide
ok but have you asked everyone for their permission to include the mods in the pack
unless you're doing a unifying patch and letting the user download all the mods from the original pages it's kind of a thing you have to do
not to mention Nexus don't usually allow modpacks because of it containing other people's work in them
yes, I have read every mods that i put there, i have read the description, as long as the mods linked to the source nexus mods link.. if somehow i did a mistake, i will probably consider whether to remove it or ask privately..
about the case of nexus site, i probably need to consider it too.. i will probably remove the modpack, if it necessary
if you're not uploading an actual mod there shouldn't be a problem at all
like you have that spreadsheet there already and you can just let people download their mods there and then you can provide a patch mod with only the files needed to make everything work together
not to mention it decreases your workload
yeah, that's the plan.. it will require a test before i publish it to spreadsheet.
thanks, i appreciated it ๐
Iโm looking for a mod or mods that make a planets terrain very diverse
Yet realistic and believable
So are most people, I think...
realistic ick, but more seriously I think most terrain mods focus more on the diverse end of things than realistic or believable
These two mods go for that realistic generation while still trying to make it diverse: https://nomansskymods.com/mods/natural-worlds/ https://nomansskymods.com/mods/ignacios-biomes-visions-update/
I want a mod that let's you actually pilot your freighter around. And I want a mod that adds the ability to make your own freighter. And it would be cool if in survival you had to also eat and sleep
๐
The first two sound cool, but on the third I think you're insane. You get up from your chair from time to time to eat and sleep IRl. You don't get up to blast through space and pilot a star cruiser and discover new planets.
We should have a mod that lets us brush our teeth
and watch tv
and go to classes and be late for them because of traffic
and fires us for not playing enough by uninstalling the game
Goddamned Geks LEARN TO DRIVE YOU DAMN DIRTY GEWS!
wat
You never heard of road rage? ...In space?
How does freighter piloting not exist though
I want a mod that has dark pattern in it
i want a mod that adds hot gek strippers
Hawt
what's the easiest way to control planet sizes
and also is the nms universe generator thingy released already? the one which allows you to easily set rules to the generation
I think it's in one of the globals but I've never found a good reason to mess with it
I am busy with irl stuff and hg messed up with ability to add new planets .so it's a mess that devs gotta sort. Till then no idea
can anyone get me a link to rayrods overhaul
far as i know he hasn't released a current working version of it to the public
@gloomy raven Have you tried redownloading the Natural Worlds zip? May just not have downloaded properly the first time, NMSMods can be a bit flaky like that
oh, huh, it looks like it's a zip containing zips, that's certainly different
Yeah nah, so if you can find where you may have unzipped _NaturalWorlds1.1.7z, you just need to unzip that and you'll find the .pak you're after
I'll try after work
๐
@supple wadi well im off work gonna try that update again
oh do I need to use rinrar
nah, shouldn't need to, 7zip should work
I got a few questions. 1) are these mods for PC? 2) Is their a limit to how many I can install and use at once? 3) can I get banned for using them?
P. S. I wish their was a mod for designing your own ship.
Ot atleast be able to paint them like you can the exocrafts
Yes, no, no
There was the start of a ship-painting feature added at one point... So it may eventually make it into the vanilla game... That kind of thing isn't really moddable as yet though.
Appreciate it =]
DUD'S SKY - COLORS
Updated v1.77.2
New sunrise/sunset mod added.
Adds 5 new sunrise/sunset colors!
im looking for a mod that will allow me to hover in my spaceship while also not fucking up my sensitivity on my controller (yes i use a controller dont judge me)
I don't know any one that messes up the sensitivity
but then I've only been using dud's one, customised
https://www.nexusmods.com/nomanssky/mods/507/?
@daring flare
thanks ill check it out in a bit
Any mods to remove Abandoned Buildings that be taking up perfectly flat lands?
no
Well they created the perfect flat lands BUT
As far as modding goes I bet one of these guys could figure out how to sub the model and collison out for something nonexistent, or just block them from loading at all and still have the land?
Now that I think of it that seems like a very achievable mod
just set it to appear deep underground but still flatten, lmao
If it were underground, would the spooky music still play?
I'd consider taking a mod to replace that music with yakety sax
Thats what Im saying though, seems there are multiple approaches that could cause the abandoned buildings to vansih
This is a Fan-made Update for No Man's Sky.Hundreds of modifications to the vanilla Game.
this is modded with the fan update i did for No Man's Sky. Mod Link: https://www.nexusmods.com/nomanssky/mods/912 Also features Station Ventilation V 1.7 & J...
I believe you have to add another flag to EUCLI-EA, if you havenโt already, Winder: Mine.
