#nms-modding
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Iβm not at PC but there is a cost table. It is where all the other tables are (like that helps lol). Metadata reality Somewhere. @odd stag
@steel crypt \METADATA\REALITY\TABLES\ TRADINGCLASSDATATABLE -> there are lines "MinBuyingPriceMultiplier" and "MaxBuyingPriceMultiplier". But if i increase them, nothing happens :/
Nexus mods is probably the most reliable. The other mod websites don't receive as many updates and tend to have dead download links
Im completely new to nms but not to mods, i think i will crack it with nexusmods.
whats the most "you need to have" mods?
None. Pretty much all mods are based on changing default behaviour. Ranging from cheating to adding features. There are a few mods that focus on fixing some stuff, but those more "personal preference" fixes. Like I'm working on fixing the lights within the game. There's also mods that remove clouds or make nights more realistic by removing unnatural lights
aaand.. ;)
are there some mods to improve FPS? I have a GTX1070 and a I7 8700K but still dont got the FPS i want with the graphic settings i want.
thanks for the answers! π
Mh.. okay
There are some fps improving mods, but they are based on reducing the games quality. So if you're looking for high fps on high quality, those mods arent going to help you
There is a mod that disables grass. That improves the fps but the downside is of course, not being able to see grass
That's why I said: Based on reducing quality π Obviously fps will increase if you remove stuff to render
Honestly though, I've got a gtx970 with every setting on standard except for base complexity on ultra and I'm running 60 fps just fine
Okay, thanks for all the help so far. I will make my way through the mods section and see whats suits me.
60FPS is not what i am aiming for π
@zealous hill If you want more than 60 FPS in NMS it usually means having an utterly insane CPU as well as using the threading fix
my first mod: https://www.nexusmods.com/nomanssky/mods/1497/
Hey @hushed bronze , I'm using your beyond base building mod and I see that the storage building unit, there are numbers with multiple of what I thought were all the same. The exterior walls seeom to be invisible and althought it can connect to a buildign piece, there is no door.
Those are probably the freighter's storage units you are talking about @rigid tapir
they will be tricky to work with, for sure.
I'm able to select them as base building
If you aren't SPECIFICALLy trying to use the freighter form, just go find the cube form instead π
Ok, they are the same yes?
All the freighter parts have difficult-to-overcome collision oddities
if used on ground
Ok I appreciate it. Also, the stealth wires aren't very stealthy haha
Idk if I'm using it correctly
And yes, each of those dupes has a number? If you've played MINECRAFT then you will understand, each number is like an Enderchest
All Storage #4 anywhere will contain the same items
Does cube and ender chest numbers equal each other?
Freighter #4 and Cube #4 will share the same way as two cube #4
np
BBB also lets you build many of the same "#4" in a small area, so don't confuse yourself π
Triple B?
Beyond Base Building
I just realized, and ok thank you.
Did you add the scaleability yourself or is that default?
All features exist naturally, but most of them are needlessly set to disabled on most parts
undoing that is the bulk of BBB's power π

Now we're talkin
Pretty soon here Im gonna do a test, I suspect I can get items to automatically cause deletion of their wires or pipes when the item itself is deleted
They don't natively?
I dont think they do, no
Not the last time I tried it
people lose their wires n shit all the time from this nuisance lol
They do
At least some do. Switches for example definitely do.
I disabled all that. I hate the game auto-deleting things
Even so, what I have in mind should cause wires to also delete other wires connected to them when deleted... which is the only thing I am hoping to configure to self delete after causing everything else to stop doing that π
Wouldn't that cascade into deleting every wire if you delete one?
My current additions to BBB are mainly about re-including small sets of exclusions where necessary, like blocking scaling on rooms because it just fucks their doors, collisions and snaps to little pieces making it useless that way and
YES every wire touching that wire until it reaches another thing thats not a wire
I might just not do that, I can see problems
Doesn't hurt to test it. Could be funny at least
But I feel like losing wires underground or behind walls can be just as infuriating as accidentally deleting a wire you didnt want to
Tough call lol
HELP ME DECIDE THINGS
yes
I think it should only delete wires directly attached to whatever you delete. Anything else are intended intersections or other pieces still needing power
I was thinkin that might be best
deleted things take only their directly attached wires
Ye that would honestly be very useful
Otherwise I could end up eating whole painstakingly laid networks
Exactly
I thought that was already the default behavior?
Nope
I remember being pissed about it
No it's not. It frustrated me more often than not, lol
Just deleted a lamp a min ago, wire stuck around
because I kept trying to tweak switches and it would keep deleting wires I wanted to keep
ALSO that wire cockblocks me from building through it, it would seem so even with all of BBB's anticlipping power wires are still evil little bastards
I think switches may have that behavior
Turn off collision on them?
I mean, I wouldnt mind wires sticking around if they auto attached whatever else I place there, but they don't. No matter how close you try to place something else. So you have to delete the damn wire anyway
I think they already are no-collision but even if they werent my mass replace would have made it so
Yeah what ice just said
Your mass replace makes every item in the game no-collision?
the immediately attached wire is almost always fully worthless if the endpoint object is deleted
No it makes them nnot check for collision when placing
Imagine running a 2,000u wire to a switch, then deleting the switch, thinking, hey, I'll just put a little 1u patch wire in...nope
If you're placing a 2000u wire, you're doing something wrong anyway and deserve to be punished! π
Ahh, yeah, mine does that as well, but maybe we have to turn off collision on wires completely
If I want to place a 2000u wire you can't stop me, mom!
lol
I've run longer, if that helps π
Already the default with wires
<Property name="EnableCollision" value="False" />
Maybe we need to remove wires from the game? That would probably stop any conflict
OFC WHY didnt I think of it before?
Mind...blown
Screw it, the ultimate conflict resolver for basebuilding, I have it!
Delete the entire table!
And set that gameplay ver "Canbuil;dbases" or w/e to FALSE
You could probably remove or replace its texture with a 100% transparent one though. Finally invisible wires! xD
Like my bar exam theory with colored pencils: if you don't have an eraser, you can't make any mistakes
There was this one brilliant MFer who did a mod with subtle or invisible wires. Great stuff...
Hmm. Only 40 unique downloads in the first 12 hours of the first part of the lights mod I released
only? You should see some of the mods I have had up for months. Bad marketing I guess. You're good π
lol
Like no one seems to want a mod to the procedural tech table
maybe I don't describe it well enough
My guess is that ppl just mostly want mods that make things work. Like exo's BBB mod and indeed, the light fix mod
Damn, they chain deleted even though the logic says they shouldn't
Is there like another object that gets dropped on wires like an endcap?
Not that I know of
@naive moth Ahh, GSound is actually the least downloaded of mine, despite how much people bitched about the issue.
Is it anything like a GString?
No, but now I need to think of some mod to make that I could name GString
Well sounds ingame aren't rly bothering. You don't encounter that issue too often. At least, I don't. So I'm not looking for any mods to solve issues with that
Wires have an endcap graphically, but not in the tables, I think. It's just in the scene or geometry files
@vale iron Wires man, wires
@vale iron Even so I feel it may be at fault
I dont feel like pursuing, just gonna leave wires as non-self deleting
heh, yeah
@naive moth it was for people saying that certain items had an ambient sound that was deafening
Some things are very obnoxious in this game fo sho lol
ofc I find many of the music to be downright terrifying (inappropriately so)
Oh right, I think I do know what you're talking about. A few the consoles you can build have a very annoying sound when you get too close to them
Aquarium, Large Desk, Monitor, Screen Stand, Calcishroom, Electric Cube, Oscilloscope, Pocket Reality Generator, Server Stack, Nexus Teleporter, Terrarium, Base Trade Terminal, Storage Containers, and Batteries.
People complained about others, but I couldn't find them all at the time. I might be able to now
Maybe your headers are not descriptive enough
Probably, but it's not a significant mod, so I don't care that much. All I did was find the model and change the ambient sound to ""
I'm still thinking about making a new tool for modders though
It was just one of those "hey people are bitching in a thread about this this week. I'm going to see if I can fix that" for a day or two
are you an advanced programmer?>
I used to be a professional programmer, but that was a long long time ago
Ye I've got a master in software engineering and I'm ISTQB certified π
LIEZ
Nope, lol
oh ok then
But I admit, my master was done in C# and the .NET framework in general. For gaming, C++ is more useful
I'm a Principal CLP. Do they even make Domino anymore?
Yeah I just ordered Dominos a few days ago
double 6 or 9?
7.3
But I'm thinking about a tool that'll extract the data from the exml files into a SQLite database and builds a ui with forms around them. Trouble is, that sounds a lot easier than done xD
I must be the only modder who has zero career investment into computer science of any kind lol
Oh, I don't anymore
I have some research I want to do that will use it, but not for my core job
Well the good part about that is that you'll be able to just query the database for anything you're looking for without the need to search through files. You also wouldn't need to mess with any of the code. You won't even need to know or understand xml at all. You'll just be changing values in a form. But the downside is that'll be very hard to add parts to models for example. Like an extra light source
And then you can punch it in the face
YOU SPELLED UR NAME WRANG
Its supposed to be Acecub
duh
I'd also have to come up with some kind of algorithm that'll automaticly build up the database based on the exml data. Otherwise there's going to be issues with updates xD
Lol, no. My name actually does have a story behind it
No. When I was still a kid, I watched a movie starring Ice Cube. I missread the name, icecub was born. My real name is Bjorn. If you translate that, it means Bear. Ice Cub would be a juvenile ice bear. Hence I didnt fix my mistake and let it stuck around
lol
I think your avatar should be the Coca Cola bear cub
Ghehe unfortunately I can't change that avatar. There's a reason I choose that one xD
I'm a staff member at Folren. One of its developers. That server currently has 67k+ members. I specificly choose that avatar and the text at my profile "If you need to ask..." -> Avatar: NO." to prevent them from bothering me every 5 seconds with questions. It's also the reason I'm almost always appearing offline xD
We really have no capacity to do multiple avatars?
