#nms-modding
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I mean I don't live a luxurious life or anything, I'm a student here but the ease of access to everything is what has me spoiled
And ofc is in the middle of a desert
Oh yeah they're firing a lot of people here
Lots of people leaving
Idk I'm fucked both ways 
Sadly its incredibly difficult to get sure data on the true nature of climate change
both its political opposioin and its propnents each go overboard trying to convince people of their stance and flood the argument with lies and embellishments
there's false data, false reports, etc, and to anything less than a trained professional in the field, they look just like real ones.
Which ones are real? Which are fake? Which are real but with twisted conclusions?
But before you ever get to that you have the passion issue where the huge majority of people just go with what sounds right to them, ith no actual evidence at all
Just say "oh it snowed in June yesterday so climate change is a hoax"
We should move this convo to off topic
Or omg its 70 degs out rn in January" Climate change proven
Nah we should just stop lol ๐
70 in january? Peh, try 98
In Colorado?
When it comes to climate change, I live in a region where two distinct weather systems meet. Oregon
Whats interesting is, on a global time scale, its a very stable region.
98 eh. WEAK
Where I live, when I was a child we're have snow all winter, snow emergencies because the roads couldn't be plowed. Snow faster than you could shovel it. Now winters are green grass lol
Lol
In all honesty, whats hard to handle for me are the extinctions
Ive personally watched as the entire population of amphians and most of the reptiles which were common and have been for .. well forever going back millions of years died from human inputs.
Usually pesticides
They did cut back a large deal on those inputs, but unfortunately its a bit to late
Anyways
yeah thats a topic for somewhere else
Hehe not a moding chat ๐
Unless we're modding a way to shovel snow at our bases on frost planets ahaha
People want snow shovels. Mod idea noted
I just want wire tethers darn it
Lets just go back in time and make sure Thanos snaps half the problem away. ๐
But yeah every year more females are born worldwide, in some countries it's already a 5/1, 7/1 ratio. We will go extinct soon enough. ๐
anyone here experienced with XMM Visions?
@leaden laurel Whats your ratio doin with three numbers in it, what does that mean?
@hushed bronze I was part of vatsim and Ivao in the late 90's, early 2000's. We had to use real world identifiers. Since I am from South Africa I was ZS-044, but out of game saa044. So this nick has been with me for 20 years. ๐
no this: ..."it's already a 5/1. 7/1 ratio."
I'm lost, where you getting this ratio?
literally your most recent post before I commented
Oh that
Well in some countries there's 7 women to 1 man. So for every 1 man in that country there are 7 women. Some are lower.
If you talking about that.
you had a three-number ration ... 5 : 1.7 : 1
That was 5/1 comma (,) 7/1
Ah, two different ratios lol
I might have made a point there lol
you stuck a period and no space in there lol
haha yeah, watching movies and on discord not a good idea for me it seems ๐
yea you damn near extincted that third gender lol
I was just confused by what looked like a decimal, making a three-layer ratio I was like what does this guy know??
lol
Just basic knowledge of OS's, networking and hardware, just like every 2nd person these days. I was special once, before youtube tutorials. ๐
I remember before Google, that's how old I am lol
Oh yeah???? I remember AOL
noboldy's older than that
Pretty sure the K-T extinction came right before that
Is anyone willing to answer a broad modding-related question for someone (me) who's looking at maybe taking on NMS as a new project?
@lime mesa im no modder, but I know basics, others here more advanced. Ask away and it should get answered. ๐
Thank you. ๐
Anyway, how possible is it right now, with the tools available, to mod in custom art assets and animations?
Say, for new building placeables, multitools, maybe even ships, etc.?
@cyan oracle and WinderTP did custom ships and base stuff.
You get a blender plugin to build bases with current game parts.
otherwise I would suggest to join the NMS Modding Discord and to ask Gregkwaste and Monkeyman about animations, they have software that handles that. https://discord.gg/MSS7Dr
That sounds very promising. I appreciate it.
@Mjjstral#1157 @Wbertro#8596 @theFisher86#6440 and a lot of others there also good with these things.
@hushed bronze @lime mesa Rayrod and some others do Biomes. Every person has his/her thing he/she does.
Taking on, like, THE new project is a bit of a commitment. I've been looking for a space game to get my fingers into.
This is it, lots to learn, but sounds like you capable of doing this. Hope you share your creations. ๐
Haha, I appreciate the vote of confidence. I've modded a few games before, but mostly character models and props.
I can't make any promises at this point, but I'll definitely start learning the available tools, for sure.
@lime mesa also have a look at this. I guess if you learn how to script your mods it will take seconds to update the mods when the game updates. https://www.nexusmods.com/nomanssky/mods/957
Instead of unpacking the pak's and doing the mods again on updates hehe. On major game updates you would just have to wait for monkeyman to update mbincompiler and that's it.
Very cool, thanks.
Well, I guess I'll be back once I've learned a little more and have some more specific ideas.
Again, I appreciate the help. ๐
You'll never make it out alive!
Ha, yep. I'm already marking off a thousand hours or so on my calendar...
@lime mesa people in NMS Modding sometimes does not answer immediately, it's a ask and wait and ask again game lol.
But the channels there has links pinned to how to's and so, while you wait for responses.
I've already gotten a start on the wiki.
And nomansskymods.com is representative of most of what's out there, I'm guessing?
It's ok, nexusmods the big one
Ah, as always. As it should be.
845 is not insignificant given NExus has 1260-ish
both have a sea of old and no longer working mods in that number
I make sure to Nag @hushed bronze 3 times a week to update his mods, it's hard work, but worth it. ๐
hides
I can imagine. I'm getting an idea for how often HG patches.
Before beyond months could go by, just bugfixes now I guess.
every big update has a big storm of patches and bugs afterward
I reckon mods could easily hold for a minimum of 6 months between big updates.
but then they zstop for a while and work on whatever next big thing they have in mind
thats been the pattern so far anyway
It seems like they're a pretty "hands on" studio, which is a good thing... at least imo.
Cool. Starting to feel some excitement building.
I'm just disappointed that I held off on NMS for as long as I did, mostly due to horribly inaccurate review bombs.
@lime mesa endless possibilities mod wise. Also once unpacked get your hands on a good grep search tool, it helps a lot
I still prefer this old outdated one, don't seem to get it on the net anymore.
@leaden laurel Downloaded. I've been using Notepad++ for the past several years. Code hasn't ever been a personal strength.
@lime mesa yeah you will love that grep tool, once the pak's are unpacked it will find about anything you point it to. I normally use *.* on file types and normal search, it takes a while.
@leaden laurel Much appreciated. I've been on a sort of hiatus from any super involved modding for a little while, so I've got a lot to relearn. Appropriate tools make the difference, though.
I want to know why there isn't anyone adding in new character assets like armor and the clothing
That's usually some of the first stuff that gets made for games. Does the engine make it difficult in some way?
That's one of the aspects I'd like to look into.
