#nms-modding
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they should make it so u dont need a base for at least placing wires and pipes
cuz i have a base or two inbetween the bases for resources and my main base
i have 8 bases down rn its annoying
The base is the reference point for saving what you build. Without it you just have temporary stuff that is not properly saved
Is it possible to change the day night cycle?
How exactly does modding work in this? Isn't NMS online?
I have two visuals mods and the online part still works fine for me.
Well I don't mean visuals, I mean stuff that alters gameplay
What happens if someone who doesn't have the mods pulls up?
I don't play with other people that much.
I feel like the day night cycle is a little to fast.
i find that im usually in night
π¦
it would be nice if it was 1 hr each
or is that how it currently is
is it adaptive based on the proximity to the star?
@ruby torrent You cant change the day night cycle anymore
Kinda
I thought hello games support modding the game.
They didn't kill modding
ok.
All they really killed was graphic mods because of vulkan
Have updated Back to Foundations with pre-foundation terrain settings, NMS version 1.09 today: https://www.nexusmods.com/nomanssky/mods/980?tab=description
vulkan is gud too
will be glad if you guys can check it out
What have you changed @hearty crypt
I have added a file with terrain settings from 1.09
I would use it if it removes those horrible pillar things on planets
so yall use NMS Modding Station right
im gonna attempt to make a mod
@dreamy knot oh i dont have those on my planet but i have seen them
They look like trubbish
on my planet they are square at the base and have a perfect sphere that meshes with them
can anyone help me with the MBINCompiler?
do i just need the exe, or the .dll, and the source codes?
Just the exe
thanks
so ive used a save editor, however my save game now says its from 2018
instead of 2019
game still runs from where ive last left it
The big updates are always a huge setback for that. Just forget about it probably for about a month π
Hey, wondering if anyone knows if the camera mods for the exo crafts stlil works?
not sure what that means im just trying to follow the youtube tutorial by Tub0Crisco
i unpacked everything, placed the files i need to edit in my project, and i am able to make mbin files into exml but not back into mbin
notepad++ refuses to read them
notepad++ wants me to create a new user file
idk why
also cant delete MBINcompiler because apparently its open
feels mad broken to me
I think you need a reboot dude
how do i pack all of my mods instead of doing them one by one
i changed the times for various farmable objects, but i dont know how to pack them all as 1 pak file. can anyone help?
π
nice i'll give that farm one a shot with my freighter farm setup \o/
To was asking about the mutiple base thing, it is possible to extend your base range with wire and a battery
So if the mineral depos are outside just extend a Powerline to a batt over and over till you at your desternation
Is there a trick to make the Mods work in VR Mode? I tried it yesterday but it always stuck with a black screen when mods are enabled
Can someone please make a mod that has a toggle for the purple base icons on a planet. Our community planet is a mess to navigate with all the bases now π
@proper mirage you can't see / confirm the warning message about using mods when you are in VR
@radiant karma I even don't come to this message it get stuck right from the beginning
Need a mod to remove popups and notifications and make nms as immersive as skyrim..
@obsidian bloom is it working for you to start in VR with mods enabled?
havent got a vr setup.. I wish I had @tropic nexus
@tropic nexus That's what I said: you can't see it π
@obsidian bloom https://www.nexusmods.com/nomanssky/mods/782
thanks! am too busy to play nms so havent browsed mods in a while but I will jump in beyond even if im late..
@radiant karma you mean it loads but as I can't see the message I can't confirm?
Yes, that's what happens apparently
Haha e initialize all over again.
@tropic nexus RayRod posted a method on Reddit to get mods working in VR. It's a little complicated in my opinion, but it's something. https://reddit.app.link/DCVbW1vAhZ
is there any uptodate farm mod from the workshop?
Any 21:9 mods that work?
@queen knot hey alright you cracked it and made an Mbin mod :D
anyway to make the frigats noclip? I'm playing space ping pong evey time i have to repair one and then take off. apparently they were not scaled for the new larger sjhips π
Frigates have always done that, I've been meaning to raise the ship takeoff height for a long time because they usually hit the trade stations too
Particularly the Trade type frigates they try to kill you on every btakeoff, and you often half to reland and try again if you don't get away clean
@radiant karma No when i load the game up it just sticks me at a black screen, i tried pressing the buttons on my oculus controllers and my keyboard but it didn't work
There's a Reddit post by RayRodTv that explain method, did you try that @proper mirage
Normally mods and vr don't play nice but supposedly Ray cracked it. I can't personally verify
I donβt think thereβs a specific reason why mods shouldnβt be allowed to run in vr. The splash screens differ between vr/non vr and I wonder if itβs like the splash screen triggers, it tries to pull from the vr version of the mod warning which devs forgot to include, leaving it at black screen
@hushed bronze no i didn't see it, will go look now thanks
@lime mesa with the way Ray's fix works, I figure the issue is just an oversight
Yeah
I wonder if running a fully unpacked game runs better lol
Someone please put everything on a cob.
i wish that mod that made mission turnins faster wasnt hidden so i could crack it open and make a new version of it
i wish fleet expedition lists would refresh faster x.x
Yeah that 10+ second delay on every mission you turn in is stupid af
π a mod that increases the amount of slots a storage unit has would be the coolest thing
My immersion is so broken when a huge crate like that is tiny slots lol
How about a mod that makes it so storage units and teleporters dont require energy
@icy glacier if you have the save editor you can resize storage unit slots
π€ interesting, I'll have to look into that
storage units dont need energy
transfer things into them and out of them using your inventory
Oh, the things the devs don't catch lol
Hey I can remove the storage container power reqs if ppl want that? It would get rolled into Beyond Basebuilding
Do mods work with multiplayer or not at all? Just wanted to run a few visual mods is all
you dont actually need power though
@oak zodiac they should
mdos affect you only so
there has been some issues with people trading others modded items and thats crashing peoples games
but otherwise should be fine
Ahh I see that's awesome. Alright then just wanted my mms to look a bit prettier is all haha
Nms
Anyone know if thereβs a mod that removes the βstarsβ that you see when travelling in space, the ones that get really obnoxious when using pulse engine?
@queen knot I get that but some people want to use them by inrteracting with them normally
I've made significant improvements and changes to three mods:
https://www.nexusmods.com/nomanssky/mods/1109
https://www.nexusmods.com/nomanssky/mods/1107
And especially this one:
https://www.nexusmods.com/nomanssky/mods/1096
Sadly the superforest thing will have to wait until at least tomorrow. I have to be up at dawn tomorrow for a class π¦
I have joined the PC NMS community! Eager to explore the available mods. 
woah @hushed bronze are the stairs snapped to the roof of the outpost??