Appearently not, lol
But ye, avatar per server would definitely be a huge improvement to Discord
And then you can be the cute lil baby polar bear
Yup lol
Hey guys anyone know how to get custom hoodies for your character? I've seen a Sans hoodie mod for the new leaf game
just go and unlock the able sisters store
then you can input codes and download new designs as your shirts or hats
Hey @hushed bronze ? Yesterday you mentioned a threading fix, would you mind explaining how to implement that fix?
@fathom bramble You can have multiple. It just wouldnβt be a good idea to have more than one mod that makes the same changes
Oh not too bad.. My first mod is getting close to 100 downloads within the first 24 hours of release π
https://www.nexusmods.com/nomanssky/mods/1496 π It's just part 1 of an attempt at fixing all the lights within NMS
@faint mango Find your TKGRAPHICSSETTINGS file
Im reading that most people set their NumHighThreads to match their total threads on their CPU (like 8 for a quad core with HT) and Low to 0
Alright, thanks man. Are you using this tweak yourself?
Yes, but given the obscenity that is my PC's CPU power, I doubt it is much needed (14 core +HT)
well lemme turn it back to default see what happens (been on 12 thread for the last 2 years
Yea my PC doesnt seem to give a shit either way. Maybe it would near a large base...
Oh a new Ryzen with super high clocks, that should do quite nicely
WHY AM I IN HERE?! I HATE ANIMAL CROSSING!... ok i feel better now.
IKR Animal Crossing sux
You're in the modding channel for Animal Crossing. Welcome!
You should check check out the latest mod we have. It turns AC, into NMS
How wacky is that?
Actually the reviews appears to be pretty high #other-games
So who wants to help me make a 3rd-party app?! Calm down, not everyone at once! I've been kicking around an idea for an end-user app that builds custom mods based on LUA scripts. You could have a Gameplay Globals section that lists everything you can change and acceptable values, an NPC flight section, etc. And it spits out one giant mod or maybe individual mods based on your selections. I wanted to do my new lighting mod with an array at the beginning of the LUA you could set and it would spit out one PAK for each area with custom settings. Since I can't do that, something similar to my earlier idea seems easiest. I could draw out a UI and if I had some sort of development platform installed, I could get a decent amount done, but I don't think I can do it all, as my programming skills are as rusty as a Model T.
You would basically just take the selections within a section and write the values to variables at the top of LUAs that are written to work with said variables rather than having the values stuffed into the middle of the script, save all those LUAs, then run the LUAs through AMUMSS to get one giant or lots of small PAK files.
is there a video or guide anyone recommends in particular to start modding? i know nothing about it so a heads up with the dos and donts too would be nice (yes i know google is full of them but maybe some of you made one)
I guess that's pretty much where we all started. It looks a bit overwhelming, but it's really an easy guide. You should be able to get through that within 30 mins, max 1 hour
After that you've got a firm grip of how it works and should be able to work your way from there on out
i'll check it out, thank you so much!
@sweet mason I would not recommend the LUA guide linked in there though. Personally I find it much more difficult to understand / work with than just doing the plain old method
@vale iron I don't know much about LUA unfortunately. I'm actually thinking about rewriting the modding station myself and improve upon it. Have it automaticly decompile files you copy to your projects and build in an xml editor with syntax highlighting. Then automaticly recompile upon saving. Maybe even add forms for making modding easier for those that don't understand code at all. Though it'll be hard to build such forms I guess
@naive moth That way, though, you have to go back in and manually make the changes with any updates. With the LUA method, I just wait for MBINC update, then I can do all my mods at once. If you only have a couple of mods, it is faster manually, though, since you don't have to wait for an MBINC update
I'm going to check the wiki guide and eventually look for more specific guides about lua
@sweet mason There are two main ways to make mods: hex editing the files directly or writing a LUA script that gets processed by AMUMSS. Which is more comfortable for you, if either?
If you've done scripting before, I think get Modding Station, open some of the files, then open some LUA scripts that affect those, and just start looking through them
That's how I figured out most of how they work
Well i don't really know to be honest, i've always heard about lua and i'm guessing it's the most used method?
I'd say recently it's maybe 50/50, but I'm really guessing
It's just one of the many programming languages. Essentially xml can easily be converted into an object (json) and processed that way. After that, all you have to do is get the values of the object names and update them in newer versions. Which can be done with pretty much any programming language
I'll get into it later this afternoon (time here is 13:47) and I'll see if there's something that I can't figure out on my own
It really interests me but It's very overwhelming at the start, as everything programming related is, tbf
Thanks to everyone for the help!
No problem! Let us know if you need anything
Np π Just start at the bottom and work your way up at your own pace
Hmm. Come to think of it, I'd probably even be able to create a website where you can create your own mods, lol
I think the thing is that anyone that knows the required input would also be able to do it themselves, and the people that need the website don't know enough fill out the website fields, unless you make it super targeted, or like my idea above, with lots of sections and fields
Ye that's the main issue. There's just too much data you can modify to make it "noob proof". Unless you limit their options a lot
Honestly, at this point, the best 3rd party tool someone could possibly make is a lightweight sandbox loader where you can see the results of your mod without the need to load the entire game
I would disagree that hex editing or lua are the main two methods. editing the exml and using lua are the main two methods. Hex editing only ever really occurs when you don't want to wait for an mbincompiler update so you just hex edit. Once all the files are supported by mbincompiler you'd be crazy to do any hex editing when it's 100x faster to just edit the exml
Oh sorry. I defer to the superior knowledge of SimianMan π
I would love to help out in making what your talking about but I know nothing about and lua and very little about exml
exml is literally just xml
the e stands for 'emoose'
fun fact; in the game internally they use mxml which is also basically just xml. The 'm' maybe stands for 'Murray' but that's just speculation on my part lol
Iβve only messed with xml one time and it wasnβt even that much I did
I want to learn more about it at some point though
If you know html, you pretty much know xml. The syntax the same, except xml is case sensitive if I'm not mistaken
Yeah I noticed the formatting is pretty much the same between the two and Iβve had some experience with html so I guess it wonβt be so bad
@hushed bronze Idea for a small yet useful mod: A reversed solarpanel to automaticly light lamps during the night π
so like the daylight sensor in minecraft
Yup exactly
@naive moth I dont think you need a mod. use the existing switches
it wouldnt automatically do it though
Ye not sure if that's possible. You'd need a powersource that works all the time and something that blocks it if power comes in from a solar panel as well but not if it shuts down
Oh I promoted again.. lol
You promotoable sumbitch
@naive moth The solar panel "blocks" itself by shutting down at night
Maybe Im crazy but I feel like Ive seen a video detailing the exaact task you're asking about
Ye I'll figure it out. If it's really not possible I'll call you again, lol
I really do feel it is possible. I DO feel like it may be a more complex circuit than you might wish for, but I would be surprised if people can rig up scoreboards and timers but we cant make night switching lights based on solar panels' inherent light-sensing nature π
(It senses day-night timing actually not light, but w/e)
Also I feel like my stratos mod ruins it because its sensing the Dusk zone as half-powered lol
Im not sure about that part tho
Well obviously you need something to power lights during the nights. Say a battery for example. But you need to "block" that battery from powering the lights during the day. So you'd need a switch that detects incoming power from the solar panel. If solar panel gives power: Block battery. If not, allow battery to pass through
Yes, that sounds like a somewhat "minimum" possible solution
I was thinking some battery-inclusive triangle too but I didnt wanna start yammering since I know next to nothing about which switches are available and how they behave :p
Ye pretty much sounds like redstone circuits in minecraft all over again.. lol
But hey, its something we can do ingame without mods! (Except for BBB so you dont endlessly fight with Invalid Position, lol)
I never fight with invalid positions. Not even when I want to place something in the middle of the air. It's called Blender xD
SO CLASSY
have any of you guys played permadeath mode
I did it a few months ago to claim the last two achievements
Then I deleted it
First 100% game ever for me lol
No I cant waste my time on that tbh. I rly cant trust myself playing such modes
I can trust myself, but I can't trust the game
I'll end up using the save game editor to make regular backups xD
one permadeath I died, I bored underground to escape weather. DEEP undergound, right? Didnt work. Just chewed me away anyway, game over.
oof
Ye I had that issue with just Survival. Was spawned on a toxic planet with no resources nearby to replenish my shield. Ended up dying within a minute simply because I couldn't reach required resources in time
Yeah its shit like that why I dont play perma. Ive also been hurled as high as clouds would have been by one of the horrors. No boost left because it hit me as I was escaping and spent the last of my jet
death on landing
Guess being a meteor is a fine way to go
Another time I was in my starship and a fuckin frigate warped over me and trapped me
Ugh
That captain would have been fired if I had not died forever
It was the ONLY frigate too, the one included with the freebie
what are the odds
Ye its such cases where I'm like: Nope. Just cant waste my time on it
Yeah thats why i didnt for ages till I decided this game deserves to ghet my 100% trophies π
lol
Got to a point where I could get easy warp cells and just blasted my way to the middle over about 6-8 hours
Build up nanites, The random artemis wreck was a B explorer (whee) pack six jump upgrades and the color drives and rock out
yeah im setting up my copper farm right now so i can get easy chromatic metal for antimatter
Wanna random protip?@prisma harbor
yea
Trader type frigates will hand over wads of chroma metal whenever you visit them (with a "charge-up" delay)
yeah but can they hand over 50 000 copper in 7 hours
Used to be 200 at a time but I think that was fixed to the originally intended 100
and they did 200 per ten minutes
each
yeah im overdoing the farm but why not
the warp distance upgrades should help as well for getting to the center right
@prisma harbor Just keep in mind whatever you build will give its build parts back to you when you directly delete them
Warp distance upgrades also include warp fuel efficiency
6x takes your jump efficiency from one per cell to 7
(+1 ea.)
how much antimatter does the antimatter reactor give you
Im not sure. Pre-patch it was absolutely gut-wrecnhingly insane
But doesnt it run for free tho?