Why is this happening to me
Trees floating, grass is so late to appear, the draw distance is horrible
I have gamer's mod, i've installed his LOD mod
It's still going so slow to spawn the models everytime i play
I have a good PC, 1070 GTX, etc.
could be that i have terrain tesselation off? i don't think so, but i ask anyways
Uninstall the mod and retry @west notch
If it persists
Uninstall other mods
and see if it still persists
the LOD mod might be causing the things to load longer
since it gets more stuff loaded
and floating things are just a problem with non-rooted models in general, it's hedious to fix for how little effect it has
it's how the game works, mods simply make em more apparent sometimes
Unistalling gamer's mod made the game work perfectly
I think it's too demanding tho i have a good p
pc
Those are some nice panels!
I swear I read that as pineapples
if you could apply the blue reflector sails on those panels, it'd look like a solar farm..
I can make mine SurfaceNormal, I guess
hmm, so HG is working on some electricity stuff, right? Solar panels etc?
Any idea on how complicated it will be?
Maybe... There have been beginnings of that in the files for a while, but no mention of it or anything...
like... I know there are some files for all of that but I'm no modder so I can't tell if those are for some complex stuff or what
something similar to redstone would be neat. And ability to stick it on walls
So maybe lighting and defence, things to power them, and stuff to transmit power...
Kind of like FO4?
that's quite an underwhelming "datamine"
seeing how there are models in the files and I have put em in Eucli-ea already
Yeah, and that was paths of icons... Why not show the actual images?
probably just couldn't be arsed to actually get em up
but if you want more datamined info here or the modding discord will probably be the best bet you have
since we seem to be the only people who actually mine data anymore
Yes cause the average player doesn't really care about datamining...
Whereas a modder needs to datamine and shit to make their mods
lol you'd think people at NMSportals would try to mine anything back in the day
activating portals was both good & bad in that respect
stopped their babbling, that's all I need
There's still some speculation about hidden messages in some of the textures, but no one's made any headway with it so ๐คท
DUD'S SKY - COLORS updated to v1.77.3!
12 new rock colors added.
how hard would it be to do something like changing the time how long plants need to grow and what they yield?
currently thinking about changing grow time off all plants to the same length and changing yield so all plants earn the same value in credits
Hmm, @inland sky, was there typically a slight variation in Hazard Protection charge drop times that you recall? Was checking Next's Hazard Protection drop times in Normal Mode and it seems like it may last a bit longer than the values would suggest, so I'm guessing there's possibly some slight modifiers I'm overlooking
It should be the listed value on them x 0.8 in seconds if I remember correctly (the listed value is to deplete 100 charge, but the modules have a max charge of 80)
the base protection varies by the hazard level
Ooh, so the base Hazard Protection will vary vs. the added modules to extend protection?
additional modules have the same duration no matter the severity of the hazard, while the base protection varies by hazard level and difficulty mode
atleast thats what it was last time I played, been a while now
I think that's probably still more or less correct, just that I didn't realize the base protection (so just Hazard Protection, no upgrades associated, if I'm understanding right?) varied
its very noticeable on extreme planets in survival/permanent, the base protection empties in like 12 sec, while the upgrade modules last just as long as they do on a regular hazard planet
here is the old atlas rises sheet for the hazard protection: https://docs.google.com/spreadsheets/d/1w3VpyUsaSqhMZpABi7-_LAkbTFYkTOqpEtGv3CpwKVU/edit#gid=0
check the files I listed as source to see if they have changed anything
Yeah, I've been using that as ref. as I've been going over this, super useful even now
So far as I can tell there only seem to be some light changes
Haven't checked every file yet tho
I was mostly trying to get a rough idea of how long the base protection lasted, but seeing as that seems to vary, explains the discrepancies I was observing
if you combine the stats listed in hazardtable with the temperatures in the weather definitions you can calculate the seconds it lasts for each biome
though if its unchanged, you can just use the numbers on the sheet
i.e (this refers to the base protection, without any upgrades)
Hazard protection module drains in 7min 12 sec(432 sec) at 49 hazard, -8 sec for each level up to 100, where it drains in 32 seconds
Hardmode hazard protection drains in 3min 42 sec(162 sec) at 49 hazard, -3 for each level up to 100, where it drains in 12 seconds. Normal multiplied by 0.375
That's what I was working on, finding that normal scorched seems to take approx. 8 minutes to discharge base protection, a bit of a jump from what I had expected, but that was going off the modules' calc. it seemed
All things considering the exact duration doesn't matter as much as getting the depletion rate to feel less urgent for what I'm after, so there's a lot of room to work with
any fun mod suggestions that don't break everything too badly?
any
I cant seem to find the mods folder
If you haven't used any mods before, you have to create it yourself first
๐
?