Hello fam!
Quick question, I'm just trying to use a simple No fade mod, and everytime I launch the game now it's just black?
Am I missing something?
I delete the "nomods" file, added the MODS folder, and extracted the .pak into the MODS folder.
That's all right?
I'm in VR, if that matters at all in relation to the glitch.
Yeah, the black screen is consistent for all VR users trying to run mods. There is a workaround, but it is a pain to set up and causes the entire game to be reinstalled every time there's a patch.
Not really worth it for someone who wants to use one simple mod when the game is getting so many bug fixes, but that's just my opinion
Before Beyond, it was possible to change the material of the metal building parts to wood. I loved using this in my buildings. Please, I ask for some help or information on how one could go about re-enabling this through modding. Thanks.
I was looking into the possibility of making a patch or something that bypasses the mod check screen. Was playing around earlier with running the game with IDA attached and made some progress but I still have some mbincompiler stuff to work on so don't wont to get too distracted...
but I think it should be possible. I found the function that checks which screen to call, just need to figure out what bytes to change so that it doesn't get checked... Unfortunately I don't know too much about doing that :/
How does Hello Games / Steam look at things like the save editing? Is it okay? Considering you're able to play with others etc, they don't crack down on getting credits etc? :u
they have no way of knowing
also it doesn't really affect others so it doesn't really matter
fair enough
it's not like the game is PvP
is it possible / relatively easy to replace your ship model(s) with custom made models?
or would that be hard considering the procedurally generated ships
not too hard
I updated the tool to import custom models into the game just today, so you custom models can be made for Beyond again! π
@left sentinel no it's snapped to a flat panel I placed on the roof
hi guys
anyone who knows
]if its possible to use a mod
to force skip the tutorial
@obsidian tree do you know?
@hushed bronze ohh lmao gotcha
@left sentinel do u mayb know?
@ember kettle no and I don't think they exist because it can severely bug the game
can you explain a lil bit more of tht?
can you use the Save Editor to set a ships color?
You need to do the tutorial to get a load of stuff it gives you... If you skip it somehow, you'll be left without that stuff.
Essential stuff, like hyperdrive...
Dudes need to stop pinging monkey for everything. Other people can answer your questions. He is busy with working on the compiler. Try to have some understanding.
Now rage hate on me.....ready πΊπ
help wanted to update and test Eucli-ea, pm for details
anyone already found a way for VR HUD to follow your head?
thats not moddable, it needs code changes @peak anvil
oh well rip
all the redmas mods and mods that add biomes and more variation are by now rip, right?
So I have to ask as I keep seeing this but no mod yet for it
Faster Dialogs, Is this something a lot more complex or harder?
@hearty wasp did you get enough testers?
I wouldn't say 0 is enough but I get by somehow
Before I go duping someone's mod unnecessarily, anyone know if the brighter sunlight mod has an update or a replacement? Its an easy one, I will def make it if it hasn't been put out for beyond yet
Dew it
Can't the old method has no effect
@hushed bronze what was the old method? BTW I saw a new "brightness" variable somewhere....,(not at pc)
used to just be unlight intensity at the top of the globals file
It must have been a global....
i tried lots of things, the graphics globals seem to have no effect on anything that ive been able to find
im messing with that one now, seems most things I do there do have an effect
Yeah I was modding it last night.
People keep asking for stronger on-world fog... (copied storm fog stats directly as a test)
no storm ofc lol
@hushed bronze yesss!
Hi guys, i'm looking for someone who can help me test the mod
an update of Back to Foundations mod
would be glad if anyone will be willing to help
Sure, gimmie gimmie@hearty crypt
I can do a lil bit
maybe something specific-ish
anyway fog mod π
I wish nms had built in options to enlarge the ui stuff. my eyesight is straining xD
Is there a mod that extends the render distance of (full detailed) grass?
This is my favorite part of the modding channel, when I get to do this:
@gray ember https://www.nexusmods.com/nomanssky/mods/1080
It makes me happy too that there is such a mod π
Also is it known when we can access globals files again?
Currently some and not others
Ow
Sadly I have to quit the modding for tonight and get stuff done for school and being able to eatn stuff
That's good eat a lot
That fog mixed with the grass mod might make for a stable highly detailed rendering experience
I intend to add an LOD enhancement to trees, and even without that, you're right it's been creating a much smoother look
Is there a mod for automatically stacking items?
Turns out adding modded biomes is pretty simple this time around
i know that one's hideous but its proof of concept
@modest lintel Some one made this little guy. Could be helpful while you wait on me :D
https://www.nexusmods.com/nomanssky/mods/1140
Ohhhhhhh neat!
is it safe to use save editor to expand container capacity ?
like now everything is working good but can it somehow corrupt my save after some time or idk
im new to modding in nms
Yeah it is
I'm surprsied I haven't been able to find anything about modding party size to increase it a bit, it doesn't seem to be restricted to 4 for any certain mechanics
I would bet that sort of thing is server-side
Any mod to change drawing distance while on foot on a planet? particularly grass
@azure blade https://www.nexusmods.com/nomanssky/mods/1140
Thanks. I'll check it out!
I don't think this is it, lol
I've no problem with the font size
@cobalt condor Hi.
So, I thought that I'd stop by and mention quickly that when running the game unpacked, you do not have to re-install the entire game whenever a patch is pushed out.
The update's .pak files get downloaded directly into the PCBANKS folder
What you do there is... you extract the contents of them directly into your "GAMEDATA" folder
And then you can remove the .pak files.... and you're good to go
@obsidian tree, Gat made a patched exe for that purpose a few updates back
That would be convenient
Also, @ Monkeyman...
@marsh eagle proposed an idea that if were able to rebuild the banksignatures.bin, than it should be possible to inject new mods into already existing .pak files
I feel like your VR fix needs to be pinned or something it isn't as well known as it probably should be
Why, thank you, sir π
It's definitely not ideal, but it does work. I preferably play unpacked, it helps me to make and test things quicker w/o psarc
But I also use an ssd, so the loading time is still fast
Yes its sort of a sequel to a NEXT mod where I just blasted the dead planets with all the ingame filters. It was about 10x more popular than I expected so I decided to take it a bit further in Beyond with the new "Deadzone"
Nice man. Keep up the great work. I'm all for variety. I would say that the filters on "DeadPlanets" would look believable.