Character meshes are tougher than statics because they need to be built a little bit differently, and rigged, skinned, etc.
Even simple things like new eyes
@hushed bronze when in a freighter, using yoru extended base mod, I can build things like a generator, a portal, .. but not an electrical cable to connect them :/ I know in a previous freighter I was able to, but not sure if it was in your mod 2.0 or 2.1; any idea what's happening ?
@hushed lichen I'm curious why there aren't more mods for those types of things too. I hope to find out.
I hope you do! :D
@livid turret here try this
thanks ๐ testing it in a few minutes when I come backl from the portal
i'm going crazy by feeding generators, i need ASAP a mod that disables them or cheats them to be always full
I hate Hello Games for making base building an unbearable task
@hushed bronze works! thanks ๐
having a portal on yrou freighter is rather useful ๐
@west notch biofuel generators ? why not use solar or EM ?
A portal? Or a teleporter...
both really
@livid turret because i don't know how EM works but i think it does not work everywhere and solar.... well, it does not work at night D:
@heavy merlin ah sorry misread; a teleporter (and short range teleporters too)
@west notch search hotspots with your visor; there are everywhere but not EVERWHERE ;); as for solar, combine solar + batteries and it's fine
Yeah 2 solar and 2 batteries keeps a base fed for 24 hours, just make sure not to exceed your power generation.
A small base, not BIG ๐
I think the bio generators are just for emergency or starter situations.
yeah
I built one; and never again
ah no two; becaue I needed a portal quickly while on the dark side of a world so batteries didnt have time to charge
oooh is that a beyond basebuilding update?
The generators?
my base is big tho.... i mean, i don't have time to be feeding generators or to be calculating how much solar light i need, i just wish i could get rid of the option, like it was before
I don't understand the need of HG to make base building look like Fallout 4 building system
It's better than a base just having power with no source? It's a thing in every game that has base building really.
I hope they do it to ships also, they can fly and boost, no fuel needed.
nms is not a game for realism, it's a game to explore and they are making everything they can to make the explore system to be a chore
nonetheless
i understand people liking it
but i can't be the only one thinking generators are useless and boring
i'd love some modder to create something to get rid of it, because i'm too idiot to do it myself
I did ask earlier in the modding discord if the fuel requirement can be modded to like 2 or 4 carbon crystals to fill a generator. I guess if some modder likes the idea they can make it happen. Or like 1 carbon fills the tank. ๐
But it's really cheap to build solar and batteries, built a pair, click on battery and see if you are generating enough, rinse and repeat.
Or if you like building, build like a separate platform where you put the solar panels on and a small section on your base that houses the batteries.
Add switches to certain parts of your base, like a refinery room, if you don't use it power it down, makes for some fun gameplay.
or jsut find an nearby electrical hotspot, plop a few generators and you're done ๐
I once ran a 200u/m cable to a hotspot, I built before I looked for a power source. ๐
200u ?
that's like nothing
my bases usualy sprawl all the way t o the 1000u limit
๐
lol
idk i think 200 universes is pretty significant
@hushed bronze ahah ๐
haha, LONG cable that. Will take a billion lifetimes from flipping the switch to the base getting power. ๐
:>
330u I believe is the base computer range
300u; but it can be extended up to 1000u
@jolly stag no you stand right at the edge and build something, then you can build a bit further
and so on
you can built whatever you want, I use little flower pots becasue they are very small and cheap
Wouldnt be a issue, id just build a network of solar power relay stations
and processing plants
Though to be honest I havent had much reason to expand much beyond 1000u, just yet. I tend to build compact industrial style
well I have to, to grab all the resources around ๐
and I liek to split up my bases; https://imgur.com/a/OWzdrkq example there; my hangar & underwater sections are 1000u away fro mthe main base; connected by short range teleporters ๐
This semester is looking like a heavyweight I probably not gonna be able to do mods at more than a snails pace :<
i am just in awe of people who build nice looking bases
I slap together some walls and a roof and call it a day
i wish someone would do something like what empyrion does, and just in the building parts add a full on base lol
I know how you feel lol but My bases start to get a bit more architectural as I play more and get more comfortable in that saves progress and build more bases
even in simpler games like terraria lol my bases are just rectangles
lol
This is my current little dork
Its just a small outpost base i use, though the landing pad is currently lifted and a visitor center was added
that was pre decoration
I tend for modular industrial looks
hahahahah you consider that an outpost? I'd call that a full on base by my standards
i am building inept. i really am
That thing was a bit of a conceptual work, completely different from i normally build
Bottom floor is apartments, workspace, second floor, storage and processing, life support
Top is personal residence and storage
Back agro pods
and portal room off the side there
its all pretty comfy
Mind you the actual copy is on a desert world, that was just a quick prototype i did in creative
Meh
Anywho, how is everyone?
i'd like to build something grand like this: https://www.crystalinks.com/ziggurat1.gif
but i'd like build one level if that and wander off
I'm gonna take that pic, thanks
it looks awesome btw @jolly stag
Nice design Lasa
Which pic Gleam?
hehe, the idea for the base
If so, i agree glean
that design is easily done methinks
Do your ship flight edits include lower speeds for turning and all that?
because RN we have this thing where ships take off too low already, and then auto fly straight into the trade terminal and try to kill you
TBH if it were up to me I would take that whoe two-name plus ME/76 thing and just cut it
or make it much muchh rarer
because having every planet be like Muniredtiopithalaka Xanthirewq TR/91 is like..... was I supposed to be able to read that??
But anyway this is looking more like a full game rework than a Sky -and-space mod lol. No complaints, but its a pretty giant mod
"altered shark behavior" oh yeah I see the relationshiop with that and sky visuals ๐
Im gonna find all the bugs and then tell you ur dumb ok? Even though I dont even know what C# looks like
OH hey ray I found a bug. The refiners empty out between saving and reloading...lol
Thats cool, thats cool, I'll just be mired in this infinite expanse of chem and phys math
@Jahnri(Ianto)#7352 I didn't design that. It's the great ziggurat of ur
oof Jahn you gotta know what a ziggurat is
In any case its one of the common building types that came about at the dawn of civilization
Zigurat of Ur is like a ridicilously huge on e
I have degrees in ancient history so just about everything I do is based on that kind of thing to one degree or another lol
I just remember shit way too fucking well, lol
Ziggurat of Ur came up in mandatory history course when I was starting out in my AA degree, which would be around 3 years ago now ๐
I wouldn't have been able to name it without your help though. I'm oddly bad with the name of things
Of course i know what a ziggy is
Sheesh, I studied it in architecture classes
One of the classic structures common to most cultures at some point
from Bablyonian, Sumeria, India and other areas
SEE YOU DO KNOW
Oooh you commented me on the design do I thought you thought I had made it
I would love to make one for myself. But I am inept
I could live with a straight one
maybe with the basebuilder plugin for blender you could scale out one of the roof corner parts
Yeah, Im building it on my other nms account now
just a conceptual
Definitely doeable
but man it takes time
Hrmm
I need to make dinner :
๐
Brb
hehe
Trust me, I lost most of my skills a long time back
I just build and rebuild
I rapidly prototype
smash things until they work
Its fun though!
cool. I don't find it fun though. It's like the worst part about these kinds of games for me, which I admit it just plain weird given the point of these kinds of games
i just like to explore and work on npc relations ๐
hehe
I liked legos as a kid
its just more complex legos
and also, my house smells deliciouuuuss!