With good (6x A or S upgrads) warp fuel efficiency, you can reach the center with only about 60 warp cells
60 cells x 7 jumps per cell x 2000 LY on average, gets you well over 800,000 LY
I could be right next to the center for all I know i haven't checked
ofc 6x S uogrades takes 3500 ish nanites and enough jumping around to find 6 of them
@prisma harbor Unless you got HAX the game will drop you around 700k to 740k LY from center, hard coded
i did do like 40 jumps crashing markets but who knows what direction I was going in lol
@hushed bronze what chat lvl do you get the familar tag at
10
k
Well if you have loads of money you can just buy chroma flat out
really I didnt think space stations sold it
varies
best odds are with the landing traders
just because you can check 8 in a minute π
@naive moth look at GDoor to see a built-in proximity sensor and GTech to see some things messed around with on the batteries and solar panels. They are surprisingly easy to tweak
@vale iron While Im still sure the existing mechanisms can do what he wanted, I'm betting you could make a mod for a battery that only outputs at night
Cars. Cars in YWL
Let me look really quickly.
So there's literally only one item that uses the DependsOnEnvironment setting in the BaseBuildingTable, the solar generator. It has the setting "DayNight". I don't know if they bothered to make any other settings since it's only used by one. Maybe there's a NightDay or something, but I have no idea
Probably a function we can't mess with BUT ask moneyman, I think he has some way of causing the program to output the possible entries that a var like that can accept, I have seen him do something like it before @vale iron
slowly learning Delphi syntax so I can get a proof of concept out for people
Any chance to get βtool tipβ like ship spec hovering above ship in ss or trade station?!is that value always avaliable or only when using visor?
@wraith basin The UI can't be accessed through regular modding. You'd have to do a dll injection into the exe to achieve that
Hey folks, where is the best place to get mods right now? It seems like a lot of stuff isn't getting updated anymore.
If anyone has some general recommendations for mods I'd love to hear it too
Seems like I should make regular updates even when the mods don't need it, because most people casually using mods rely on that "last updated" date to inform functionality...
In any case, mine are, as far as I know, all working with current version NMS @lime mesa
https://www.nexusmods.com/users/58018181?tab=user+files
Also, definitely consider jasondude, Lo2k, redmas. AS a general rule, older mods that only affect color often work for ages. Shaders are all dead, and basically things that haven't seen competing changes from HG itself (like window clear-ness) tend to remain compatible for ages as well :)
Also, image swaps and blanks (like No Speed Lines and No Space Dust) have exceptional longevity as well
Hey, thanks for the response @hushed bronze, I was just checking out some of your mods. I'm familiar with modding but unfamiliar with NMS and its updates, so I appreciate the tips on compatibility.
Can confirm the mods I have of Exo's are working with latest updates.
Worst case, I do not know of any mods with lasting, save-damaging effects, so if one is a bust, you can harmlessly delete it and try again π @lime mesa
Good to know! Also, it looks like you've done a LOT of really good-looking work on the game, I appreciate it π
NP π
I wish everyone would state working versions like Exo does. But I've got my list where I'm happy, so I just check my downloads list on nexus for who's updated every now and again
Sadly, one cannot expect a modder who has long since moved on to be bothered with whether their mods for that old game they've practically forgotten still work or not, lol
This is true
At this rate I may just download pretty much everything on your Nexus page
Took me a week to figure out that the traveller eyes fix I used for over a year was suddenly crashing me when trying to look at my backpack in the appearance mode.
@lime mesa Well there's a handful that might conflict
Like I know space Battles and Quick Scan collide for example
I figured it'd been so long that the guy wasn't going to update it, but he did.
That might have just been an obscure enough crash that he hadn't realized, who knows
I'll be sure to read the descriptions π
I don't think anyone did. I was the only one that reported it.
Well there ye go, nobody told him, lel
Many people might not even use it.
Loads of people dont, like me, I dont find the eyes to be "broken"
may be specific to a subset of people with certain gfx cards or something
The difference is impressive.
Maybe. I had thought it was because I'm on the lower end of equipment, but the fix shows the eyes as intended for me so it wasn't that.
Eyes working π
@jagged rock It could still be that, HG could have mishandles one of the quality levels and the mod corrects it
That's a korvax, ya goober. It's the traveller eyes that get fixed.
pfft travellers are living glitches
D:<
lo
You're lucky I like your mods so much π
We should call that modder the opthalmodder
The title would fit
Yeah I don't understand why multiple people have said there aren't any mods being made. I went and counted and there were over 100 since living ships, and that doesn't count ones that don't even need updates
Tbh a bunch of them are "duplicates"
Someone knows what file i need to edit to change the rewards you can get by nexus missions?
@fathom bramble i use PSArcTool to unpack *.pak files to *.mbin and then use MBINCompiler to unpack *.mbin to *.exml
@fathom bramble Yes, you can unpack modded .pak and decompile them as well.
"*" simply means "anything", people use *.mbin to indicate "any file with extension .mbin"
does that work in N++ find?
You can use a filter when using 'find in files', if that is what you mean?
what are you trying to find? lol
if you want to find stuff in mbins, use grep
if you want to find stuff in exml's, use grep
in short, use grep
Well, I am stubborn for that matter I guess. I know grep is powerful, but NP++ usually fits my needs, especially when you know 'how' to use it
fair. I just find that It's a waste of time to decompile every mbin to exml, so it's wayy faster to search through mbin files and exml files
I totally agree and grep certainly shows it's power in that case
@obsidian tree Any idea how 'findstr' compares to grep, as I do use NppExec at times, which adds a console window that allows me to run programs inside, but can also execute scripts using for example the Windows native findstr.
Of course I could just install windows grep and run that in the console with some additional script for user input if wished for.
Any working freighter teleport mod?only one avaliable and not working
There is actually an upgrade you can get for your freighter that allows you to teleport cargo.
Got that one,wanting player teleport feature
That non working one was able to teleport from freighter but not to it.
Looks like it needed base computer enabled also
Hey @hushed bronze Can I use the base teleport in the freighter?
Started working on a new NMS modding station. It's not much yet, but so far it does unpack all game files and decompiles all mbin files without the need for any other 3rd party software π So no need to seperately download MBINCompiler or Psarctool
Not that it doesn't use them, I simply baked both of those into my program, lol
You mean like a built in MBC autoupdater?@naive moth
Could be problematic actually, sometimes older compilers are necessary for opening a dated mod, even one that was only just outmoded the previous day
Dont get me wrong I'm pretty excited that you're working on something like this π
Shouldn't be too much of an issue π The mbin compiler is able to return the version that was used for any mod. It's a simple matter of including all versions and have it run the required one based on that info, or have it automaticly download the version you need
@naive moth IIRC EXMLs note the MBINC that made them, do the packs have a signature like that?
If they do, you have a golden ticket to MBC auto selection
No they don't, but it's not issue. Basicly you have 2 methods. The first one unpacks the pak file. This one doesn't care about the version you used as those ps3 compressed pak files haven't changed in many years. Then the second method loops through all MBIN files within the unpacked dir. Runs it against the latest MBINC to get its version returned. Then runs it against the version required to actually decompile it
Hey if it works I wont bitch π
@naive moth Am I to assume you are communicating with monkeyman wherever you need? He's quite approachable
I'm not in contact with him. Don't even know where to reach him, lol. But so far I have no reason to anyway
I mean, his github is pretty well setup so I have all the info I need (at least, for now)
@obsidian tree Hey you should hang out with this guy ^^
Also get him into the modding discord
@naive moth
you'll never be able to get around not needing mbincompiler because when a new update comes out you'll still need the newest libmbin.
Also, if you are wanting to do this with vanilla files you are going to have a lot of problems as we have no mapping db of what version of mbincompiler maps to what GUID of any given struct. Current versions of mbincompiler you could determine this, but anything before say, 1.7 (maybe earlier, not sure), the GUID's weren't included so you'd have to do a large amount of RE-ing work to create this db (if you wanted to support earlier versions which I wouldn't recommend...)
This does however give me an idea that it could be neat to have some kind of introspective functionality so that like how mbincompiler can return it's version, having it able to produce a text file which contains a db of the GUID's and their associated struct that are supported by that particular version of the exe could be interesting...
With "not needing" I ment that the user doesn't have to manually download it. The program I'm working on includes the latest version of mbincompiler. So ye, technically you still need it, you just don't have to download it yourself anymore π Anyway, good to know that early versions don't include that data. I'll probably just won't support such versions and leave that up to the user to do manually
The MBC's are microscopic in file size, you could easily justify just downloading ALL of them, I think @naive moth
Less than 1 MB each
Ye, but as monkeyman just explained, the early versions don't return which version was used. Like if you try to decompile a mbin made with version 1.6 for example, it won't be able to tell me it was version 1.6 in the first place
If your app plan is solid, it would not surprise me if MM was willing to make some simple retrospective tweaks
the thing is that the header format has gone through a few iterations.
also, we don't have any kind of back support for mbincompiler lol. And I don't plan to any time soon either
at best you would get support for all versions from a point onwards?