So now this version has 33% chance of hostile weather types, about half for stormy filters and Im experimenting with adding biomes - that Hugerock version is a second type that is concurrently existing with the regular one, which is new for me
Yeah storm filters look weirdly great on deads
Top of the four pics above is barrenstorm, bottom is defaultstorm
Oh second is toxic
That's really sweet. I look forward to seeing how it turns out. Feel free to let me know if there's any way that I may be able to contribute. I believe that I know the game for the most part, from the inside out.
I recently finished 'custom weather' for Autumn Forest.
Autumn Forest Full Image: https://i.imgur.com/JbtH96H.jpg This is a work in progress. I am still working to balance the lighting and polish up some of the tr...
I feel like you should split off some smaller mods from stuff like this, a lot of people are just dying for any piece of this
in that Autumnal Forest video... you can see custom weather that I added.
There are 41 Procedural 'Autumn tree leaf variants'
https://i.imgur.com/2KqKmYE.png
They are actual leaf scans. You can see the leaves falling
But are relevant to the trees in the environment
Ah, good idea. I released a few things recently
@hushed bronze
What would you most like to see in NMS?
Whether it be environment wise, mechanic wise, asset wise, etc...
Theres a lot of stuff I would like. Tundra planets, properly abyssal planets, randomly selected variable ranges for numerous things like fog
sun on planet visibly still being its actual color
sunrays reflecting that
night lighting that matches the sky, which should be the dim light source
etc lol
Ahhh yeah, actual physics. That certainly is the way that (NMS was initially intended to be).
To get anything close to that with mods, we'd have to edit or add to the shaders unfortunately
More like "properly referenced colors" but yeah physics would be cool too
Basically, the type of environment was to be relevant to it's distance from the sun, water relative to the sky
seems to me that redirects could just point to the sun color elsewhere and use it without even using physics lol, but tbh im not nearly as code savvy as some might guess
Okay, so, the color of the sun (on planets) is currently handled by the daytimeskycolours
There are I think 46? Templates
The game randomly loads upon per planet
Unfortunately they all get loaded randomly
But the actual circle in the sky that is the "sun" and its lightrays effects, are always the same single set orange
But considering that the palettes used to get loaded randomly, and then HG's made them biome specific...
Let's hope they do the same with the skies
The same is true for the current version's Blue night skies even though they formerly referenced the sky properly
they got reverted to a shitty looking strong blue single option at some point
Was working on replicating the visuals of Namek
who hasnt lol
Namek is beautifullll
Gotta get the trees right and everything
Will eventually get around to the terrain and biome
Yeah, I will sculpt those
Or maybe @hearty crypt will do it before I do, he mentioned of that
open up the vykeen player models and turn them namekian and to that Hobotown thing WinderTP dropped a while back when he got super high
That could work. I'd rather sculpt it in blender though
I got this loaded into NMS:
But that's immersion killing though, I think.
Unless, unless, I could do something to make it believable under a special circumstance... 'MultiVerse' π€
π€
It'd be super bizarre to land on a biome that looks like minecraft lol
Lol it would. But it would definitely be unexpected
That would be cool
Nice
Would you be able to do something to make the bedrock on planets lower down?
Its so it can allow for deeper caves
Like this for example
@hoary drum Hey, not sure I understand what you
Ahhh
I did something like that once, yes, it is possible
Through the voxelgeneratorsettings.mbin
I don't think I have the image anymore though
Because right now current caves are kind of meh. Different cave types would be cool
Yeah. The game has 20 slots for cave terrain types.
All 20 are identical
The same preset
Yeah
Resulting in samey caves
For an example of a cave type, here is an ice cave
Won't be able to change it to ice, afaik, but that kind of terrain formation is feasible
I've made caves out of resources before
No Man's Sky is a science-fiction game about exploration and survival in an infinite procedurally generated universe. http://www.no-mans-sky.com/ Developed b...
That looks awesome
Pretty
So, I'll definitely make it a priority to make the terrain as interesting as I can make it with that fan project
Sounds good
Made a lake here:
https://imgur.com/IPYwn04
So anyone make faster dialog skip yet or we waiting till I die π
@wanton salmon Fast actions?
Don't think skips dialogs?
Is it when it takes less time to select a UI option?
Then here is a huge underground cavern. This would be a cool cave type
Do you happen to know where a biomes weather patterns are determined? Because it doesnt seem to be the Biome file you would expect, with the weighted weather lists
Author: I did it for Visions but they changed text speed to be even slower in Beyond. I will check if it's still working
I checked this morning but they changed the value used for text speed. I might need to wait for MBINCompiler to be updated to go any further with text speed.
So I guess he is still waiting on it
does anyone have a list of freighter home seeds? I've been looking for some colours and I'm having a hard time finding a specific one
(im sorry if this is the wrong chat i just sorta assumed that modding included this kinda stuff)
Is the fantasy mod out for beyond yet?
You mean minecraft? π
Nice
night
So after some misadventures (...forgetting to compile EXMLs...), Iβm proud to release my second mod, Black Hole Warp!
https://www.nexusmods.com/nomanssky/mods/1142
https://youtu.be/qHgyNDGDMw4
This mod replaces the standard hyperdrive warp animation with the super-cool black hole one.
does what it does in the video https://www.nexusmods.com/nomanssky/mods/1142
Now make it sit and play dead
Mod updated
COMPLETE FLEET MISSIONS INSTANTLY
no mans sky mods - https://nomansskymods.com/mods/complete-fleet-missions-instantly/
nexus mods - https://www.nexusmods.com/nomanssky/mods/990
Enjoy π
Will there come another kind of mod for beyond like this: https://www.nexusmods.com/nomanssky/mods/493
Or is it still usable in beyond? (It isn't apparently)
@gray ember
Hi
What I am working on is vastly different, but I also work on environments (and all other aspects of the game) and develop 3rd party content for NMS.
Check out this photo album:
And you can read a bit more about the software (RaYRoD's MultiVerse) for No Man's Sky that I am developing at the bottom of this reddit post: https://www.reddit.com/r/NoMansSkyTheGame/comments/crziq9/how_to_use_mods_in_vr_with_no_mans_sky_beyond_on/
This is an early (bare bones) dynamic environment (More will be shown soon):
https://youtu.be/leTmsz72pUM
If you would like to support this fan project, feel free to here: https://www.patreon.com/RaysContent Feel Free to Join my Discord Server for frequent update...