I just started curry
i never had legos
I feel for you ๐
I never wanted any. I was too busy asking for microscopes and role playing games
butterfly nets, terrariums, dice,
though i did have a nice collection of matchbox cars. I would built these huge tracks across the house
caused some real family drama. my grandmother thought i should have been getting dolls
Just a quick shameless plug here for anyone interested. I just released the Auto-Toggle update for my ship headlights mod. Would be grateful for any/all feedback and support. Cheers! https://www.nexusmods.com/nomanssky/mods/1225?tab=description
Right place, plug away!
what some good mods that arent like cmopletely destroy the game ones
that's so subjective. can you elaborate?
idk im new to modding, some some good mods from nexus
like maybe graphic ones or like exocraft ones
Basically all of the mods are non-destructive. Anything you don't like you can just delete the .pak file for it and it and all of its effects are gone
@hushed bronze now would be a good time to promote your mods lol
I think what's being asked afor are mods that won't destroy the fun of the game. But there's just no way to answer that without knowing what the person asking considers fun.
Though I will say that all of exosolar's mods that I have used are great ๐
redmas's fantasy is great too
idk i gues the only game ive really modded was like skyim and there were a lot of weird ones there
it really depends on what you want
like thomas for dragons and stuff like that
nothing like that
basically just hmu with some good mods and ill check em out XD
if your wants are that vague why not just browse and see what you like? https://www.nexusmods.com/nomanssky/mods/
thats fair, maybe ill just do that
I honestly have a list of them to recommend Codeblue, I like a improved vanilla game
I use very few mechanical changes
hehe ill pm you
yeah thats what im looking, improved vanilla
Then you and I shall have a easy time picking them!
also hows modding work when in multiplayer?
I think this is the only game I have ever seen where it doens't matter if people are modded/have the same mods when in MP
@shy lodge make sure to read description, lot of them are outdated try browsing by release date newly added being first
or by update
That too
Like ones updated last month or older are more then likely broken by now
Hello games likes to keep modders on their feet working because they release so many patches which end up breaking some mods
@hushed bronze Broski I just started using your base building mod and its lit and all but my game just crashed when I tried to place some wire and I lost everything I built, so I don't know if thats a known bug but its got me fucked up
Guys, i was just asking and look
Some beautiful soul made this mod
modders are amaazing
yeah! they complete this game
i wonder if these mods will clash i have one that has "cut fuel depletion rate in half" and another mod i have now makes it not use any feul anymore
foe exocrafts
@lime mesa I'm not sure if custom animations can be added.. @hearty wasp has added custom art assets for base building using in game assets with custom textures, but aside from that you'd need to use the NMSDK plugin for Blender.. as for animations on the assets, I don't think the NMSDK supports animations, or maybe no one's figured out how to export them; one of the two..
Goddammit my next mod's gonna have to be water fix
im sick of looking at oceans of neon paint and hoping someone else will handle it
or like an exocraft speed mod would be cool too XD
Personally I like the water Exo ๐ Maybe some clarity though
I know there is a mod for that actually just havent taken the time
Definitely dont want the colors adjusted to much though
that mod that added all blue water was sorta eh
Naturally I will start by tearing up the existing water mods incl. the old-ish ones, and see what techniques are already known. That will be a starting point at least, hopefully.
what are you thinking of doing if not just a recolor?
@hushed bronze a lot of that was shader
yeah thats what they said about sunlight ๐
Someone mentioned a mod that simply unlocks building of all the base components anywhere be it planet surface underwater or on your freighter. Can someone provide me a link to it by chance? Wanting whatever version doesnโt add anything and just unlocks so it can be seen in multiplayer without others having the mods
made by the guy right above u
Lol thanks. Didnโt read history just posted sorry.
nah I didnt mean that I just meant the mod author
Ahhh ok
Thank you @hushed bronze I plan to put this mod to good use.
Are there any mp friendly unlock mods like that one I should also consider?
@cyan oracle It looks like that might be the case about animations. I've just started experimenting with the NMSDK Blender plugin and it looks promising otherwise. Potentially, there could be workarounds to animations, but I haven't gotten that far yet.
Actually, the animations are there. And playable in Blender with NMSDK.
sounds like you're talking they can be imported to Blender from .mbin file.. but I meant exporting the animations from blender into .mbin format for NMS to use..
didn't find much point in spending time trying to figure out animations in Blender if they couldn't be exported to game in the first place..
Very true. That's a different question entirely.
Well, if the scripts can interpret the existing animation XMLs, it's at least theoretically possible to go the other way.
This is where I wish I'd taken the time to learn Python...
def process_anims(anim_node_data):
""" Get all the data for all animations in the global scene, and sort them.
Parameters
----------
anim_node_data : dict
key: name of NMS scene
value: list of child objects in this scene that need to be included in
the animation data.
Returns
-------
anim_data : dict
key: name of the NMS scene
value: dict
key: name of the animation
value: TkAnimMetadata object containing all the information which
can be written to an animation file.
"""
anim_data = dict()```
That's in the export script, so the framework is there for exporting scene animations along with the meshes.
Since I've only had less than 24 hours experience with NMSDK in Blender, I can't tell you how yet, but I'm reasonably sure it's possible. ๐
@cyan oracle I should've just done this first. There's a whole section dedicated to adding anims in the online documentation: https://monkeyman192.github.io/NMSDK/exporting/animations/.
Yo rayrod or exo or any other modders around, anyone feel like making what I presume to be a relatively simple mod? I know beggars cant be choosers but I'd love a mod that allows you the option of not having your backpack visible
I think I saw a mod like that recently, but wasn't really an option so much.
That mod exists. I can make a mod to toggle the backpack in the quick action menu
What other quick action menu options do you want people ?
Toggle UI maybe? There's an option for that in the settings, but I don't remember there being a binding for it?
Yup there is a no backpack mod
I can dig it up
Tadaaaa!
Yeah that's the one I saw. Those "latest experimental changes" may be the changes everyone now has, though...
I want a button that has nuclear launch codes so you can nuke any planet you want haha
I defy atlas every chance i get
Hehe
I built a base today its so so ugly
I have no base building skills maybe make a mod that has fully built awesome looking base prefabs
does anyone know where the level you are at with base npcs is located in the save editor json
the no backpack mod doesnt work
it bugs out your character
torso is invisible, arms stretch everywhere
backpack is gone tho
Give me 20 minutes and I release a backpack toggle mod on nexus
Can you change what galaxy you are currently in with a mod or save editor?