I need to start playing with mods.
Thats a parched planet. So goodbye one-size-fits-all desert world style
You ARE a mod
dummy
GOOD point.
Mandatory. Will make you not die on megalith worlds because the megaliths will be visible from almost space
i have others but that one there is like a fix for a major game fuckup
yeah well, even if its not my ideal its a major change in pace from the vanilla
DUD'S SKY - COLORS
Updated v1.77.4
Fixed bad/incorrect rock colors and added stone colors.
(Sorry about that bug, 3am programming folks)
What happens when you fuse foundations terrain with Redmais Alien worlds and prioritize Subtle palette
I think Ill try Duds sky again its seen a lot of work since i tested it before
@hushed bronze Just updated to v1.77.4 (DUD'S SKY - COLORS)
that's really cool.. nicely put together
looks like something you'd find on tatooine..
that's the idea Krem
btw someone's looking for you to let him revive MoarShips in the modding discord @cyan oracle
That's terrific looking
@hearty wasp I hope they're not holding their breath.. missing/not missing NMS.. but I think I'm done modding even if I do come back..
@cyan oracle The comment leads me to believe someone wants your permission to base their own mod off of your old mod
no they just literally wanna update it by themselves
either way it seems Krem thought he was being asked to revisit modding personally
But from what Krem said maybe this other modder should just do what he wants to do
๐
I've already included the source links in the documentation.. so if that's what they want to do, they don't need my permission to download those models and import them into NMS.. and then at that point, they can even leave my name out of their mod, which will probably only help them in the long run..
they may need the source links again..
k I'll copy your text over ther lmao
i have tried installing a hover mod but when i use it it just ramps up my sensitivity and doesnt even hover (playing on controller if that helps)
figured it out. of the mods are from august-september 2018, so they are probably outdated oof
Well, Im sure alternative flight mods would be welcome, you can learn how to do modding, its probably anywhere from 6 hours to 2 days to get everything in order and understand how to work whatever tools you go with and start rolling
@daring flare Mod is current and doesn't affect "sensitivity". There are several mods in the zip, you can use only the flight mod.
thanks
Has anyone made a mod to add player created missions? Is that even possible?
Yeah one of the modders here implemented their own missions but I don't think it's an active project anymore.
So it is possible.
๐ฑ
That me
I made a mission mod before the mission tables is even a thing and that's why it wasn't updated
Ah, gotcha ๐ very cool
If you wanna make one yourself feel free and ask us any question at the modding discord
does unpacking the assets of the game affect the size in anyway or just make more files avaiable?
Just a preview of something I am working on ๐
holy crap! that's awesome! No more extracting the obj from model viewer and importing it all broken and untextured..
errr, by broken I mean split and duplicate verts..
haha
that's the idea lol
it's all gonna be integrated into NMSDK
I am doing a complete overhaul of it
reworking all the internals so all the code is 10000% clearer/cleaner
man that's awesome!
still a fair way to go to get this working properly but I am hoping to at least have mesh imports working in a few hours ๐ Already got it reading all the data, just gotta put it together
will have to 3d print some models from the game once I have it working
since it will be really easy to do soon I hope
O.o very cool
Now you're ready to 3d print some atlas interfaces and open an etsy site ๐คฃ
crystal magics
maybe this will lead to actually fucking understanding how HG has implemented mesh collisions
but I am not particularly hopeful on that point
Who said you could be so much more awesome than everyone else here??!@obsidian tree
haha
I try ๐
just bored and unemployed so catching up on some things I wanted to get done ages ago!
idea this will be able to do import > modify > export pretty seamlessly so people can modify existing models in some way
that is definitely further off though
*ideally
@supple wadi fun fact: I think the crystal model I use to test has
420
faces
aayy
nice! right on.. congrats monkeyman!
I'll probably push the code in a few hours and people can break it so I have some idea of where it is at
lol
if anyone is interested, I have pushed my current changes to NMSDk here: https://github.com/monkeyman192/NMSDK/tree/reworking
If you clone that and install it as a plugin there will be an option to import the scene. Because I haven't got around to it yet, you need to decompile the mbin for the scene first, it won't load mbin scenes, but that will come soon! ๐
here's what 154 snappoint groups look like
Wow! Looks like lot's of work Winder. Nice stuff dude.
something extra I worked on, walls can't seem to snapped to any other angle other than 45 so fuck it, it's probably already got too many other snappoints interfering anyway
It'll yeet their mind like when Sean yote his own in the interview

Won't the servers get huh confused with these new stuff?