@dreamy tulip It's been a long time Ray, I've given you back the modder role
Hi, @cinder delta. It has! Thanks a lot.
Good morning all,
has anyone thought about speeding up the galaxy map in VR as it's painfully slow at the moment .....
Sure. The MbinCompiler isn't updated for it yet.
But I'll hexedit a change that I did to it a bit ago, for the MV
And post here
well let me check is the standard CE script does that before I put you to bother Bud π
I had forgotten about that until your replyed π
your too nice sir.
@lime mesa Hey, thanks for the support man. I'm glad that you like how the 'fan project' is turning out. I'm excited to share it with whoever may be interested, soon. Lots going on
and yes not being able to extract the globals has put most of my attempts at learning modding on hold
Like, do you mean, purely visual based?
yes
@signal leaf, Monkeyman is hard at work on those. I imagine that it won't be long before they decompile.
I'm a not nagging :-), that's above my pay grade, I just write c# applications
Ahh. Well, I really do put a lot of focus on visual aesthetics. I am inspired by pre-release for the most part and I want NMS to look eye candy. However, I work with every aspect of the game's files, including hardcoding things in the executable that affect the game.
I explain more on the bottom of that reddit post that I pasted above, of a 'few things' that I'm working on for NMS
Which is more than visual stuff
"Even the colors of Sean's glorious beard"
Hehe. I'm just hoping to provide and infinite, unique, aesthetic, and consistent experience. An alternate way of playing an already awesome game by HG's.
As another fan. Would be awesome to play it in VR or with other people using the same content.
Just stuff that I think a lot of people want or hope for. I am open to suggestions though
There's a lot that I haven't mentioned
And by all means... feel free to present any ideas for environments. Exciting worlds to see.
well I think the UI is way up on my personal list,
I also thought of like putting factorio like factorys into NMS
like satisfactory
So, what about the UI?
Maybe both things are possible
I did recently figure out how to add custom UI content
just some aspects of it, like inventory managerment of making items, I find is clunky
@lime mesa and I did this take on the classic E3 2013 trailer HUD (Modernized) - https://imgur.com/ZeRt8pU
REZOSU is the prerelease name of the boltcaster
Lazeus = mining beam
having to use you inventory to create a higher teir, you make by hand each base item, and then the main item, them it all cluttered together with your other items and your resources, I just find it, messy
Do you feel like the current UI is an improvement, verses pre-Beyond?
I think some of the UI's functionality might be black boxed though sadly
So, working with the UI is possible to an extent
and the menus for item building, unless you know the menus real well you have you hunt up and down to find anything in lock in category's...
anyway, I'm not asking anyone to fix anything on my behalf, I putting it out there in case others also, would had made different design choices
Yeah. Ui content is extremely tedious with this game to work with
To make that HUD I had to search through 11 million lines of xml code at-least throughout different files (the UI files are the biggest files in the game's filesystem from what I remember) ... just to get a basic understanding. I probably made it more difficult for myself, tbh lol
But then I had to create a mini real-time HUD editor software to position each change
And then port that back over to xml
all I want is to somehow force the game into loading textures lol, half the textures dont load at all for me ever since these new updates
And then I had to refine it further to fix bugs
Also, I am glad that HG's added a more interactive creature discovery
pre-release it was in the inventory: https://i.imgur.com/AeiYl9F.png
@left sentinel What kind of issue are you having?
Like, is it totally bugged out?
Or does the game run okay for you, but you feel like there could be improvements
textures dont load at all if I go to a lush planet, and on non lush planets some textures load but some dont and the game is super arbitrary about which to load
Ah. Are you running any mods? Or is that vanilla NMS
vanilla
yea even messed with that, force the graphic setting to be high
game forces it back to low
but like even on low, textures would actually load before these new patches
I think it started with 2.06c, where it added a feature of reducing textures when in out of memory situations
instead of reducing, it flat out doesnt load unless I change the settings and it will sometimes load them
Looks like they removed a specific line in there: https://gyazo.com/bc4f50da2beddab8b595258112fc6e61
I just looked in the AR build
That bug used to be caused by the texture streaming
The value underneath it
I think its because vulkan doesnt do shader caching?
Now it is just a plain boolean
lel
So, what if you try turn that to off?
lemme check
Actually, nevermind. Sorry.
The flag says "Auto"
<Property name="TextureStreamingVk" value="Auto" />```
I don't know what other flags it uses
They removed the value underneath it
oh
π€
That did used to be the result of why I had the issue though
Are you missing any files?
I dont think so
What if you check the file intregrity via Steam
if it downloads 1 file it will likely be the disablemods txt file
@dreamy tulip Nice project I'm interested
@dreamy tulip actually I just realised if I modify the tkgraphicsettings file it never sticks
like I changed my numhighthreads
@gray ember I'm glad to hear that, thanks.
@left sentinel That's odd.
Beginning to wonder if it's something else..
Have you tried resetting your in-game GFX settings?
I also had an issue like that when I was missing textures
Is your disk full by any chance?
And you're positive that all the files are downloaded
positive, just did integrity check and it only downloaded the dummy txt file
and nah disk has plenty storage, I actually have a low spec system but the game ran very well before the latest patches
but even on standard settings I used to have all textures loaded even if they werent crisp
Weird. It may very well be an official issue with the latest update, but you said this happened on previous updates?
Or is this a fairly new issue...
fairly new, ever since 2.06c when they added that feature
even before that, I had missing textures when loading the game but changing texture settings once would fix it
Ah. They have been doing a lot of changes that are GPU focused. Maybe something related to that affected you.
thing is, its super arbitrary on what textures load and dont load
Might have to report or wait, as they are pushing out regular fixes (it sucks to be in a waiting situation like that, for sure)
yeah I've already reported
yea that's why I wish there was some sort of F5 kinda deal with this game to just reload textures
it does seem to do a cache of sorts, older planets load fine for me
yes
So, do those specific models every get loaded correctly?
Wait, this reminds me of something
yep they do
That happened to me pre-Beyond
I would load up at different times and it would bug out
In an arbitrary manner
Eventually it just stopped for me
After a few patches
but if im on a lush planet the same textures (my character and exosuit) will bug out indefinitely until I go to my freighter or space station and reload my save
Yeah. The player character looked for muddy
after that I can go back on the same planet that will still never load but my player character will be fine from that point onwards
when I uninstall the game, are there some assets that dont? outside of the save files that is
Possibly. Hopefully that file I sent might fix it.