Both is possible.
hm
how would one do that with the Save Editor ?
if you know
ah under coordinate viewer?
Menu at the top, coordinate.. yes.
so when you hit "save/warp" it takes you to a planet there?
In space, in the place you chose.
Ok the toggle works will upload soon
ON/OFF in gesture menu
Possible but it involves some more work and I have several projects running ๐
I would have already made that 3rd view exocraft toggle but I really think HG will enable it later so my work on something like that would be a waste of time
There's a flag in the save file for first/third exocraft, added recently. Didn't work initially, someone claimed more recently that it was working, but I'm not convinced. I haven't tried again since.
As it was added to the save recently, I'd assume there is going to be an official option coming, so may be easier to just wait for that.
Still working on an update for the protection shield mod. Adding some color variants.
Can I have a shield that instantly annihilates every living being it touches 
Hm maybe. @lime mesa thats something I also want. Right now it distracts creatures entering it. Next iteration is collsion. After that maybe destruction of everything. But it needs hacky approaches.
Good, I get to kill faster
redmas thats a really good idea but first I need collsions for the shield. And that is tricky as the character somehow collides with it and gets pushed arround by invisible force
That would be nice !
Ok wait. But currently a scne node somehow doesnt affect the shield at all. I already tried:
<Property value="TkSceneNodeData.xml">
<Property name="Name" value="ShieldCollision" />
<Property name="NameHash" value="0" />
<Property name="Type" value="COLLISION" />
<Property name="Transform" value="TkTransformData.xml">
<Property name="TransX" value="0" />
<Property name="TransY" value="0" />
<Property name="TransZ" value="0" />
<Property name="RotX" value="0" />
<Property name="RotY" value="0" />
<Property name="RotZ" value="0" />
<Property name="ScaleX" value="1" />
<Property name="ScaleY" value="1" />
<Property name="ScaleZ" value="1" />
</Property>
<Property name="Attributes">
<Property value="TkSceneNodeAttributeData.xml">
<Property name="Name" value="TYPE" />
<Property name="AltID" value="" />
<Property name="Value" value="Sphere" />
</Property>
<Property value="TkSceneNodeAttributeData.xml">
<Property name="Name" value="RADIUS" />
<Property name="AltID" value="" />
<Property name="Value" value="7" />
</Property>
</Property>
<Property name="Children" />
</Property>
It must be something with the physics component in the entity maybe ?
๐ฎ that makes sense
But what root level when its a children of a children ?
ok
Ok and would you make the colliosn a children of the entity or put the tree entity somewhere else ?
Oh but maybe we can remove that attribute from it
Yeah its all in one big script. With heavy updates changing even the game logic components I can just edit the main template that gets used by all the code
yeah some is obviously coming from tools when you find color values with seven decimal places, lol
The only reason I ever use more than three decimal is to make numbers unique within a file of similar values so I can ctrl-f it really easily
dies again
Why would you do that? That's real bad fo you health, man
yeah Im willing to do legwork do but if you can hit replace all and smack down 790 items at once thats def the way to go ๐
Work harder, not smarter, right?
Depends which version of "special" you have in mind
oh
yeah its a little weird to think that, in some cases, a computer can run the same ten thousand ops that took you all week, in an instant, and to top it off the computer never messes it up and causes your file to crash and waste all the effort, too ๐
you manually change enough nubers and somewhere along the line youre gonna accidentally delete a " without noticing. Have fun with that!
yeah just the other day I goofed and failed to delete the original "10" in the ship scan cooldown. instead of replacing it with a one, I added a 1 and turned it into 110. Didnt crash, but it did make a 2 minute ship scan cooldown!
honestly I think errors that fail to compile are better, they dont get away from you and disappear into the night lol
@lime mesa I've send you the files ๐
Where is that mine scene. I want to extract its effects for the shield.
You sure like em bright ๐
Thats still bright hehe
They both look great though, anyway I was wondering if that was the same system where you have an NPC fleet and an abandoned space station?
no wait thats atlas
i never noticed the sorta-patchy surface before
First and second from the vanilla strawberry pix
wow this one looks nice https://discordapp.com/channels/146101654981312513/377229206351773696/620345441409564682
Silly Atlas, being on the ground is for kids
Not really a valid question to begin with, it was basically originally "how did you get an AI fleet and an abandoned station in one system?" but it isnt one, its an evil computer god which explains everything
fantastic! ๐
Hope you're ready to kick "Fast Actions" out of the top spot
ooooo
@dreamy tulip Hey I cant make guarantees but IIRC the easiest way around using an existing save with something that shifts planets/stations is just to land/save on your freighter in deep space somewhere
Oh it seems obvi but maybe also clarify that saving on the freighter must be done before starting a planet shifting mod AND that you dont have to keep doing it every time afterward unless its time to uninstall the mod
Thats some epic spooky black system ๐
OH @dreamy tulip im reading through your page I thought that if your biomes such as "Green Forest" aren't part of this Dynamic Space component, that it should be made pretty clear
wiow that looks amazing
You gotta be wealthy AS FUCK to lift granite like that into space ๐
Hmm, well I meant right around the portion where you show ring effects in Green Forest, something as simple as "Green Forest and other custom biomes are not a part of Dynamic Space". Even though its redundant, someone reading through can easily be mislead because they're already hazy on what they read 6 paragraphs ago. or maybe they skimmed/skipped
Editedit lol
I know its hassle but I get stuff like that with much smaller mods that don't have bigger mods above it or anything
like OMG those grass colorrsss I cant find them is the mod broken?
.....I didn't promise grass colors... I even noted that the grass colors aren't in the mod lol
IKR and in the end we end up taking that flak anyway lol
But I wonder did you get the draw layering flaws worked out ? (like the planet corona being drawn on top of the freighter and the planet rings being in front of the planet atmo haze even when they should be? I tried to figure that out once upon a time to no effect
AH! I love that idea for a mod, good one MJ
Michael jackson where!!!! Oh you mean Mjjstral
Hee-Hee
No it really was Micheal Jackson he's secretly alive and modding NMS
and you were all none the wiser
Wel, it certainly looks snowy
OH lately Ive been considering the red blue green weather profiles as easily subbed "blanks that can be overwritten with actual weather, (because they're just HUMID clones by default, and we dont need four humid clones). You gave me the second idea: perpetual snow that isn't necessarily storm weather
Yes.
Yup absolutely, if it changes terrain or such, they may see a different world though
I've heard of people being right with each other, but due to mods they wind up at different heights. So like you're standing on your ground, but the other dude with you is 20 feet in the air where his ground is lol
Pretty much only happens with terrain gen changes or mods that change which biome a planet generates which can switch up which terrain profiles are used
๐
Now that's something Aethena would love
Also what the hell is that a ship or a bike
@dreamy tulip looks like something wicked happened to the kirshak's windows.. they're supposed to be opaque, not transparent..
are the skulls procedurally generated aswell? 