What version would that be?
but then you get bloat which I'd like to avoid
I don't think many people will bitch if the last two years is what we're stuck with lol
There are what, 2 modders in the universe making pathfinder mods rn?
no, as in it would be like "From this version of mbincompiler onwards (A future unreleased version), all future versions will support all mbin files made from now on
Does the latest version output an error on those old files btw? I mean like: Unable to determine version used
Still cool in my opinion π
umm, not sure what it does. Let me find the docs for the format headers
we are V2 IIRC
I'm actually planning on spending today working on MBINCompiler
I have a few PR's to merge, some branch management to do and a few little issues to fix I think
that page is as you can see quite out of date, but we currently implement V2 headers
we have an idea for a V3 header which I'd hoesntly love some people to help with, because it could really make modding cool if we figured out if it were possible, and how to do some of the stuff
things like being able to actually comment mbin files, and include other metadata is all potentially on the table
you could include mod author details and such
I'll have a look at that π Btw there's something else I was unable to find (or its simply not there)
An API for using the dll in your own project
you mean using libmbin?
yeah, we don't have much in the way of docs for that unfortunately π¦
libmbin basically just exposes... everything lol
Ye. Right now I simply include the exe and run it as a background process, but obviously using the dll would be a better approach π
plus I added a few extra routines that make things easier... not sure if I documented it
oh, so yeah, download libmbin.dll
don't use the exe at all
we build the dll as part of our CI pipeline so you want to just use that instead π
Ye I know. But figuring out which methods to call etc without any API is kind of tricky. I'm pretty decent with C#, but never rly worked with external dlls
oh, ok. Let me find some examples of what I did
I have been really slack with writing docs. Maybe I can try do some work on that today...
the interface is super simple for libmbin
That would be great π Most important for me is just compiling / decompiling and what output could be returned. Don't rly need much an explanation though. Just some example code is enough for me to figure it out
not sure about using it from other langages, but if you are using c# it's very easy
Ye I am
ok sweet
so if you include libmbin.dll as an... asset? I don't remember the term? Maybe resource?
you just need to include it with using libMBIN, that's it.
If you want to access any given struct you can find them in libMBIN.NMS.GameComponents, or libMBIN.NMS.Toolkit
I also have some helper functions to do IO which are in libMBIN.FileIO, I'll show you and exmaple...
You add it as a reference, lol. But ye, that much I do know, haha
GcAlienPuzzleTable puzztable = (GcAlienPuzzleTable)FileIO.LoadMbin("NMS_DIALOG_GCALIENPUZZLETABLE.MBIN");
foreach (GcAlienPuzzleEntry entry in puzztable.Table)
{
string ID = entry.GetID();
if (ID != null)
Console.WriteLine(entry.GetID());
}
so here I load the alien puzzle table, then I can just iterate over the objects in the table
Oh I see. That seems easy enough. Basicly just load the mbin, iterate through it and output the data to an exml file
well what are you wanting to do?
this is a more low-level example I guess because I am trying to do some logic on the actual fields in the table
if you are just wanting to convert a file then you can just call whatever the method is that converts files lol. I don't remember exactly what it is, I'll have a look
Well my idea is pretty simple:
- User selects game dir
- Program unpacks all pak files
- Program decompiles all MBIN files in the unpacked dir using the dll
- User gets to create a new project
- Program includes a syntax highlighting richtextbox where they can open any of the decompiled exml files
- If the user saves an edit to one or more files, the file will be saved in their project (so it doesn't overwrite the originals)
- When done, user can just choose to create mod. The dll will compile the files in his project. It gets packed again and done
I think you can possibly use libMBIN.Convert.ConvertFile That looks to be the call that is used to convert files
if all you are doing is just converting files then you don't need too much
Ye I thought so π And ye, that's all I'm doing
there was actualyl a project like this started before by @glass crescent
I'm trying to remember the project name
they were want to have it so that we could do some inspection of the structs so that you could know the values of enums and such to make it easier to make changes
Ah don't worry. I rather write most of it myself instead of copying from existing projects. Otherwise you only risk ppl complaining about stealing their code or something, lol
haha, no I mean more they may have tips for things that do or don't work
Whaha well right now at least I've learned that using the exe is definitely not acceptable. Damn thing is running for nearly an hour now, still busy converting all the mbin files xD
I mean, libmbin won't be any faster I don't think
I think it will be a bit. Right now it needs to fire up the exe for each file. With the dll there's no need for that
I mean, I know the exe can run multiple files in one go, but since I need to output them in the correct dirs, I have to use the -d <dir> parameter. So one by one it is, lol
oh, you don't need to do that
you can give it a path and it will recursively decompile all files included
you can include regex and stuff for pattern matching of files too
Oh really.. crap
if you call help on the exe you can see a bunch of info
I didn't write any of the cmd line stuff really, but the guy who did added some nice features
also, fyi, geometry files will only be decompiled if explicitly pass them individually
because we assume that no-one should ever want to decompile a geometry file we don't do it by default, otherwise if you pass in the models folder you'll find yourself having a folder like 20 or 30Gb bigger than it would otherwise be lol
and 99.999% of the time you just don't need those files decompiled
so yeah, just incase you wonder why none of the geometry files get decompiled
Ye that makes sense, lol
I also just noticed I have a branch from like, a year ago that I started working on which had docs, so I might see if I can get that happening again and add it into the CI run so that we have docs being built automatically and I'll actually make use of the gh-docs branch. It has some info on using libmbin also which may be useful....
i wanted to automatically create docs from the structs to create a comprehensive site with info about every struct and all values allowed, but as usual, I never had time lol
Ghehe ye I hate the documentation part as well whenever I develop something. But when you make a library, it's kind of a.. "you can't get away with not doing it" xD
yeah true
my problem is that I know way more python that c#, so if this was all in python then it would be no problem for me to generate an entire site automatically from the source code, but because it's c# I don't know how to do that lol
Btw libMBIN.Convert.ConvertFile is a no go π Type or namespace Convert doesn't exist in libMBIN
hmm, ok I'll have to have a look
for a work around in the meantime you can do....
NMSTemplate obj = libMBIN.FileIO.LoadMbin(<filename>
obj.WriteToExml(<out file path>)
and then swap Mbin <-> Exml for the reverse process
this also may be useful because if you want to do something in the middle then you can
also, if you want to make it faster, this allows you to just load the mbin file into memory, so if you wanted to be fancy you don't need to convert to exml to edit it, you can just load the mbin, then render something which allows you to edit the various fields (this is what fisher was aiming to do), and then re-write back to mbin.
although, if it is just an individual file it doesn't matter really
Ghehe again, not happy doing that xD
I think that's an issue with what version of .net you are using?
Erm.. not sure. Running VS2017
yeah same, but you can still specify the version of .net to use. I am really not that good at any of this side of the things π¦
let me see what settings I was using for my test project
.net 4.6.1
Ye I was running 4.5.2
Just changed it to 4.6.1, but it made no difference. Same error
I dunno, google it maybe? lol
actually, this test was from ages ago, so the project type may have changed...
I just looked this test was from late 2018 smh
Sigh.. I think its time for me to go to bed, lol
I was searching and searching, finding all kinds of possible solutions
In the meantime all VS wanted me to do was just click the damn possible fixes button and add the reference..
haha
I'll see if I can create a example test to show off how to use libmbin with the current version. I think we target .net core 2 IIRC...
Ye you do
Once i have it figured out I'll try revive my documentation branch and make it work with the CI to have a nice page built for mbincompiler π
Awesome!
Btw I joined your discord. Or at least the modding one, not sure if its yours. Just saw you as Admin there lol
I mean, it's not mine but I help run the place π
Ah lol
@obsidian tree obj.WriteToExml() keeps causing me issues. At first it kept complaining that the directory does not exist. Apparently this method doesn't create dirs. So I made sure to create the dirs first before trying to write the file. Then it keeps complaining that it has no access to the dir. Even when applying full control to everyone upon creating the dirs. Any idea what's going on here? And am I supposed to only give that method a directory, or does it actually need a filename to write to as well?
I don't know on the other stuff, but I think it needs the filename
@vale iron Thx! That was the issue, lol
haha, yep
also, <Reference Include="netstandard" /> add this to the .csproj and it will work to use libmbin, although you may have already figured that out...
also also, I can see some holes in the API where there should be some functions, so I might add a few more functions in FileIO so that it can be the main port of call for all IO related things. The plan will be to have the current funcs (load file, load mbin and load exml), and then add 3 new funcs (convert file, convert mbin, convert exml), that way everything can be in the one spot.
Despite the methods that are used internally all being public I can't seem to see them when interfacing with libMBIN (I should be able to load an mbin file by calling libMBIN.MbinFile(<file path>), but it doesn't seem to like it.