Is it possible to put landing lights on ships?
is there a functioning mod for exocraft camera?
sick of not being able to see where you shooting
no I love it.
thanks@desert umbra
sarcasm detected π±
I dont know how on earth they let that one slip though qa
I live on a storm crystal planet so exocraft is the way to go. just could see anything
you can say that about almost everything in this game lol
I dono how they let this game slip through
the mod doesnt fix how the camera autolevels tho...
also talking about texture pop, I get that all the time on my 980ti,
hopefully will be able to test vr on a 1080ti I just purchased (boy am I poor now) will be interesting to see how much the extra grunt helps things
have you increased your lowthreads setting?
low high yes tweeked them all uo down sideways
kinky
definitely not
game does not use all my cpu, even on a single thread it never maxes
how many cores/threads do you have
then again it does not use all my gpu on the 980ti either so not the best optimitation
8 at 4gig
8 means 4 probly. intel cpu?
it's a amd,
Amd fx 9580 I belive, though I am at work so not looking at it directly
has to be 9590
probably Ive overclocked it to 4gb
ghz*
yep that, <- dyslexic brain
hmm. that 9590 is 4.7 so thats not yours
well either way. absolutely set high and low to 3.
youll be safe, and it will boost performance greatly
will give it a go, thanks
thats surprising, fairly sure on my old i5 4690 so 2 cores 4 threads at 4ghz (OC'ed so each core was 4ghz, not one turbod to 3.9 while rest ~3.6) and that still bottlenecked on my gpu iirc
I completely forgot about the high low core thing. What should I set them to if I have an 8 core 16 thread cpu
low seems to make way more of a diffrance then high
lol I just found my old cpu spec, a AMD FX 8370E Black Edition 3.3GHz overclocked to 4gz purchased in 2014, dam spent all my money on my gpu now
If anyone knows Some good mods for beyond please dm me!
Do the starship hover mods for NEXT and such still work for Beyond?
Hey, i just started nms, is there a mod to render more depth of field? Have more grass/trees in the background
Btw, did anyone got ReShade 4.4 to work on nms?
Tool I made to run mods in VR without unpacking all game files: https://www.nexusmods.com/nomanssky/mods/1147
Is it updated for Beyond though?
I would appreciate some help from the community. I am trying to collect pics of all 16 variants of Beyond's multi-colored grass. I will use them to help build DUD'S SKY - COLORS. It would take me a while to debug and test each one. If anyone has pics please DM me. I would greatly appreciate it. Thanks!
@steel crypt do you happen to have any examples of what they look like? I am a new player but I've just stocked up on warp cells and im about to go on an exploration spree nwo that i have my ship upgraded
could look for them
How do you know there are 16 variants?
They added colors to the grass?
Hey guys, I'm trying to figure out whether the Horizontal wings mod for the triwing exotic would fix the disappearing wings but the mod currently crashes the game on load of save. Was trying to have a look at the exml file to see if there was anyway to update it but honestly I haven't the faintest idea of where to start; any tips?
@wary elk There are lush planets with 2 different colors in the grass. Normally there is always 2 colors, but the colors are very similar. I'm talking about the 2 color grass that has obvious different colors. Thank you I would appreciate the pics!
@heavy merlin I really don't know that there are 16 new "multi-colored" grass combos, but I do know there are 16 new grass colors. I think they might all be the "multi-colored" grass. I know because I looked at the code and compared it to before beyond files and worked out the new combination rgb's.
@fluid wing 16 new. Also changed the palette so that the new colors have a 1/4 chance.
Ah, hmm
i've seen some multi colour grass before, but it was thanks to a different mod. Neon pink and yellow was a bit too much for me lol. I'll keep an eye out for any variations I spot.
Any idea which pak file I'll find ship models in btw?
@hushed bronze In your grass fix 4 I note that it changes lush exotic worlds to use lush palette instead of base palette, do you have any examples of what that means? I quite like the more muted colours and wouldn't necessarily want the planets to turn into rainbow farts.
Hello, I'm very sorry for the lack of video content lately! :) I went dark for a while to heavily focus on the 'MultiVerse' application that I am coding in C...
\Program Files (x86)\Steam\steamapps\common\No Man's Sky\GAMEDATA\PCBANKS
@steel crypt If I were you, I would isolate the 16 different separate colorntries and the one by one overwrite all colors with the one that needs testing. Once tested, take the next color from your reference and overwrite the entire 64 options with that one, and so on
Pretty sure you know this, but grass and grass alt are picked from the same line and correlate. If the game takes the 37th grass it will also use the 37th grass alt on the world in question
Alternatively you can do a half-elimination trial seven times to discover exactly which line your test planet is using
@lime mesa
go to the reshade discord if you want to make it work i'm not explaining, too much stuff with regedit, environmental variables and what ever have fun lol
is there a mod to make skipping dialogue faster again
@left sentinel still want Gonk?
@hearty wasp oh fuck i even found one in my new save lol
Alright gimme a few mins I'll try it out
thanks man
I didn't actually change anything
I just updated what I already have
so you might still not get GONK
oh lol
I checked the planet placement table thing tho and I should be right on the file but it just wasn't working
so it might take me a month or two to find the actual scene
and I ain't doing that now
I dunno, miracle?
Lmao alright
also I just wanna see if everything works alright on another's end
haven't had much time to test anything
interactions and shit
Yea understandable
Yo @steel crypt your mod has been updated for beyond right?
Sorry for pinging you if you're busy
@hearty wasp well how about that you got your fucking miracle
nice
yeah I can't really be arsed to "fix" that
it's a feature now
hehe
GONK
@thin viper tree mod when
Also @hushed bronze has grassfix been updated yet
I need superior grass back into my game
grassfix is updated for beyond
Ohk great
Tree.mod when i have time
I am.busy with irl stuff
Also grass fix is updated by exosolar
Some days ago
Okay it's fine
@lime mesa is grassfix 4 not working?