DAM BOI
Are you going to play through the whole story when you're done to see if it's feasible with it?
Cause i got some mods that literally block my progress when playing with them
so i had to remove them to continue and put them back after
oof i don't know i removed the whole folder
didn't want to bother which one was blocking me i just removed the whole folder did the quest and put it back
is there mods that make mining asteroids faster ? ( more minerals / ticks ) ?
Nah, asteroids are unmoddable
i see. ty.
@dreamy tulip i can already see you having to update multiverse alot as patches will probably break your mod alot
hehe
So would it be possible to mine more from them ?
Oh i need to look into that then, i'm going insane from the small amount you get from them on vanilla.
So basiclly the fog in the system is showing up in the frieghter
Sorta like the bay doors got opened and contaminated
lol
Darn it who left the door open again
it looks strange tho
What are the best mods I shold be using
grass fix
does mods mess up my friends games or is that fixed cause i cannot find anything on it
The only mods that really cause conflict are mods that change generation, planet mods and such.
You'll just see something and they won't
So mods that effect rewards will have no effect but mods that effect visual graphics might? What about mods that effect inventory. I'm looking at the one that tells you which planetary is for which discovery as well as a collective mod that gives visual enhancement.
Couldnt I disable them and not effect either game?
If I disable the mods when playing with friends would that work?
Cool then that solves that issue.
Thank you ray
Oh neat I havent seen those.... old pad though so it cant be too new ๐
That last shot is probably one of my favs of all the shots I've seen from ya RaY
Is wild wild wild to me how underused the caves in vanilla are
Stuff like what's in your shot, lol
I would say just about anything beyond just some slightly different minable shit and weather protection
Like i'm imagining finding a lost ship hidden away in a cave that one could claim
but also yeah what Exo said, lol
Oh hell putting Weird buildtable spawns in there?
Drop the wordstones n stuff too ๐
wait I can do that
the harder part to do: make the caves fit their biomes a tad better
No wait I cant because they deprecated the buildtable nvm
waitwhat
yep, its all zeroes now, does nothing
Exo are you saying the old planetbuildingtable is junked?
Or did ya mean a different table
NO I just checked it again and it has entries
I swear this thing was zeroed when I checked after beyond launched
lol
I think one of the most relevant things you could do for caves is imbed minerals underground in cave walls. Imagine deposits like the surface one but inside the cave geometry
Just like in the trailer
One way to make caves relevant as well is to put very small amounts of uncommon ores down there.
Like bigs of ores perhaps not found in the natural biome. Say you have a desert world. Normally with Sodium and so on
But you have micro amounts of uranium, gold, silver and such down there. Enough to make it useful to go explore the cave.
Another way to make caves useful is diversify the content of the ecosystems. Make sure some bugs are down there, small rodents and such
Of course that should in no way be a priority to add, something just to be added if you felt like it down the line.
Anywho! Off to bed
I might be able to do that.... no promises tho
Is there a mod or way to review all the base connections (pipe, wire) in the save file itself and remove extraneous builds left over from edits that don't connect anything?
For instance, I removed and replaced an extractor because it wasn't aligned well, but I'm sure I didn't also remove the original wiring to its neighbor units, so there's at least 2 wires not plugged on both sides.
Is there a mod that makes the ships landing animations go .. faster ? it's getting infuriating
@livid turret there is one that makes it slower and more real life like, so I guess faster a option?
But I like that real flight like mod, can drift in space and stay on speed when I don't throttle up ๐
If you mod your game are you still able to play with other peoole or ste you then locked in Singleplayer?
You can play in multiplayer, still, yes.
people have everything is free mods also, but it does not hurt the other player, not a vs or can buy higher tech to kill someone type game
You only cheat yourself then. ๐
Its actually rather nice how well people between different mod types can play. I have a branch of RP called divergence I do where my friend has a radically different galaxy they are in then I am terrain wise.
Same worlds, different biomes and terrain essentially
We help each other, but we also arent exactly in the same universes. So its more a bond of information sharing. As if we arent quite phased together.
Fun stuff
hey guys. I've been away for classic wow. Any big fancy new mods?
@floral shoal have a look on nexusmods.com for Fantasy Worlds and Exosolar's Extra Biomes v0.14, those the Biome mods
In group play I use these, sometime in normal play also, then Redmas and so on, I have folders for both so I can switch quick between the 2 packs.
Ignore the Dynamic Biome one, another biome mod I just downloaded and want to see how it reacts with Exo's Biome mod, the 2 will clash here and there, but I like testing things like this ๐
So I am interested in this mod, but im not exactly sure to tell if its working im not sure what to expect
Its definitely more subtle then some mods
You notice the planets feel like they are immersed in a nebula
More mysterious i guess
it said something about fixing colors
Yeah I enjoy it, try it, if it doesnt do enough for ya, dont use it
I use Asteroid Fields, No space Lines, No space Dust, No space travel lines , Integrated planets currently
gives it a more elite dangerous vibe
clearer and much less cluttered in the case of the asteroid fields
No free slots in suit's inventory
Really aught to join Rays discord.
Itching to test out dynamic space. I actually have a few friends who wanted to join me. Two are.. well they are old associates.
Old mite be a understatement. Anything over 2 decades is a long while lol
Is it possible to add big dust trails to exocraft? This would look so awesome doing a high speed jump with a Pilgrim like this and have a does trail blooming behind it ๐
Or trails like ships have, so you get a lightcycle...?
Tron mod. It's the only appropriate trail for the nomad
you could add a reference to a trail scene.. but it would be there constantly, even when you exit the exocraft.. to get it to toggle, one would need to some how add it into the entity associated with the exocraft..
@hushed bronze that's what I meant 
such as the dust effects from the wheels.. those are triggered by an entity..
Well if Mjjstral already did it, why do it again?
Well I know yours is older if its AR era lol, I just mean if a newly released mod does it fine, then updating a very similar mod could be wasted effort
This is basically an update of my ancient ship exchange console mod https://nomansskymods.com/uploader/mjjstral/ with better methods now
That means you know the proc gen rules of ships somehow ?
MAybe uses a sort of checker to just re-roll until it hits the specified combos?
Ah you mean by ALT id ok
So... when can we play as 2b? 
Hm and once the mod doesn't get updated the new ships are lost after game update ? I'm vey carefull with progressional changes on the game that depend on the maintainance of the mod. but really cool idea
@marsh eagle the alternative would be adding a reference to vanilla proc scenes.. hunt down the ship in game to retrieve the seed.. then you can use said seed for your ship swapper and now you're using a vanilla path instead of custom.. so if update breaks mod, ship is reverted to vanilla
The AMUMSS lua script I made can either add 528 random new ships or custom user choosen ones from a list on top of the script. Very convenient. The user doesn't need to know lua or anything.
Cool but that needs visual studio and compiling it all before running. With lua you can just open it with texteditor and after that run the script instantly.