Will do more investigation and the next release will have an improved public API and some docs to boot π
everything is client sided
bases will be shared, but not mod-added parts
mod-modified parts will still show
just not mod-added
yeah the game never quite "breaks" with friends' mods
you just see weird things
like them walking into something you can't
@slender rain @willow hearth Well that's not entirely true. Modified base parts are shared multiplayer IF, and only IF, the savegame supports the modified values. Like modifying the size of a base part will be shared. But modifying the light intensity of a standing light, will not be shared. If you want to be absolutely sure both parties will see the same results, it's best to both install the same mods π
@slender rain Just to add a little bit, if it's a part that can be built anywhere by a player, then anywhere it shows up will show to a friend. If it can't be built anywhere at all, then it won't show up to a friend
@vale iron Perhaps I'm reading you wrong, but isn't that like saying "If you can't build it, you can't see it"? π
Not quite. You can't normally build freighter pieces on planets, but with mods you can, and they show up for friends. You also can't normally build Atlas stations on a planet, but with mods you can and they do NOT show up for friends
It has to be somewhere in the build table to show up
Oh now I see what you meant, haha
"can build" as in being buildable at all somewhere
right
Well I was like.. If you cant build it, then obviously no one can see it either, lol
That's why Ultra Base Building is cool but only for you, but Beyond BB or my GBase will work in multiplayer
Anyway, back to my NMS Advanced Modding Station project π
Keep working, slave! whipcrack
lolz
Nah I now got it to the point where you no longer need to decompile mbin files. I mean, not manually. Thanks to monkeymans wonderful insight yesterday, it now just reads out the mbin files directly
The problem I see is the added value level. Like with the current modding station, I can look at the text in an MBIN and figure out what I want to change. That's great for single and simple mods, but I don't know what the demand is for that. What I need is help making more advanced things; right now I'm trying to make a LUA that takes a table of values and spits out a dozen or two PAK files that are all split out based on values. So how do you build something that adds enough value that enough people want to use it over modding station? Not trying to be negative, just brainstorming
I guess part of the problem is that the active modding community is pretty small
Like for me, the biggest thing I could gain over the current availability is being able to search all MBINs for text
The added value is that the current modding station still leaves much of the work up to the user. You still need to manually convert mbins to exml and back. You need 3rd party software for most of the work. The project selection isn't very intiutive. You need to copy files everywhere etc. Packing mods moves you away from the active directory you were working on. Manually moving your mods around.. Don't get me wrong, its a great piece of software. But it wasn't made with user convenience in mind
Agreed on all that. I don't even use the project system and don't know how good it is. I hate having to convert files, particularly having to scroll down again after every action
And, once this project is done the way I have in mind, expanding upon it with something like LUA or any other language for that matter, is very well possible π
Maybe taking into account the two groups of modders, those who do it directly and those who do it outside in a LUA or whatever? Still just brainstorming, but Modding Station was made for those that do it directly and I just use it as a tool to get the information to do a mod a different way
And you might already be planning to build it in a way that supports multiple methods. I don't know on that π
That's something that HelloGames sucks at, forward planning
I've already taken a look at how that LUA script thing works and to be honest, it's really easy. Though I think it can even be simplified further
That would be nice. I'm working on a front-end to enter values and get PAK files out, but it still needs the LUA modification script to make it work
Take the input, build a LUA script programmatically, feed it into AMUMSS, etc
The way I imagine it works is to load the mbin, convert the xml to an object (possibly json) and target the specific key => value. Then change it. Since it only targets the key values you want to change, it can automaticly update any mod as long as the key doesn't change in an update by HG
Ahh, I might need to share with you some things that do more than that. Some of mine remove sections, add new ones, add/remove values, etc
Which, you might already be doing, don't mean to talk down to you π
No I'm not. For now I'm only focussing on expanding upon the current functionality of the modding station. Going further with lua or something like that is a side project I might do after it. Or, if you know C#, we can even combine our effords on that and work on it together π
Ye that seems to be right. If you add in new models, your friends obviously won't be able to see those (their client doesn't have the model you added in)
I would be happy to work in any language; I'm pretty agnostic on that and think that most of them are similar, just syntactically different. If we could build something that works really well and needs some PASCAL, screw it, no problem
@slender rain There are a ton of models in the game. If those models are not in the current build menu somewhere, they won't show up for other people
Well my idea on that would be as follows: User can just modify the exml. The program will automaticly generate a LUA (or just any config file we, I mean, we can define it ourselves) based on the values that the user changed. Could be changes to existing values or adding / removing code just as easily. Then build an "Update my mod(s)" function into the program that will read out the LUA or config and use it to automaticly update their mods upon new releases π
That would be great, but I know some of what I've built would be nigh impossible to generate a LUA off of. I'm taking multi-dimensional arrays, building dozens of EXML tables off of those, then applying each one to an MBIN/EXML file. It's not particularly complicated programming, but I think it's more than a program could easily replicate based on fed values. Anyway, I do support your effort and want to see what it can do; I just hope it can do more than basic stuff
It shouldn't be too difficult. But we'll cross that bridge when we get there. I mean, it works in theory in my mind, but in practise you always run into issues you didn't think about yet xD
Hahah, oh yeah. I can't get a [i][1] to work
wtf man, I just want to build a string!
hmm, maybe I should try converting to string
Perhaps also make sure [i][1] actually exists π
Yeah, that was the first hour or two of debugging π
What? I have to specify LightSettings = {} ?
I guess languages that are more strict keep you from making more mistakes further up the chain
Probably.. an array is essentially just an object. Strict languages want to you to declare its type
LUA multi-dimensional arrays / matrices are stupid
Though objects cant typically be iterated the same way as arrays.. lua sounds weird to me, lol
It is!
And I used to work in Lotus!
That's saying a lot
That's like a professional dominatrix saying that improv sets seem painful
Ghehe xD
I've had to spend way too much time in google to make stuff work, compared to other languages
I'm used to spending a fair amount of time, since I tend to write some sort of psuedo-code then try to make it work, but LUA is more picky
Ye that's why I have my doubts about using lua at all. It's somewhat targeted at beginner programmers keeping it as simple as possible. But since users wont have to touch the lua / config at all, I think using something else is a better idea
Yeah, I'm not sure where the LUA decision was made; I'm just making it work for me
You probably could just go for json. I mean, xml is very convenient for converting back and forward with json. And you can use any language you want to work with the json string
I just use LUA for AMUMSS
Ye ok, I can understand that
I never knew what LUA was before I learned what AMUMSS was
Well AMUMSS just happens to do it with lua scripts. If you happen to do it another way, you just need to create a new program for it. Like I said, amumms just reads out the lua and modifies the latest mbin / exml based on it. All you need is a program to read out your method and do the exact same thing with it. But ye, then it wouldnt support amumms, lol
@slender rain Planets will generate Vanilla, so if you have a mod that alters the generation, it will only be visible that way for those using the same mod. Planets are not 'uploaded', just loaded/generated as you approach them. Basically they already exist as they are, determined by the procgen, which can be altered with using mods.
@naive moth I assume you already did, but you should be able to figure out the correct references that can be used by checking the source on github.
Convert() : https://github.com/monkeyman192/MBINCompiler/blob/development/MBINCompiler/Source/Commands/Convert.cs#L26
FileIO() :
https://github.com/monkeyman192/MBINCompiler/blob/development/libMBIN/Source/Common/FileIO.cs
MBINFile() :
https://github.com/monkeyman192/MBINCompiler/blob/development/libMBIN/Source/MBIN/MBINFile.cs
@fallow meadow Thx π But ye, that problem was already solved yesterday, haha
I am a bit rusty with C#, but should be namespace.class.function, ie. :
MBINCompiler.Commands.Convert.ConvertFile
The others similar, but actually using the libMBIN namespace.
Ah ok, great!
Honestly I love working the dll instead. It gives me so much more options / control
I really have to get back on my own project soon. Not a big fan of object-oriented, but whatever ... Unity uses it, so I do too ;-)
I started developing around 20 years ago. Oop wasn't even really a thing back then. Just procedural. Eventually oop slipped into my mind and I loved it. Now functional programming seems to be the new way to go, but I'm honestly unable to push myself into learning it
ayy so I just hit 10 b and I think I need modding in my life
I started simple basic coding at the age of 5, which soon turned into machine code (ATARI/Commodore). Over the years been getting into various languages on diff platforms as needed. I am a fast learning hobbyist though ... FORTH, LUA, JS, Java, C, C# Python, whatever ...
You started coding at 5?
As for including AMUMSS functionality, sounds great for those who use it. I would however likely rewrite the core into C# if that is your thing, because using an interpreter or otherwise will just cause issues, especially with debugging.
@cinder edge yes I did. I blame my dad :)
yowza
Sounds great! π I had the pleasure of using the commodore as a kid, but back then I wasn't able to program yet, lol. Still, most developers from that time are still one of the best ones today. Simply because they know assembly, which most devs these theys dont π
I started walking at 5
Was mainly text adventures and alike at first, some images included.
Ah yes, I have not even mentioned assembly. But yeah, I learned along the way, often from code in magazines/manuals and later on more advanced books. Now the internet is the best source
Ye. Assembly is just insanely powerful. If you know that, the sky is the limit for you
High level is where it's at, but too complicated for most.
Assembly is low level, lol π
Low level is actually the most powerful, but often extremely complicated. High level is easier, but therefor also less powerful
My dad is an electronics engineer, so I learned to understand the internals as well as the externals from young age. Understanding both internals and high level, certainly helps doing a better job at the lower levels built on top
Did I get it the wrong way around? My bad ...
You get the idea though
Haha np, I used to make that mistake all the time
Well, I still do! apparently
I just started to see it as layers. Obviously binary being the lowest level, then assembly and moving up onwards to high level languages
Yeah, best way to put it. I should forget about thinking in skill level required to stop making that mistake
Ye that's what put me off as well, haha. Just made no sense to me. High level == High skill. Why is it the other way around? xD
So yeah, high level = LUA, which is why it is used so often, as the basics are easily learned and allows many to work with it. You see it a lot on game modding, which I can understand. LUA is still very advanced when you dive deeper into it as well. However, it is not as fast as mid-level languages like C#. I have seen quite a few devs start out with LUA as they were familiar with it, to later face the decision to convert as performance eventually started to hinder them
I learned LUA because of a mod in Minecraft (Computercraft). Had great fun with it and allowed me to create insane mini-games and functionality within Minecraft
Then again, I often end up doing insane things if I get a chance
Ye I personally don't like LUA. It's an acceptable language for beginners, but not for anyone doing more serious stuff. That's why I think I'm gonna use something else in the program I'm developing. The only reason why I have my doubts is because it might be best for users to be able to manually edit those files without being overwhelmed by complicated code
I mean, the most logical approach for me would be to just use json strings. But although json isn't that complicated, it's still a bit more challenging than lua
Oh yes, I would certainly stick to your core code for the Modding Station (C#) to do all the work. Not too hard to output what is needed in a LUA format
No I mean for auto updating mods. You need to store the data that's been changed / added / removed by users somehow so you can later refer to that and make the same changes in updated mbin files. The question is the method of storing that data. Could be a custom config file, lua, json string or even an SQL database for all I care, lol
Its just that conversion between json <=> xml is very easy / reliable. Hence I think that's the most logical approach
Yeah, not sure ... somehow need an identifier that can be looked up in the (unchanged) source, with the change made. Custom additions can have a custom id I guess. Then iterate over the new source in an update, matching the identifiers, re-applying the changes?