It wouldn't surprise me for some, my 4.1 is still working but the newer compiler can't touch it anymore so I've been making a new one but I thought the 4.1 was still working
I was messing around with some new ideas n stuff and there's not a rush if 4.1 isn't broken
Are there any mods to help with surveying extraction points on a planet? The survey visor can be so wonky and basically I've just been marking one, and then making a 400-500m circle around it to find others close by
I wish there was a working mod that increased the daily amount of fleet missions or decreased the time the list refreshed ><
VYK_HEAD_FROG
GEK_HEAD_SNAKE
KOR_HEAD_BRAIN
FOR_HEAD_STING
GEK_HEAD_NUT
FOR_HEAD_HOOD
VYK_HEAD_ORC
FOR_HEAD_BUBBLE
FOR_HEAD_OWL
KOR_HEAD_TWIG
GEK_HEAD_LIZ
ARMOUR_VYK
GLOVES_VYK
LEGS_VYK
BOOTS_VYK
VYK_HEAD_SHARK
gotta be too many presets for me to do for one pak
is there a mod to remove those vertical lines on top of the screen
is that supposed to be for immersion or what?
@hushed bronze that was the plan, just little time and I thought maybe people have collected pics. But I will probably have to do it. Just trying to get mods out as fast as I can.
@lime mesa my mods are not updated. Working on my colors mod is being tough because some crap changed and I have to test some stuff again. Testing colors can be a pain. Then I will update DUD'S SKY. (Hopefully the compiler will be ready)
What part of your colors hasn't been working with the compiler?
do yo uguys know how to filter all the "byond" mods on nexus?
if i just search for "beyond" i don't get all of them
Search all mods and sort by recently updated.
I just look at all the updated mods that have been updated from the day beyond hit and go from there
oh yeah that may work thanks @lime mesa
@fluid wing yup just recently updated and a mental cutoff at Aug 14, which will be the Byond logo swap mod
what do you answer to?
the lines at the top?
@hushed bronze
man exo has a lot of roles lol
Exo is a man of roles
you too have shit ton x)
anyway, anyone has any mod to get more grass in the distance?
i did download this but it doesn't seem like it goes very far
or maybe i have to use only one of the .pak files

Are there any existing mods that add things to the scanner, like flagging deposits/plants etc.? I'm wanting to make a mod for the survey visor but I'm thinking it'd be easier to find an existing mod and build from there
is that the furthest that the grass can go?
I just put the grass fix extreme in the mod folder
You only use one pak file @fluid wing
Lmfao
Don't drag the entire grass fix into it
Just one that you want
yeah i dragged the entire first ime lol
i use only extreme now, is that the most grass yo ucan get?
Yes
Too much farther and lag ramps up extremely fast and starts causing vanishing ground glitches
is that normal that my grass is flickering? Looks like AA issue but no matter what i choose it flickers
I switched to dsr tho so it looks kinda better it downscale to my monitor's res but grass is flickering >.>
looks amazing tho, i can live with it
Yeah flickering is a new beyond feature lol
lmao
@hushed bronze I haven't been waiting (except for sky global which is good) for the compiler for colors. It's that the engine treats light and some textures differently. So, I have had to retest night skies and look into the new grass colors. I haven't had much time. Night is hard because I need to see it in motion, so I have to wait for night for one adjustment. Grass is just test test test for the new colors. The rest of the color mod is done. I was waiting to do my other mods after so that the compiler might be done for those files then.
waht is that color thing you guys are speaking about? Isn't reshade doign color related stuff?
Why do you need a mod for that? 
How in depth is modding
can you make code level changes?
such as, could I possibly mod away right click exiting menus?
@fluid wing adding to/changing color palettes and enabling some textures to be proc gen colored.
@solemn radish no exe changes.
so no removing this stupid keybinding...
check...
I just want to not deal with something that honestly just ruins the game for me constantly
It looks like HG is messing with keybinding files with the latest update.
prays
man they make so many fixes idk why people complain
I just bought the game
I have no complaints
other than this stupid key binding
I'm otherwise completely happy
@fluid wing the colors the game chooses to color something like a tree with are palettes. Many assets such as trees ships terrain etc. are colored by proc gen.
yeah i just bought it aswell, i play with controller and i'm amazed by the game tbh, the mods are looking good and people even made Vulkan Reshade work already β€
I'm honestly still discovering how much I love the depth of the game
So the mod you guys are speaking about enhances somehow these palettes?
but this keybinding, is just like, a terrible thing that is constantly, poking me, in the side, every five minutes, as I try to get things done, and accidentally exit menus, all over the place
I think the compiler has fixed the keybinding bug but I haven't tested that. But HG changed a bunch of keybinding files in the last experimental.
I guess I'll investigate the modding stuff on experimental
I'm honestly afraid to touch modding, modding games usually ruins them for me
i use nice mods not cheat, like grass, reshade, and probably will use that color thing, also have something to remove dof, i'm waiting for water aswell. I like stuff liek that. Thsoe kind of mods make the game so much better
I mean, apply ing mods is one thing, I mean making mods
@steel crypt the sky globals has the day length in it. Assuming the person who uploaded the new day length mod isn't on crack, that means you can set that number to some thing massive to "stop" the clock and make night as simple as saving your game on the might side of a planet
Every game I've written mods for, I've completely lost interest in playing
oh yeah i had the same with sekiro lol
i made 2b model replacement and then lost intereset in playing the game
Hg forgot to assign a scale so I hope they did lol
programming is the ultimate game, thats why
wish I could do actual code mods for NMS, I love doing procedural gen
@hushed bronze I will try that. I was almost assuming it wouldn't work because how they changed how the day night cycle works. Thanks for the heads up.
Now gimme pics of all the combo grass and I'll be almost done LOL
I assumed the same but if that guys mod works then the eons-long day should too
100 years is about 3 billion seconds btw FYI lol
@solemn radish opt into the experimental patch. They added key bindings
https://steamcommunity.com/app/275850/discussions/0/1639794468035980477/
That I donβt know for a fact tbh
typically its a given, but I could see NMS not being that way
i don't even understand how you can pause being in online
i can't believe when someone joins my universe that suddenly my pause won't pause my game

nooooo
so, the binding is there, but it doesn't work, is there a place to report?
yeah, definitely doesn't work
you need to send a ticket to them on zendesk
they don't read the steam forum looks like
So um, is it possible to use the Save Editor to change just the colors of the ship(s)? Or is "Seed" the randomly generated / assembled parts of the ship?
It's seed driven, you cant use save editor to handpick ship colors
DUD'S SKY - COLORS updated to v2.06.1
Compatible with NMS v2.06!
https://www.nexusmods.com/nomanssky/mods/968
is there a resource for what each .pak file contains
@burnt basin open the txt file in the mods .rar it lists all the files
a dumb question to ask but a bold one
to do a clean delete of the mod, just delete the .pak file in the mods folder?