And where do you add custom seeds ?
Ah thats what I mean but if you make it tool thats fine
Why are either of you storing seeds as strings? 
Yep hex to dec. Game uses decimal seeds
User uses hex for https://www.nmseeds.club/ and also save game editing
๐๐ป wasn't aware that you also work in that area. You fuck that game really hard do you ๐
I'm positive you get to understand lua in 1 day with your background
Python is more for the scientific community but also very convnient to use. LUA is the standard scripting language in gaming. See garrys mod, computercraft, homeworld and many more
Python is great but I love lua. It just needs a exe under 1MB and a texfile and you can do crazy stuff and always ultra portable
Heavily
It does everyting (AMUMSS tool: https://www.nexusmods.com/nomanssky/mods/957.
One mouse click - one mod. As simple as that and very powerfull for modders and automaters.
Revolutionary No Man's Sky auto modbuilder and updater with lua script mod definition system.
Fully automatic mod builder that automates every step of nms modding and provides an easy to use lua script mod definition system.
We already have dozens of scripts and many modder participate
And they never need to update their mods again.
All my mods survived beyond update (thanks to my AMUMSS scripts) so I had all the time to make new ones @dreamy tulip
So Ive been thinking about ways to up challenge without uppiing grind or relying on numbers as much as possible
Newest thought: Instead of hazardous planets being covered in their own protection mats, what if they were swapped or missing?
Like Dead planets having no oxy plants, Hot planets having Dioxite, Cold having Phosphorus, like that
So you need to be better prepared before going to these planets?
Either that or get rekt ๐
I was also thinking taking the max proc techs from 3x to 1x
So in the mod, even late gamers aren't walking around impervious to everything
That's only for recharging the specific hazard modules, though? The regular one is just sodium I think?
Yes, that one I dont want to just void sodium, still thinking about that. I dont want to generate unnecessary grind if possible. But did you read "
I was also thinking taking the max proc techs from 3x to 1x
So in the mod, even late gamers aren't walking around impervious to everything"?
Yeah... But how many people do have 3 of the specific hazard things now anyway?
I thought that was bugged for a while at least?
No no all the other techs
like Life support efficiency thatppl take to x6 or shield power buffs
Making it so you can't have more than one lifesupport is just more grind... 1 movement means slower to get everywhere... Increasing the annoyance, but not the difficulty so much.
Maybe just reduce the effectiveness of the shield or whatever modules?
Seems that would have the exact same effect...
I was also thinking certain techs would get a buff, like jetpack techs, to compensate if I did the 1x idea
Ah
Because cutting the balls off of hyperdrive efficiency is grind, not a challenge, like you sauid
But balancing with the aim of max (6 of everything) gives more to work towards really, vs. just getting one module that does it all then forgetting it.
There's an idea, maybe even raise the max number but shift around the values in a case-by-case sence
And back to the minerals... That may actually be kind of less difficult, in a way... Now, if you go to a hot planet, and get phosphorous, you're already on the hot planet, so more phosphorous isn't going to help you much... If you went to one planet, and that gave you materials for a different planet, you could just kind of work your way through them... Do you see what I mean?
Sure but you would at least have to plan ahead, and you cant go to a hot planet without phos and just go "oops" lemme just blast a little phsophorus right over there and done
Stockpiling them is possible either way, but if theyre on a "rock-paper-scissors" arrangement, some planning and challenge is added without tweaking any numbers or adding grind at all
Anyway I just started a lil notepad to track ideas for this. Won't do the mod for awhile, need to pile up a good range of solid ideas for it ๐
Phosphorous could be underground on cold planets and such. Make caves glow again.
DUD'S SKY - COLORS updated to v2.09.4 - Space colors: Added versions with bright nebula.
Added versions with big star.
https://www.nexusmods.com/nomanssky/mods/968
dam that looks amazing
Stop teasing you evil person !!! ๐
I miss the old storms, Now, you can't see anything in storms.
The excitement is real
Wow #wemod
Working on an update for the seed generator. It will have over 100,000 seeds including multitools and it will be one button per ship type now that gives you a random one. No more looong unnecesary lists
Lua is reporting: not enough memory
shit
Yep it can't handle that ammount in ram. Needs direct file write instead but that is not intended by amumss. So you will have to live with 4000x6=24000 seeds. Will upload soon
rubs head I need to make a process and procedure to the production of a object, only to realize, its insanity
20 years you do the same thing, analyze it for 10 minutes
and start crying
Sounds a but like coding to be honest. When you realize you did something in the worst way possible for years when a option existed not to
Ok now version 2.0 is up. Completely new method, one button per ship type based + multitool. On each button push a new random seed. With hotkey assigment of quick action button ultra fast seed mass testing now, no more long list:
https://www.nexusmods.com/nomanssky/mods/1264
@marsh eagle not enough memory ? how much does it take ?? did you tyr to run it with 64b luajit ? IRIC it has a higher memory limit but it's been a long while sicne I had to check that
The 64 bit ints for the seeds are being stored as strings, I think... 
Oh luajit ? Need to study on that, thanks. You can now test it yourself as I also released the amumss lua script for it. Its pre set to 4000 seeds. 5k already didn't work.
@heavy merlin I know nothing about NMS modding, but lua numbers are floats; so they cant really represent 64b ints anyway; unless again, using luajit and making an FFI call to use actaul uint64_t
? lua is super duper great
@marsh eagle I'll see if I have a moment and take a look at AMUSS
Unless you want, you know, a useful datatype? 
float is very useful
I coded my whole game in lua (well execpt the stuff to talk to opengl & stuff obviously)
Floats are very useful when you need floats... Not so much when all you wanted was an int...
which is not very often actaully ๐ and IIRC latest version of lua do have a float/int duality now
but I dont use them so .. ๐
@marsh eagle I've got amumss running, what do I change in your script to make it explode due to memory ?
@marsh eagle in any cases; since amumss uses lua 5.3; you can use actual integers to store the seeds insteadof strings; which will take WAY less memory
I didnt have time to read all your code but from what I can gather looking at it, seeds are made in GetSeed()
so I suggest you use this : https://hastebin.com/ebaqepefup.sql
this version of GetSeed will simply return the seed as an int, and the added function SeedToString will turn it back to a string for when you need to print/display it
Making NMS more like the Galaxy trailer visually and somewhat gameplay-wise
is the current save editor safe to use with beyond?
@peak dawn yes
Pretty much ๐
I showed you the trick to making the ground work without weird dirt spikes earlier if you remember ๐
Currently testing that the dead-weirds all function as intended, with their rares in place n stuff
I have grassy versions too that right now Im testing having them in their own additional biome file so they can have grassy ground textures too
Hexagon - on - dead normally does this
See how the grounds a little fucked up?
you dont see the werird dirty looking tesselation spikes n stuff?