And yes, I am personally most familiar with json, so would be logicla choice for me to use
Oh I know how to apply such changes, that's easy part π Getting it to work isn't the issue. Its just "What's best for users if they decide to manually work with it?"
But ye, I think json is the best approach. It's not too complicated for users to work with if they decide to do so and gives me the flexibility I need. Seems the perfect compromise
I assume you more or less stick to how it currently works? So they can still go the familiar regular route, exml. Although json reads pretty much just as easy, if done similar. Might throw existing users off though to change to json.
Change is usually for the better though and json is not going to hurt that much
Ye the idea is that users just work with the exml. The json should be auto generated and only used by the program for updating mods. In principle, users wont need to touch those at all. Just giving the option to do so if they want
Exactly, as long as internal, just do what you feel works best
Can always add a convert back/forth option if they need to touch json, so they can do whichever?
Ye perhaps. Anyway, that's just future talk for now. First gonna have to get the program to function. Adding auto mod update feature is of later concern
No I didnt. I did take a look at its old github just to get a general idea on how he did it. Then realised it was outdated and imho not the best approach. Tossed it away and started on my own, lol
Well I did use tiny bits of its source. Some stuff was actually pretty clever. Just needed to adept it a bit to fit my needs
Just wasn't sure as usernames don't say it all. I thought so though. And yes, the github repo is not what is actually released. It amazes me how it has been working so well without any update for a long time though. Might want to try get in touch for more current insight though. Then again, it often doesn't hurt to start with a fresh look ;-) I assume Tub0 is fine with an overhaul ;-)
Well it's because of the way he developed it. Instead of including the 3rd party software needed (mbincompiler etc), he just lets the user download those and reference them. All his C# code does is run those files as a background worker and pass along parameters to it. Everything else is just basic C# controls for displaying files etc
The moment MBINCompiler desides to change parameters, that whole program will cease to function instantly though, lol
Hehehe, I can imagine
But ye, the downside to his approach is that it needs to run the 3rd party software for every single file. It just keeps generating new executables for each file and moves them to the Windows Temp dir. It's slower and creates bloat on the users hdd
Yeah, I like your approach to just include the dll and have an auto-update feature as well as version checking options (which does go way back).
I would not include all versions though, but have it based on the project loaded, with an option to overwrite and manually select
No my idea is to get the version using the dll. Then, if version mismatch, automaticly download the exe for that version if needed. Or if no version found, just output an error (as really old versions dont include them). I can't even include dlls for each version as C# wont like that. Unless I put each in its own namespace maybe, but no.. I wont go there xD
Not adding anything, but the conversation just reminded me of the old annual Assembler demo contests. Those were insane. My family didn't know anything about computers, so I grew up with what acquaintances knew
So you are basing the version on the MBINC used, not on the game version for the project?
Ye. Every since around MBINC 1.7 it keeps a record of which one was used inside the exml file. On the 2nd line:
<!--File created using MBINCompiler version (2.32.0)-->
And the dll has a version method to retrieve that
But what if you have a game version of Atlas Rises but start a new project, how are you going to determine which MBINC to use?
I'd have to collaborate with monkeyman for that. I mean, I can simply just have the user select his / her game version upon creating a new project. But I need a list of which MBINC to use for each of them. Also the referenced dll / exe files are available in the program's directory if I'm not mistaken. Users still have the option to just replace those with the versions they want
Yeah, I would assume you select your 'unpacked', it unpacks your game (whichever version). Then you have your project selected, to then have it check the game version with a lookup table for the MBINC to use. That way you always have the 'best' compatible MBINC loaded for whatever project you work on.
Screw Atlas Rises players! Just kidding, mostly, but just how many of them are there? It's like supporting Windows 95
I actually loved Atlas Rises and have a full backup in case I wish to play, which is actually not unlikely. Then again, it DOES work with 1.7, so no issue there I think ... lol
Honestly, it wouldn't even be that hard to just implement a version selector where users can just change the version whenever they want to and have the program automaticly download the required files for it. The only problem there would be that you'd have to restart the program because it obviously cant change the dll while running xD
Auto restart prompt, after install of the selected dll
But honestly, I would have it auto-detect the correct version to use and not have it rely on already created exmls, which are at times not even created yet
of course a manual overwrite possible to select whatever version you want
I liked Windows 95, but how many still use it and if they do, should they? But I do agree it's not supremely hard to put version selection and support in; I just wonder how important and used it would be for anything beyond 1.7
Even within the same game version, several updates to the MBINC have been made, so always best to have it use the most appropriate/up-to-date
That's not really possible. I mean, it might, but it'd have to get the version from the game executable. There's no other way to figure out the version before checking a modified exml file
I agree you can't determine the version at start, which should likely default to the last selection or default latest.
Chicken bones!
Not sure where game version is to be found though
I'm 3/4 of the way through a bottle of vodka and still need to finish emails to my students and one department head, so just ignore my chicken bones comments.
Ye just checked, but the game executable doesn't report the correct game version. My up to date game reports file version 0.1.0.0 lol
And by the way, can't you use Dynamic dll loading or Reflection?
Probably not. It would first have to unload the dll its using or you get a conflict. Not sure how that'll end up
Anyway, the lady got home so I'll be mostly afk for around 2 hours. Will be active again after that, lol
Hmmm, I just assume there should be versioning somewhere.
I know C# expects it to resolve at compile time, but I believe there are ways around it. Anyways, enjoy the lady being home ;-)
Thx. Ye I also asked on SO C# chat, but got this response:
"You can't have different versions of the same dll
Also methods with the same FQDN will get you a headache"
"Can't"? Balderdash. That feels like a challenge to me. I will help you overcome that, if needed
just on general principle
Lol, well this was an interesting read though: https://stackoverflow.com/questions/42715564/using-2-different-versions-of-the-same-dll
That's a fantastic post and edit updates. ++
Looked into it a bit and it should be possible to dynamically load dlls.
You'd probably want to look into System.Reflection (Assembly class) and I would likely use an Interface to handle the various versions.
https://stackoverflow.com/questions/18362368/loading-dlls-at-runtime-in-c-sharp (old, but useful)
https://docs.microsoft.com/en-us/dotnet/api/system.reflection.assembly?view=netframework-4.8 (doc)
Just showing off the first part of my work. I think this file browser looks a bit better π
No, its more the build in spyware that I'm not too happy about
Yeah, they sux, and spyware is meaningless on me anyway
congrats, you have discovered that I am a college student who loses too much time to NMS
Lol. Well I do have stuff on my pc that don't belong to other eyes than mine and my gf's. So ye.. no π
you could always go to MS headquarters and punch them in the face
I bet with a bit of careful scoping an planning, you could even punch the CEO in the face
Is this the 'internal' versioning used? See the 'OriginalFilename' metadata. Interesting how the last built was created on a laptop (social distancing?)
Current 1109, Atlas Rises 0210, Next 0906
Lol, that wouldn't require too much planning on my part. Just dropping my name is enough to open a few doors at MS
Had to use PowerShell by the way, as I can not get to see the full field in default properties
I've been a MSDN admin for some time and actually was one of the developers of the MSN Messenger / Hotmail webpage
Well to be fair, more a beta tester than an actual developer at that time, but ok
Don't tell me the screen will nudge when clicking on things?
The screen will nudge when clicking on things
Then I want those oldschool emojis too
I want the newschool emojis
Hahaha if only, lol. Nah I'm just messing with ya. That feature was annoying af
need my poop and skincolors
But back on those days as admin I could do some seriously messed up stuff. We didnt rly have those privacy concerns we got these days, so we could get away with quite a bit
So could others ... lol
Like I could message anyone using any account I wanted
True, lol
It wasn't the most secure app
But to most useful part was my job on msdn. Basicly all I did was handle requests for access to certain software and write out new keys if someone needed them
Perks of the job was that I was allowed to just write myself any key or software I wanted
So I said to my supervisor: But if that's allowed, what's there to stop me from giving keys to my friends?
He said: You don't have enough friends for us to notice.. lol
BUUUURRRRN
ok, got a weird request for anyone who is around, I need a save file where you are near an alien that has a number of un-translated words. Race doesn't matter...
Give me a few mins to fire up steam etc and I can give you one if you still need @obsidian tree
I sure do!
otherwise I'm just randomly exploring the galaxy until I find one... lol
Well I got a save on a space station with several aliens around that have untranslated words, but not sure if that's what you're looking for, lol
Or do you mean untranslated English words to some other local language?
@thin viper No, Steam is a different company. So obviously I couldn't write out keys for them. Keys are usually just some basic algorithm. If you figure that one out, you can write as many keys as want. They won't be very helpful because Steam needs to add them to their database to be "valid", lol
ah, I didn't even think to check on a space station
I have an alien with a bunch of untranslated words
I'll see if he has any of the words I need, will let you know if I need a save or not, I might be good thanks!
Oh lol, was just about to DM you xD
Also, you can simply just use the Save Game editor and "unlearn" yourself every possible word with it
yeah I know, but then I have to mess around with it lol
also, this is somewhat my main save
That doesn't matter. The save editor creates a backup of your save the moment you make changes to it. By the time you're done messing around, just reload the backup and you're good to go π
Ice any chance you can bring life back to nmsse
What do you mean? Nmsse works fine for me?
Nms script extender
Oh. I'm afraid not π¦ I know very little about C++ and absolutely nothing about assembly. Both are required to do anything like that
No problem 
who wants a challenge?