Some folks have been begging for me to do this one for a while now, and it has just become possible this morning :)
https://www.nexusmods.com/nomanssky/mods/1155/
@lime mesa yes
@hallow pumice what mods .rar ?
.zip 7zip
thanks hennessy
its the file that is downloaded from the nexus mod page
are you talking about this
https://nomansskymods.com/mods/no-mans-sky-pak-master-list-proper-labels/
Is there a mod to fix the extremely bright interior base lighting?
You're trying to use it? or edit it?
I think if HG ever allows for scripted modding e.g. writing DLLs to edit client behavior, I think the first thing I'd do is make a new kind of world.
We can already somewhat do that
You like horror? Maybe unleash something like the Strain on it (See https://wildstaronline.fandom.com/wiki/The_Strain)
Lol
"Infected Planet" lol
Dude that'd be so dope tho
Add new hazards and shit
Maybe even a mechanic to comply with game lore -- It won't just hurt you, it'll hurt your tech too
Electrical storm type lol
then you can resist it with a new tech like exanite pylons to build at a base (https://wildstar.gamepedia.com/Exanite tl;dr literal perfect substance, also does a good job destroying the strain)
is there a resource for what XML files are located in each PCBANKS .pak file?
Is there a quick fix mod for the fucked up landing pad attachment offset yet?
I really want to build a base connected nicely to my landing pads
i dont think theres a mod for that specifically, but my basebuilder mod could give you enough freedom to workaround it more easily https://www.nexusmods.com/nomanssky/mods/1096
@floral shoal
@hushed bronze ill look thanks
Are there any mods that add more color variety to planets without being super saturated?
Jasondude just updated his colors today, he's all about tested, refined colors like that @tender stirrup
https://www.nexusmods.com/nomanssky/mods/968
@tender stirrup
as in squinting 'cause LIGHT IN EYES
@supple wadi Ever see a Lush Desert in a snowstorm?
agh
lol its just some experimentation
Dead planets refuse the weather override outright
its hardcoded i guess for them
nah i know, is just my general response to dense fog settings, lol
it's like wtf am i supposed to do now i can't see where the fuck to go
well its regular fog but during an extreme storm
reminds me, are globals fucked again? i glanced over some discussion either here or in the modding server and it looked like that might have been the case
In anycase this proof-of-concept'ed a thing Ive wanted to do for ages, adding a rare chance of handpicked alternate weather
but yeah globals got smashed up but monkeyman and freinds are doing a great job of cleaning it up
they already got about a third of them fully defined and several more partial
so like did they just basically unknown them again or somesuch? Or was it just all the .exe changes obfuscated a bunch of it all unintentionally?
I think some of both
@supple wadi So for lush I'm thinking: 5/6 the normal weather, 1/15 snow, 1/15 dust, 1/30th each for the hostile weathers. Does that sound like a good distribution to you? For "rare anomalous weather" I guess it might be described as?
What would snow/dust really do? Just cooler/hotter-ish? Or like different colored fog?
Yeah, just adds an opportunity for a Lush planet to be a little odd in terms of weather
It comes with the hazards normal to those weather types, not purely visual
So yeah, with the numbers I set, about 3 in a hundred Lush planets would have firestorms lol
π€· Sounds roughly right to me, not sure I follow the idea, but guess it mixes it up a little
Yeah Im hoping to add variety and oddity without going completely off the rails. Also every custom biome and thing I doo will be tested / inspected, no mass of biomes generated by some blanket automation code π
heh
The core biome types will be the same as vanilla, with some tweaks to the weather to add the rare odd weather and the biome list to add the extra biomes (no worries I've already teseted that my added biomes are in the rotation as expected)
that's what's put me off from a lot of what i'd like to do, i really don't like releasing stuff borked up
but some of what i'd like to do would take a lot of testing to avoid that and π©
Fortunately when it comes to screwing with biome files at this point Ive got a decent bit of experience which speeds some things up π
like when I see square shaped blank zones in grass I already know whats up and exactly how to fix it for example π
@supple wadi btw in case you ever feel like adding biome types,
<Property name="AllowLimiting" value="False" />
<Property name="ChooseUsingLifeLevel" value="False" />
its that simple
make sure those two things above the list are both False
then make as many as you feel like
Life level doesnt seem to even work right, and limiting seems to limit to 1 no matter what
@hushed bronze From my experience ChooseUsingLifeLevel made the planets always dead
It was weird, when I was testing
I ended up marking them to false
Yeah I got a similar totally fucked result. seems to just pick the top option. But limiting kinda does the same. first option
both are completely useless and in the way of sweet biome lists π
Yeah, totally agreed
Result of "Rare Alt Weather" test (9th planet I visited, first 8 were regular boiling rain types)
Here I was thinking I might have fixed the horizontal wings business...
but when I take off, they reset to the landing position and then disappear
Bleh, well i figured out how to prevent the Tri wing exotic wings resetting to the landing position so I have successfully updated the horizontal wings mod, however it unfortunately doesn't prevent the wings from disappearing as I'd hoped. Any ideas or will this have to be a wait for it to get patched deal?
Things are getting interesting in this mod, but now I gotta sleep
Wow the last one looks amazing
it looks mysterious
is dud's sky compatible with grass fix? How do you know it's compatible or not?
@fluid wing it should be as they're completely different mods
How do you know that?
well, for one, dud's messing with the sky colours and the other is messing with grass spawns
sounds pretty unrelated to me
Is there a tool that tells you if your mods are compatbile?
dud's messing with colors, not sky from what i understand
and grass has colors
yea not just sky but others
lol
but grass fix is not colours, but spawning
unless you're using a grass colour fix mod
ok 
even then, they can be compatible at times, mod owners will let you know
most colour mods can be compatible with each other iirc
anyway, also mods usually mention what files they mess with, you can compare two mods and if both of them mess with the same file then its very likely they will conflict unless the modder specifies otherwise
like how dud lets you know his mod is compatible with other colour mods
readme or the mod page
must be in readme then, but I remember his page having a disclaimer that it should work with other colour mods
@steel crypt btw you had done lush planet's grass colour variation before beyond, right? makes me wonder if HG noticed that
pre beyond
DUD'S SKY - COLORS is compatible with grass fix. Yeah, HG has used some form of my and other people's mods since the beginning. I believe they look at which ones are popular.
cool, now i still need to remove those terrible horizontal lines on top of the screen
@fluid wing isn't that an in game option now
options>video settings>vignette and scan lines
really? I'll try that when i'm home
It puts like a strange halo on stuff behind those lines when using with reshade it's god awful
Yeah quickly looking at a few of their new grass colors, there are a few of the same-ish color combos.