And here it is again without dirt frizz ๐
Got my "grassy" alternate versions properly separated and grass-textured and grass-colored ๐
That fog makes NMS look damn nice, it almost cant fail
Updated Extra Biomes just now.
https://www.nexusmods.com/nomanssky/mods/1185?tab=description
No
are these mods that make space enemy stronger and more battle ?
can someone send the link for exosolars expanse for beyond
@tall sentinel
https://www.nexusmods.com/nomanssky/mods/1200
Hiya :3
I'm a first time player, that only has a couple hours of play time so far (i just recently made my first few visits to other planets). And I'm playing in VR and tend to enjoy modded games.
Does anyone know if there are any quality of life, immersion, or otherwise experience enhancing mods that they might recommend to a new player?
Thanks <3
oh yeah >.> and that preferably avoid spoilers :s
if possible
Grass fix
thanks xD
lol
there's that fantasy world thing going on it kinda changes the biomes generation i odn't quite like it
but dude's sky colors and dude's sky is pretty dope
qol, i only have one tthat lets me convert navigational data into a planetary chart straight from my inventory, oh yeah and also one that mines faster, and one that make the scaner faster cause there's no point waiting 40s before each scan..
Hello everyone, is there a mod that would allow me to forcefully save my game?
why would you want that there's legit a save becon lol
Because I lost over 2 hrs of progress twice this week
Use save beacons regularly...
1 the game crashed apparently. No idea why. Second was today. I was stuck in my SHIP while IN the freighter. TAB, ESC, E did nothing. X worked but also couldnt do anything
But uh, the autosave should have been enough...
I cant place a save beacon inside the freighter can I? @heavy merlin
Autosave was 1+ hr away
Uh... Just get in and out of your ship from time to time.
And I think you may be able to put a save point in the freighter... Not sure about save beacon.... But yeah, just use the ship.
you can put a portable save point in the freighter, up on the buildable part by the bridge
I do that all the time
it saves whe nyou get out of the ship
you get out of the ship when you are in your freighter
any idea if it's possible to mod the galaxy map to make the filters not suck ?
oh?! damn I didnt find themรน, on the nexus ?
oh .. that's .. interresting ๐
i think he meant like filters tho :<
i don't mind that i meant for him, i'm all about graphical stuff mostly lol

@dreamy tulip ah ๐ thought what I meant to have mostly is to make the economy filter actually be well, useful, aka color based on economy tier
oh !
@solemn lagoon well lets keep things simple ๐ 00FF00 for T3; FFFF00 for T2 and FF0000 for sucky T1 ๐
woops sorry wrong target
yes but that's what need chaning, nobody cares about those
if you could just make it simple like yellow is t3, red is t2 and green is t1 and blue is no data available
then it would be great
we want to sort based simply on the tier (aka number of stars)
hum
wait sec, screenshoting ๐
its like theres shitty systems
okay systems
and good systems
its very simple, with s class occurences being like 1% 2% and 3% respectively I think
Well the type of economy doesnt matter
its just the quality
@dreamy tulip linked some screenshots in the screenshot channel; what we mean is the little stars in the toolip, one , two or three of them
well more like changing what the filter actually fitlers on; currently it filters on mining/scientific/whatever crap taht nobody cares about
if you can, I'll adore you and I'm pretty sure I wont be the only one ๐
why curious? it's like the only thing that matters for economy ๐
ah ๐
well just one color for each of those ranks would be perfect really
it's a 3 rank (well 4 for abandonned systems) system; it doesnt need to be complicated ๐
data issue really; basically the filter is not filtering on something useful at all
well on my screenshots, you see the 1/2/3 little stars in the tooltip of the system ?
Economy filter currently shows economy type by colour of the stars... They want it to show economy level by colour instead, which I think may not be feasible with mods.
if it's not, I'll curse HG for untold generations !
ah :/ sorry if I was not clear anyway ๐
ah yes not that at all ๐
Would make more sense for crashed ships to look like that
rather than perfectly landed with smoke.....
Mhm
Lol
lol
You saw nothing
the heat from the ship's engine you mean?
Nope
The Beyond updates are breaking mods pretty often
2.11's compiler was released Tuesdayish
mm ok, grass fix stillworks
so don't panic!!!!

wasn't tehre like a mod manager or something
does it tell you there's an update for this or that mod?
Thats probably another reason, lots of modders who know how to use the updater just do it every time ๐
do you know what's the name for that tool? Cause i see dude's color were updated but on nexus it doesn't put it in the latest mods
DAHELL ?! is this thing? That looks hella compliucated
IDK lol
did I get tagged in a deleted comment? or was it just a general modder/everyone tag?
Deleted comment it looks like.
yeah there was a whole thing, it was erased
@fluid wing you got the familiar rank

Which gives you the ability to add screenshots to most channels even this one but remember keep screenshots related to channel
i only participate in this channel tho lol
Yeah all other channels are Dum, Bum

Trying to find some information.. do save files have to be decrypted before the JSON is readable?
It's not encrypted, per se, but it's not very readable as it is.
Yeah found that out. What is the best tool to make it readable?
The save editor, really.
I'm looking to script something so trying to keep tools down
I don't know of anything else... Are you wanting to modify the save too?
No just data dump
Ah, that makes it easier at least.
If the stuff you're interested is fairly limited, you could just hardcode the paths to whatever you want... Only the keys are mangled, the data is normal.
Hmm has to be a way to figure this out
@fluid wing Updated mods are not "Latest" mods. They are "Recently updated" or "recent activity" or something.
Oh, ok i'll try that
Hi folks,
We for the most part do not moderate #nms-modding because it's not really needed. We witness the majority if not almost all of you are here to share your creations and nothing more, but a recent and sudden spike in hostility and quite simply fuckery has forced our hand.
I am just giving a heads up that any further bullshit and fuckery will lead to #nms-modding being removed.
We are not here to nanny people or moderate any drama's that happen within the modding community, it is not welcome here.
TBH i think basically all of that spike involved a single, specific, not-new feud. With those folks now banned, I don't figure there will be any more of that.
Does that also include Exosolar feuding with himself
Thanks for doing this btw, really appreciate it!
Exosolar is the sole reason we're making this new rule tbh. ๐
hahaha
Aw I'm in trouble again
I considered trying to learn how to make mods then i realized if i tried i would do so bad my pc would go boom
Nearly all mods have no performance impact
I know ๐ im just exasperating how bad id do... if im using that word right lol
I cant even code a simple html document
Ah yes thank you!!!
I cant code an anything
not from scratch anyway
I look around and find stuff like this:
<Property name="DestroyedByPlayerVehicle" value="False" />
and I go
hmmmmmm
HMMMMMMM
Fals
Fal
Fa
F
T
Tr
Tru
True
It worked! Eureka!
Nice haha!! Ill make a mod by simply changing every single false in the code to true and then see what happens
Then for the one with numbers just add like 5 or 10 extra zeros
That would probably be catastrophic lol
do one thing at a time unless you already have some idea of what does what usually lol
I wonder if there is a mod someone made that turned creative mode into permadeath mode and disguise it as a vehicle mod for a prank lol
@exosolar how is the grass fix mod optimization going ?