What is something useful about the number 1065233
hint 1: don't think of it in decimal.
hint 2: it's a "filter" (of sorts)
5 internet points to whoever gets it first π
@thin viper Perhaps you can ask @fallow meadow π He knows Assembly, C and C# (not sure about C++, but if he knows C, pretty sure C++ isn't an issue). And since that script extender has a public github, it's just a matter of updating it and picking up from there. Perhaps you can convince him to do it
Didn't know they were a programmer. 
@fallow meadow any chance you can try and get nmsse working
gamer: you clearly missed me and icecube's conversation about MBINCompiler yesterday lol
I saw that
Let me go through it again
I am just looking if i should wait to update mods or a something new is cooking
Stuck indoors anyways for a while
lol, btw I figured out a way to load multiple versions of the same dll into a C# project monkey π Haven't tested it, but if it works, I could actually include all MBINC's dlls into my project, haha
The number one?
nice icecube! Is that in a dynamic way? Ie. determine what dll's are in a folder then load them? At least the MBINCompiler dll are versioned nicely lol
yeah
In binary it looks like a nice way to check for byte overflow? Underflow?
Every 4th bit is 1 for first byte and then 8th bit is 1 for next bytes
Not entirely sure how exactly it seems to work. Something to do with dependentAssembly and bindingRedirect. Then using AssemblyResolve and Reflection to solve the type and get it to work
Its better explained here: https://stackoverflow.com/questions/42715564/using-2-different-versions-of-the-same-dll
Btw, for those that don't understand how useful that is: It means it would allow the new modding station I'm working on to determine the version used for whatever mod you're working on (as long as it's not too old) and automaticly apply the correct MBINCompiler on it
I used to just have the mbin file drop on exes one by one to see which version it opens lol
Seems its going to make it easier

Ye the station I'm working on no longer requires you to convert mbin files. It does it all automatically for you in the background. All you have to do is just select the file you want to work on and start modding it
looks like the code at the bottom of the first answer would be useful as it looks like dynamic loading of dll's
as long as the API doesn't change then you'll be fine
and it worst we'll only add things to the API
any existing methods I have 0 intention of changing
@thin viper nope, not quite
you are right about binary being the right way to look at it though
guys, i have been having an idle convo with JJ over at nexusmods about abandonded stations. it was brought up about being able to build on them but JJ isn't sure if the work put in would get enough interest.
To be fair, I understand his concerns. Although building on a space station might be a bit fun, it also limits you severely in what you can build or not. At best, I would just use it to move out and start building my own station in space
@naive moth @thin viper I know the internet usually assumes male, but fwiw, you guys got it wrong π No biggie though.
Reviving NMSExtender looks like quite a challenge to be honest, but I will have to disappoint you. I am often tempted to get into new projects, but I just don't have time for it, as I have my own things to work on. I hang around in here because it has my interest and I may hopefully be of help at times.
@fallow meadow Ah apologiesπ Normally I just type (S)he to be sure. Guess I was too caught up in my work to pay attention
No problem @fallow meadow . I am hoping for the one programmer to revive nmsse finally. One day it will happen

I only know C and bit of C#
I took a look and it was too complex for me to even work with
Maybe, but I can imagine those interested in memory editing to use CE and write scripts for it instead of looking for a mod doing similar
When I look at NMSExtender, it seems like there is a decent base, but not quite a finished product. It is old, which may not be a big issue, but certainly not easy to update and turn into a full blown mod if C++ and memory level editing is not your thing
Memory editing i use but when you wanna make it a mod for end user it becomes to complex to setup
Honestly I think it's going a step too far. I mean, maintaining something like that would be a huge nightmare. Everytime the game updates most (if not all) base pointers become invalid and you'll have to find them all again, update your entire program etc
Ahuh. Maybe ant2888 felt the same. Certainly has potential, but makes me wonder why it has been abandoned. Most likely too much time and effort involved to get to where it required to be
Not necessarily true @naive moth , as you can have pointer lookups, which will often not break with each update.
Yeah it just got abandoned since that was time when people thought nms was done for
Afaik they said they no longer had time to work on it
In their last message
Ah ok. Well as I said, I'm not that great with all of it, haha. I've messed around with cheat engine a few times in the past to learn the basics, but other than that its rly not my department
Not to mention he was doing things with shaders too, which with vulkan is going to be a pain.
Well, basically you know what a function looks like in memory, so you look for those specifics and edit the result. If your lookup is good enough, it hardly ever breaks unless the function is completely changed. In CE you do more or less the same, you create ways to search for what you need, making sure it always finds it regardless of updates
But yes, you need to be quite specialized in it to know what you're doing, let alone be interested in creating your own application for it
Ye I can definitely see that. Hence I'm not touching it, lol
I am honestly tempted though, as I love to learn more on that level. Too bad a day only has 24 hrs though. So many fun things to do, so little time ...
I will wait. I still have hope it will be working one day
Or hg themselves will release stuff for making mods
Have you tried contacting him? Likely won't pick it up again, but may have useful info on what is required to make it work again.
I once knew a guy that could probably do all it with his eyes closed. Never seen a more brilliant programmer in life. He seriously simply wrote his own programming languages. Made several game trainers to. He rly blew my mind when he showed me he developed a language that was able to change / apply the source while the program was running
Nah, HG is not going to touch modding, as they have several platforms going, where only PC has the opportunity.
These people do exist, but they are rare to be around AND available
Yup. But its also quite a challange to communicate with them. They're so smart that they're socially just.. awkward. Its like their brains move way faster than their hands or mouths can output, lol
Which is also a bit of a downside for a mod like this, it requires smart people to add to it or work with it as well. Most players want it delivered on a silver platter, so they won't even touch this mod to begin with
Yay, create your own custom dll to work with it ... right! Let's look for something else
Ye exactly, lol π
That's what i wanted to avoid with the extender lol. Make my mod as a dll and you simply drag and drop it into exe along with the nmsse dll
where can i edit the chance for planets to contain aggressive sentinels?
Pff.. I finally got my program to correctly copy selected files and folders to projects. It's freaking challenging to keep relative paths intact when the user is god knows where in the file browser!!! π
@odd stag umm, gamplay globals or something? Definitely one of the globals
@odd stag This might serve as some reference
https://www.nexusmods.com/nomanssky/mods/1245
@obsidian tree i have a look tomorrow, thanks.
@hushed bronze looks like this is only for spawn chances. Which is also a good thing to look at. But what i ment was to change the chance for planets having aggressive sentinels, that always attack you even if you didn't do something.
The syntax highlighting still looks crap, but quite proud of the result so far! π
what are you using for it?
if this was coded in python I'd recommend pygments, but obviously that doesn't help you lol
Whaha no this is coded in C# π I'm using the ScintillaNET framework for it. It's not a ready-to-use framework, but it provides all the tools needed to make the editor
HG did add some references to a modding screen or platform of some kind in Living Ships. I don't know if they'll pursue it, but they're at least thinking about it.
For building on abandoned stations or anywhere really outside the 1000u altitude limit, I've tried every possible thing I could think of, as have others, and that render issue just seems insurmountable. And once you get past that, you have to enable the build menu, which is not too hard, but something else to consider. Some elements worked for a while, but then those stopped working. I'm sure there are some flags in scene files or something like that that might help, though.
What r mods for exo mechs gonna be like?
Im gonna give them super saiyan transformations and laser fingers
what are you going to do @naive moth ?
@odd stag I'm developing a new modding station for modders
nice π
is there a good mod for grass and trees rendering in the distance ? i feel like the game has almost no grass and only loads 20 - 30 meters around me
is there a good mod for grass and trees rendering in the distance ? i feel like the game has almost no grass and only loads 20 - 30 meters around me
@pine dock try this. works for me:
https://www.nexusmods.com/nomanssky/mods/1316
Will do, thanks! π
Hi, I'm new here and it's my first posting.
Is there any mod that removes the limit of ships we can own in-game
not that i know one @novel jewel
if i want to update my mod, do i need to unpack all files from NMS again after an update?
yes
π
anyone know if there's a mod that lets you play unarmed/unequip the multitool? just for RP/immersion purposes
You can punch, but I don't think you can remove it entirely. I may try deleting all my multitools later and see what happens
I think the mod might be possible but it would be immensely complicated and way way harder than it could every justify
there would be like 1,000 moving parts to that
Hey this wire-stealthing base part might be my first claim to mod-turned-vanilla! π
And one fewer you have to update. Well, that one doesn't need updates though
So, I have a question.
Does a movement mod exist for the game?
The biggest thing that keeps me from playing is that I absolutely loath the locomotion system. The clunky running, the weird inconsistent jetpack. I've always wished that NMS had movement closer to Titanfall or even just something like Halo.
Does that exist or am I just out of luck?
@paper fern There are several, just check out nexus (Though, the new update probably knocked them out for another day or so)
@vale iron I did have to update it one time, but that was all
ofc who knows, maybe that part introduced a bunch of fancy code that could be repurposed for an even sweeter version! π (seems overkill at this point though, lol)
Anyone have a good list of mods to start with?
I've seen mods that increase speed, but nothing that, say, lets you have an actual jump rather than the jetpack boost.
Maybe an item that lets us hide other things, not just wires. We have the function now, presumably
Oh crap, did they just add an invisible flag to base items?
Can we use that to bypass the problem with space items rendering?
......You're looking at files, not guessing, right?
No, I was totally guessing while walking across town.
Nothing special in the basebuilding that I can see. The wire hider is the last item. Whatever magic there is must be in the ENTITY file
i feel like i come back every couple weeks and theres no cool stuff to break
you'll be able to look in the files in a few hours π Almost time to knock off work...
@obsidian tree Are you living in Europe?