Wow lol
what happened to the Retro Ship HUD mod?
I still have it installed but the nexus page is gone
The firestorm leush last night was a rarity, even for me developing the mod
1 in 24 chance of hot weather. (17 / 24 get regular lush rain weather)
Around 1 in 4 for extreme weather
1 in 3 to get vibrant ambient filter
2 in 3 to get normal push flora
Gone, reduced to atoms.
he used the mods to destroy to mods
but first he used chloroform
π
Noticing a handful of buildable items are gone from NeXT. Like the coffee table that I used to place down.
I wonder if thatβs a bug or intended.
They always snip a few things. probably intended for w/e odd reason
Thatβs really starting to bug me the little snips, like the N and S compass, or the Flashlight that is now fixed in one direction that you canβt aim it anymore. Ugh π
Thank god for Eucli-ea
pm a list of what's missing
to me
or to anyone else as long it doesn't annoy em
I'm not your boss
@south vortex IKR and whats with forcing my flashlight off because the sun is coming up in an hour from now
ffs just let me use my goddamn light
Ok will do let me gather a list of missing buildables
@hearty wasp Lotta people bitching about the power doors, Im assuming you've already noticed that
I haven't played the game at all
nor have I checked the mod pages
I don't do that before I finish updating the mods lmao
no point
Even so LOTS of people talking about the powered doors being missing from the build
Well checking mod page can save you from duplicating effort
I assume the entity controls what makes a thing powered
but I don't deal with vanilla shit in Eucli-ea any more
so other people can do it
I have an old asteroid mod that I was goona update but now I wont because three other people already put up decent / similar mods. There would be no point, wasted work
Didnβt realize what time it was gonna have to go to work. Will get you that list when I get off tho!
I'm not in a rush to update Eucli-ea
Dont blame you. There are some core base related things that still may change drastically as they patch up major issues
like SCALE not working AT ALL even though we can map it now. (As far as I know*
That and the rotation being borked
@south vortex do you have the pic? I dont think I'm missing any parts
@hushed bronze and yea the button for scaling on PC is apparently holding the left alt key, and checking rebinds it has 2 buttons to activate scaling, both being mapped to left alt
Yea well it doesnt do stuff, it does nothing, has anyone confirmed a working scaling confing?
A quick run through nexusmods and nope I don't think so
its not supposed to be a mod...
@left sentinel yeah bro Iβll get one when I get off work. It was named panel or something but it looked like an ikea coffee table
https://www.nexusmods.com/nomanssky/mods/853
https://nomansskymods.com/mods/getting-head-the-beheading-unlock-special-helmets-for-all-races/
Updated to 2.0x
Added new Special Helmets and Special Armor for all races
New files:
Classics: includes all existing pre-2.0 Special Helmets
Beheading: includes 6 2.0 Special Helmets each
Getting Head. You get heads, as in helmets, and two boxes? For all races.
you're welcome
gotta release GONK tomorrow cos my wip mod page got erased
@hushed bronze you around?
@hushed bronze I'm a pseudo-sphere of dynamic vertex count.
I just loaded your base building addon. Still trying to fix the landing pad snap offset problem
cant upload images to this channel?
you and your dastardly white name-ness
@steel crypt Is the vibrant pink/ new beyond colours still visible with your mod?
@hushed bronze i messaged you the screenshots showing the problem
I saw it, ty
also your base building mod sounds like it lets me place freighter structures (like command room?) on planets. I can't find them in the list of buildables tho.
is that dud's sky thing actually working?
My gross is going bananas when i put it on
like some grass will get stretched like crazy
@fluid wing works for me fine π€π€
@fluid wing pic?
when it happens again i'll take a pic
i restarted the game and it went away so idk
maybe it was grass fix but i didn't haave that before and i played with grass fix for a few hours, it only happend after i put dud's sky, but went away after restart so idk strange
Anyone running Camus Universe? Extreme or otherwise?
can we get an
for beheading
Anyone need a money farm for pc normal before i go sleep?
Prairie grass biome π (Literally just regular Lush with a specialized grass)
@fluid wing that is a vanilla issue especially when first loading. The color mod has nothing to do with it.
@hazy fulcrum No it's not. I looked into doing that but the new grass colors (which are not used just for grass) looked really out of place. Some of the new colors are just not something I like. For instance, brown with neon red. I have a pink and a couple multi colors with pink but they are not that saturated. Are there any of the new colors you have seen that you especially like? I might look into it further once I am done with some other mod work, because it will take a few days of testing. All of the current grass colors are my palette. No HG palette. However, i have the same colors, just a different version of that color.
Oh ok, thx jason π
@fluid wing it's a shader issue. Shaders are what stretches/bends grass/plants in the wind etc. I believe the issue is that the shader is going stupid when trying to half load some stuff.
yeah, not a big issue since reset fixes it so i don't mind π
You guys know any mod to get more trees?
I'm still at 70fps i can push something lol
i'm waiting for better water for beyond
You talking about Lo2ks water reflection mod?
yeah i seen someone making the water better like without that foam and it just looked better
That mod is dead. It was a shader mod. They are dead due to HG changing the whole shader API. There is one person that might crack that nut. We will have to wait and see.
oh

And is there something for trees? Like sometimes i have 3-4 trees lost in the middle of nowhere. Is there any mod that puts more trees like 15-20 instead
but i didn't visited a lot of planets so maybe it's just my planets, i played like 4 hours, just discovered my first satelite
space station
Now some of the stuff that was done with shaders doesn't have to be. For instance, the foam could be changed/removed with the water color palette somewhat. And dark skies doesn't have to be done with shaders, I did it with my color mod by changing night light color and other colors with night.
yeah lol that's literally his mod
oh yeah it's you lol, ggs nice mod
Yeah I do that one and another few QOL mods called DUD'S SKY. Thank you, appreciate that!
Is there a mod that lets you use a bigger variety of ship parts for a Large class variant? Or is it possible to adjust the stats of a Medium or Small class to have better stats and slots?
Just really let down that you have to have either the giant drums on the explorer ships or the elongated pieces on a large fighter.
yeah actually a mod that adds like 5 or 10 more slots would be something cause god dam it fills way too quick
@glad hamlet I agree that's just crap, isn't it?