Well some people say the experimental I made a while back gave them a good fremerate edge over the old type
but I havent moved it since then
School has been heavy lol
also it does a weird thing near NPC buildings that I have no explanation for
oh ? how weird ?
like a shadow thing. Somone posted a pic of it in the comments for the mod page
any shadow related bugs can be related to a bad use of Vulkan
we cant do much
with Vulkan, the game run better on my laptop from 2013 than on my 2017 gaming rig ( its alsmost unplayabe on both platforms )
vulkan is quite new, and doent support every plateforms well
vulkan, is a great step, i am not complaining, but that will make the game looks bad and glitchy for a bit, untill it is ready
Well its pretty low on glitches tbh, but Vulkan implementation went well in terms of performance
Now HG pls de-monocolor-ize my night skies
weirdly not on every platforms, my game used to run well for my gtx 1070 , now, i have a constant lag that any setting change is not fixing
@hushed bronze I hate that photo mode reduces some of the weather effects, like that blizzard one
yeah, and the HUD toggle doesn't work either ๐ฆ
I love that storm view @hushed bronze !!!
@lime mesa thats weird that it lags i have the Gtx 1070 and my game runs smoothly with ultra settings
When I had issues like that, my PC chassis had a dedicated SSD place on the rear, behind the motherboard where the cpu goes. In the end it heated up my SSD to much, moved SSD to the inside of the box and all my troubles went away ๐
Did you try updating your drivers?
How much total ram does your computer have?
Noramaly 16, but i ve did a vram swap for using nms set to 60gg on a ssd
But the game is installed on a hdd, so... might be that
Honestly, Im on a potato
4690k
16gb ram
HDD
and it runs fine
Its odd your issue
what happened to the starship painting mod, anyone know? i had it last year when i played, but uninstalled it. now i can find it on the mod sites
THe Atlas outlawed paint
It's all lead based, that's what made it crazy
mrerrreeaah, i could see whenever they changed the landing pad size, it broke it. as that mod added a terminal that you could interact with ๐ฆ
bruh did rayrod get banned?
He and redmas both i think
Why?
They started another hostile fight and mods weren't having it
so that wasnt the first time?
Nah Ray and Red been fighting for 3 years lol
lol dummy shit
ikr
Dont worry Im still here for you babe
wdym?
wait ray got banned
Yeah
thank god
So did redmas
Personally have no issue with both, lovely folks
However, when you consider the dynamic betwen both
it did have major issues
hehe
I can't live without it
me, I have everything i want wahaha
I have modded the game to my perfect state
Thanks mostly to Exo
crescent worlds ?
An old dead shader mod that made distant planets render a little nicer
ah ๐
oh wow that looks so good
Thats because Crescent and AR are better than you.
Sigh, i miss atlas rises visual
I wont lie
I mean i love the way it is now
But ar really was awesome
Alright, here's what I have so far for mods. I needed better building options and then just grabbed a few extras:
Above water aquatic buildings
AnkhNeter's No clipping construction
Mjjstral's ultra base building
Dud's sky colors
No tutorial nagging
Star Trek cockpit monitors
Speedy Dialogue
Backpack toggle
I was thinking of getting a draw distance mod but I'm already maxing my CPU so I better not LOL
The first two conflict and have effects that are both included in Beyond Basebuilding
@pallid fjord
Actually the thrid clashes too but Mjjstral's has a ton of parts not found in the vanilla build options, so you'll either need to merge others into Mjjstrals or use it alone
Incoming:
"Glass Fix"
Because who the hell decided on Opaque fuckin windows
been driving me nutty since Foundations launch lol
Me with my one room base yaa..yy 
@hushed bronze oh gosh I'm going to love you even more !
YOU BETTER LOVE ME there's like 200 files in this thing lol ๐
Every single piece of friggin glass has its own glass material file....with the exact same data as every other glass mat file.
Optimization!
ahah :<
@livid turret Now test it for me and gimmie pix
79 files in that sonofabitch ๐
all with the same little number-correction
very good candidate for a AMUMSS script
Exceptional candidate, yes
lol
if Only I had any proficiency with real code ๐
Anyway, the stiffest part of the job is tracking down all the needed files.
@weary ruin Wanna try it out and post pix for me?
can be a great help if NMS changes those files
give me name/path of one mbin and value(s) to changes in it and I can make a script. You will only need to add all the other mbin names/paths (which you have identified already)
Well damn by the time I get all the glass there will probably be around 100 filepaths lol
does not matter
Theres the whole thing in unpacked form
In all of them, theres this
<Property name="Uniforms">
<Property value="TkMaterialUniform.xml">
<Property name="Name" value="gMaterialColourVec4" />
<Property name="Values" value="Vector4f.xml">
<Property name="x" value="0.111515" />
<Property name="y" value="0.107651" />
<Property name="z" value="0.27451" />
<Property name="t" value="1" />
</Property>
and I turn it to this
<Property name="Uniforms">
<Property value="TkMaterialUniform.xml">
<Property name="Name" value="gMaterialColourVec4" />
<Property name="Values" value="Vector4f.xml">
<Property name="x" value="0.10" />
<Property name="y" value="0.10" />
<Property name="z" value="0.16" />
<Property name="t" value="0.60" />
</Property>
lines 26 - 29
all x,y,z,t values in each files or only those ?
Yes, that's the exact same change in every single file in the mod
they are all basically identical glass mat files
give me name of one
like the complete filepath?
yep, so I can test
C:\BeyondMods\GLASS(mod's given name)
\MODELS\PLANETS\BIOMES\COMMON\BUILDINGS\PARTS\BUILDABLEPARTS\BASICPARTS\MESHES\CONCRETE\BASIC_GFLOOR\GLASS_MAT.MATERIAL.EXML
Im glad for windows search on this one ๐ฆ
just smacked the building folder with a GLASS_MAT search once I knew pretty much what my target looked like, and just methodically went down the list
almost ready to test...
Thats the concrete set's window floor if it matters to you.
what are those other sub-groups use for, do you know? The ones after the group you are changing
not sure, probably parameters to the other two listed shaders?
now, can you give me a list of your files to change, looking like this:
"METADATA\SIMULATION\SOLARSYSTEM\BIOMES\BARREN\BARRENHQBIOME.MBIN",
"METADATA\SIMULATION\SOLARSYSTEM\BIOMES\LUSH\LUSHBIOME.MBIN",
"METADATA\SIMULATION\SOLARSYSTEM\BIOMES\LUSH\LUSHHQBIOME.MBIN",
...
Only need that to complete the script
It works already with the one name/path you gave me before
mbin or exml is the same path, so no difference
are all those in MODELS\PLANETS\BIOMES\COMMON\BUILDINGS\PARTS\BUILDABLEPARTS\BASICPARTS\MESHES\CONCRETE