I put together a new BBB with the 3 new parts included
https://www.nexusmods.com/nomanssky/mods/1096?tab=files
@hushed bronze no, if I was it would be the middle of the night...
Nah, that would be morning, but I suppose that doesnt fit any better
Anyone have a good list of mods to start with?
@severe crystal This can help u get the best experience:
https://www.nexusmods.com/nomanssky/mods/1316
https://www.nexusmods.com/nomanssky/mods/1083
https://www.nexusmods.com/nomanssky/mods/1098
https://www.nexusmods.com/nomanssky/mods/1427
https://www.nexusmods.com/nomanssky/mods/1084
https://www.nexusmods.com/nomanssky/mods/1139
https://www.nexusmods.com/nomanssky/mods/1148
https://www.nexusmods.com/nomanssky/mods/1164
@severe crystal if you want it a bit harder: https://www.nexusmods.com/nomanssky/mods/1497/
LightFix mod updated to the latest release π You're not required to download this version as the files affected were not changed by the latest update. However, I did also release a Soft version with this release that's ment for users that mainly build in areas that already have lights of their own (freighters / prefabs): https://www.nexusmods.com/nomanssky/mods/1496
@vagrant citrus If you want others to update mods that aren't their own, please link the mod you're talking about and make sure it's been abondened by the original modder (didn't get updated for a long time). Otherwise, please wait for the modder to update it him / herself
Hope... Some day, some one build a mod with inf ship storage/capacity, by removing the current 6ship capacity.
@novel jewel Its not possible. We can't access the UI through regular modding and therefor have no way of making the other ships visible to players. To be honest, I'm not even sure if the game would allow us to make extra slots for ships
@novel jewel Its not possible. We can't access the UI through regular modding and therefor have no way of making the other ships visible to players. To be honest, I'm not even sure if the game would allow us to make extra slots for ships
@naive moth yes... I knew it, or else it would have already existedπ
@obtuse plank No it won't. Adding extra ships on its own wouldn't mess up anyone else's game. The trouble start with how the game works with your ships. You've probably noticed there are 6 landing spots in your freighter. That's because your freighter automaticly stores all your ships. You're probably already able to see what'll happen when a player has more ships than the freighter has landing spots
no no i mean for texture purposes @naive moth
No that wont matter either. He's not talking about adding new models. Just talking about adding the ability to own more than 6 ships
Ohhhhhh ok. I misunderstood
uh oh
I added mods for the first time to NMS and now it crashed
@novel jewel To be fair though: It's certainly possible to mod the stacking of items allowing you to carry way more of a single item in a single slot. That way you can carry a LOT more without the need of extra ships for storage
Did you make sure the mods you added were updated for the latest release?
dont some of them work in newer versions
Ye some do. But only if the files they modify weren't affected by the update
Only way to solve it is to download all of them again one by one or move them to different folder and load them one by one to see which ones are causing trouble
NMS is at 2.40.1 I think.. Though any mod updated for 2.40 should work
I think i got JJ thinking...lol anyway, think my first mod will be affecting abandonded stations.
JJ mentioned using a station for the exterior of a freighter. which would make sense as far as building in the interior
what file(s) do i need to edit to change the chance that there are aggressive sentinels on a planet?
Since the Void Egg mission timer mod hasn't been updated yet and does require one, I've updated it π Will not upload this one to Nexus so the original modder can update / maintain his / hers. Just releasing it here for those that cant wait
Caveat, they introduced some weird inventory control variables we don't yet understand
Gotta love those weird inventory control variables
@naive moth been going through the void egg missions, almost through the third 20 hr timer and was about at wits end when i heard this wasn't the last one, this mod is greatly appreciated ππΎ
@elfin rampart No problem, enjoy it π
Nope.
are there any mod tha let you change your ships color?
@fathom ocean No there aren't any mods for changing ship colors and afaik it's not possible to make them either.
I think a lot of that is inaccurate, actually, but still... the unltimate answer is no: there are no ship color mods
are there any updated mods for fixing the pop in and increasing draw distance
@hushed bronze Changed my answer. It was the way I understood it, but I rather not give inaccurate information π
I made one for living ships. Did not release it, and probably won't. I have no idea, but I would assume that the other ships are calling their colors from a palette like everything else. People share colors and designs through seeds and locations. The problem with making a mod that changes what people collect is that they can't share it like they are now.
Personally I have no issue with these drawbacks, I just have never aimed for that yet
Its literally the same drawback as any other color mod, you and other people wont see the same
OH, also, not too long ago I tried to take GrassAlt and relocate it directly below Grass in the Basecolour, All the ship colors changed, probably from line-shift aftershocks.
Its pretty strong evidence for ship colors being in the base palette lol
ofc that also means they are limited to 64 max options
I was assuming it would be in basecolor. I haven't looked closely but they might be using "paint"? It would be the same way they do a lot of other things.
@hushed bronze have you played since update? I hear there is something new with fog?
I usually wait for monkey to update most of the way before I update NMS. I needs me mods to play.
I haven't. School n stuff
Well, briefly to verify the update to BBB did what it was supposed to
Yeah, regular ships use 'paint' mostly. Alien ships use a few different ones. But yeah the big problem is that the ship colors don't get passed to other players, and that's not something we can control, unless there's a variable we haven't found yet
but thats a universal fact of NMS mods, its not "a ship thing"
Wait is this just visual because i have a thing where i like to play the game as vanilla as possible so is this like shaders in mc?
Yes, its purely visual
@wooden charm a lot of my mods are, actually
Ok and how do i install i really wanna try some of yours out
Cool and can i remove them at any time or will it corrupt my game?
Virtually all mods are harmless and fully reversible
the only lasting effects you might see are if you install a mod that makes all ships S class or something and buy one, the ship will stick around exactly as you bought it even if you delete the mod
Thank you so much for bringing this to my attention! I dont think i will take them off anyway. Also, i doubt i will use any that change the game, just visuals probably
Sometimes an update will make a mod incompatible and the game might crash on start but it wont corrupt saves, just delete and try again
Ok thanks!
NP π
@wooden charm One non visual I would strongly recommend is "Beyond Base Building"
Its focus is to remove needless restrictions on basebuilding systems, but it doesnt do anything cheaty like unlocking all the parts for you
Did you make sure the mods you added were updated for the latest release?
@naive moth yes i know about it, and using max stack as possible. i just wanted to collect more ship and wanted to fill one of my base with dozzens of ships
@hushed bronze is your mod that we can't get a free freighter already available somewhere?
no
Is there an easy way to check which mods are affected by the recent update?
But I could hand it over to you if you like, lol....but its really just an experimental patchwork, not really a proper mod
@gray veldt Sorta...
@hushed bronze i might try it on a second save and then use it on my main
@gray veldt But its not a method that would be super helpful to non-modders lol
I had recently installed many mods yesterday and was finally good to go until the exomech update just dropped
@hushed bronze please, so I can experiment with that. π
@gray veldt lol thats some get-rekt timing lol
yeah my game auto updated. not that I'm mad lol. I loved the new update.
just kinda messed up some mods
Bulk is from language files
most are not compiled to save me packing time when i am testing changes
@odd stag
@hushed bronze thank you!
One particular mod I'm having issues since last night was the Better Build menu by Lo2k. That was messed up since update changed files there
Vanilla build menu is hell to navigate
i will test it after work this evening (its 10 am in the morning here) and then i can report you π
Do note that I am not sure how it plays with a non-new save, and its not meant for that, either, the way I made it
@naive moth the egg timer mod didn't work for me still have to nurse this singularity for 23 more hours
@elfin rampart I think it only works on new eggs or new mission timers for the eggs. The egg that you have already has a running mission timer. It doesn't go through the mod to set it
I loaded it before i started this mission timer so must be egg dependent
Oh well i guess i got one more day till living ship
Well to be honest, all I really did was change the timers. I never actually tested it. Could be that HG is trolling us and made the values inaccessable. So changing them this way wouldn't work at all.. xD
You can edit the save file to increase mission progress by 1, if that's more your style. That's what I did.
@hushed bronze I was meaning ships compared to like character models. I can edit my character model and that data gets passed to other players, but if I edit my ship color, that doesn't get passed.
All good
@vale iron But if you give your character a custom color that would not normally be available, does that have MP visibility?
Hmm, I think it does, since the colors are saved by RGB, not color box selection, but I can't say for sure.
That would be cool, but still, it would be a rare exception to the point I made. Ocean colors, grass colors, tree colors, space, sky colors, all would have no bearing on someone without the equivalent mod
Agreed, but I think we were talking about two different things. They had asked about ship colors and that's more in the character model vein than in the grass color vein
Im just saying the repeat argument Im seeing is "But other players wouldnt be able to see it so its pointless" and I'm just like "ALL mods do that tho"
(compared to this btw)
(old problem)
That's a good point. I definitely recolor my ship, even though no one else sees it
Ghehehe I added a little tool to my LightFix mod that will allow anyone to change the values and create their own version of it π It's available on the mod page, lol
Overkill, yet fabulous π
oooh
That's almost exactly what I wanted to work on with people because I'm not very good at it, but had to just start making it on my own! You are now conscripted
Congratulations
@naive moth Im not sure I would bother with the rotate / scale parts
should make a full out color picker with sliders for it to be truly overkill
@naive moth OR, for scale, you caould add a layer so the user is just doing a multiplier on the XYZ which get changed evenly in the background
@vale iron When it comes to Windows apps, I'm really only good at C#. That's why I didn't believe I could help you out. But I'm more than happy to give you my source code if you want it π It's not documented though (though rly not very complicated, you should be able to read it)
@willow hearth Ye but changing hexidecimal RBG values to NMS values wasn't on my list of things I'd like to do, lol
@hushed bronze Ye you're right, I rly should've just made that one field instead of 3
I mean, isn't it just 255 vs 1