Its full of custom snap points and pieces
How does it work
Nop
Gral uploaded his base and I can see everything just fine
I thought it would reject the custom IDs too but apparently HG doesn't give a fuck ๐
And tbh I think it's just uploaded like how it's stored in saves, namely trans and rotation values
Yeah progress's been bit slow tho lol
I can't really judge, 1070 and all
Hi, im playing NMS again after many many months. Im looking for two mods
One that revamps control of the spaceship and lets you look around when you are in it
And the other that lets you sprint and use your jetpack infinitely
Any suggestions?
- A controller 2. There might be one on Nexus for the jetpack but I don't have a name
Hmm dont wanna use a controller
I thought it was possible with mouse/keyboard now? I forget how though.
Hi all, im looking for a mod that removes or reduces the volumetric clouds on planets. Does such a mod exist?
Have a question of my own as well, im new here (hi), can someone guide me a bit through generation mods, and which is the best among them? I have better planet generation, but not really satisfied with it, any suggestions please?
@harsh moth Diverse Environments and Back To Foundation Overhaul
@desert trellis Nope
I guess better planet generation isn't that popular
DE and Alien Worlds are really good
I've tested them both with really pleasing results
@harsh moth
or just browse recently updated on Nexus/NMSmods
thanks
also this is totally not a sandcrawler
There is a mod of lo2k's that modifies volumetric clouds iirc
@harsh moth DE and Alien worlds are both very hit-and miss, and generate as many screwy (in a bad way) planets as they do interesting and beautiful ones, so just keep that in mind
Back to Foundatuions however comes in three pieces and you can pick and choose which components you like. Personally I just use its terrain Gen, its pretty cool, works great, and will bury some of your bases probably
transforms look like they are applied correctly... Currently working on getting it to import the textures in now ๐
all objects are also all imported with correct children-ing
it's only mesh objects right now, but will do references at some point. It's just a matter of the script calling itself recursively pretty much..
Do you happen to know...if someone is playing an older version of the game, such as Foundations 1.13 (which I am now on my main PC, having backed up my Visions save and game files for later restore) -- are your discoveries likely recorded in the NMS cloud? That is to say, planet naming for instance --- if someone comes to the planet, obv it will look different than I see it as the generation code is different, but would the name be the same / attributed to me?
you can try
Huh....that is a good question. Hmmmm
@small valve As far as I can tell, ignoring any other players renaming your shit, your names should stick based on whats in your save data
if anyone wants to try out the model importing capabilities as they stand I just updated my working branch on github: https://github.com/monkeyman192/NMSDK/tree/reworking
no uv's yet, so textures don't appear right, but that will come tomorrow I hope! ๐
also if you use it you need to manually put in your mbincompiler path in config.json
I don't know a good way to get the user to select it currently...
Has anyone modded so you can walk around inside a ship?
You can't
About DE, how much enhanced messes up with other mods?
I have conflict checker, but still
Does it touch anything more than just terrain-weather?
Back To Foundations Terrain mod is great, it fixes the grass coverage issue as well as the terrain up;grade
Loading with it, will see
Conflicts with Better planet generation tho
yeah, gotta undig my ship xd
Holy shit, NEXT is rather PREVIOUS now for me
if you added new ships that were bigger you could make a mod so you could walk around inside them, but just not while you are flying
In a game where such a feature had any purpose, I would be down for that
but as it is I think we have enough of that with base building inside freighter. At least when you tick off the build restrictions in the config file
so close...
it's like you're sittin on 3rd base, with bases loaded.. waiting for the batter to get a walk..
looks like the importer will only be compatible with blender 2.79 and above. Gonna need to get shooter to show me his materials and shader/rendering magic in blender to make a custom node based material so that it renders nicely
apparently can be made to look pretty much even better than in NMS!
some models take a little while to load :/
this one took like 20s I think
need to work on some optimisations...
That's a thing with blrnder actually
If your export is accurate - even if triangles are separated - then you're good to go and it's just blender being blender
@steel crypt Will the sunrise and sunset colours mod conflict with Alien Skies mod?
I don't know if alien skies affects sunrises. If so, yes it will conflict. You need to see if it contains/alters DUSKSKYCOLORS.MBIN
alright
With alien skies, if you notice anything other than a blue sky, yellow sun, purple cloud, sunrise then I assume it is altering the same file/conflict.
@median wasp what do you mean? / what are you replying to in particular?
Lag on import.
okay so they don't conflict @steel crypt They actually blend quite well together
Okay cool, I'm glad it worked for you. I'm not making promises, but I am working on an update maybe for sunrises. It's looking cool so far, so check in a couple of days for it. @lime mesa
Alright
Ah ok. The lag on import is fine. Its more that I have some optimisation to do because it takes longer to load than it should.




