#nms-modding
1 messages Β· Page 180 of 1
Also in general, would it be better to edit "Mountains" or "hills" in terrain gen file?
@odd stag Latest version should be 1.6.12, while you mentioned February 22. Not sure if the version is the same, but I assumed it should be older looking at the release log here:
https://github.com/goatfungus/NMSSaveEditor/blob/master/CHANGELOG.md
I always get it from github to ensure I have the latest. It looks like the date did not get updated on nomansskymods, as I just downloaded from there to check. Same version indeed
Actually, it even says 1.6.9 on nomansskymods, so the info is certainly somewhat outdated
@cinder valley EVERYTHING
I'm doing an overhaul right now. I'm changing underwater, mountains, making rivers bigger, etc.
Amplify oceans depth to go way down, and people will love you forever
I've always wondered what "AmplifyFeatures" does. Most of the time i'm just messing with stuff lol
If anyone knows how to troubleshoot MBIN errors, shoot me a message.
@round sinew DUDβS SKY on Nexus mods has an exocraft mod with lights.
@cinder valley I assume youve made other mods given the rank... you use modstation or what?
Yeah, it's just not compiling. (using modstation. ) The logfile is saying exml exception)
I guess you probably broke the syntax somewhere
It's weird Notepad++ can usually find that, but it's not
@cinder valley But if you previously tries to compile and made a mistake, sometimes PSARC or MBC gets hung up in the BG silently, and modstation will be unable to compile until you reboot, which is also a silent error
Yeah, this is something i messed up. I got an error and everytning.
@cinder valley If you are only changing values then its verry possible you mistakenly chopped a "
thats my thought. I'll never find it in 18,000 lines of code.
Depends what you changed if there are only a few things
i mean i changed alot. This is where i get annoyed and stop modding for weeks lol
lol You should def only change a certain few things at a time while still learning how the parts work
especially in a monster file like VOXELGEN (I assmue?)
try searching #_/>
like 0 />
In other words, what the end of a value with a missing " would look like
Going to start over but make different mod pak files for each different change (one for underwater, one for hills, etc)
You could try to validate the exml here for example:
https://www.xmlvalidation.com/
It may not show exactly where the issue is, depending on the error made, but can give a good indication.
When for example a property should be closed like this />, but missing the /, it would show a list of property tags, with the error at the last line. When a quotation marks are missing, it would show an issue at the next line. Might be useful to try?
I am sure there are various ways to validate syntax, or programs that include it. Might open it up in Visual Studio or something?
NP++ does of course do syntax highlighting, but is by default not great at actual validation. Results may vary on how 'visible' your mistake will be
Lastly a comparison with the source and the result, will at least reduce the amount of lines to check, as you are only left with the actual changes you made
@steel crypt thanks for the reply, i'll look around
how can I move an invisible base thats close to space limit with the save editor?
is it possible?
YEs @lethal cape
Can be tricky tho
The easiest way I can imagine, make a new blank base where you want to transplant, then copy over the placement data from the old base to the new one. Will need to custom-name bases to be able to search them out easily, within the "Edit Raw JSON" option
Is there any way whatsoever I can get all four of these to play nice or is it just a pipe dream?
[INFO]: is MOD-ified by:
[INFO]: "No Blinding Torch Light 1.3.lua" (==> ModScript folder)
[INFO]: + "zzzPU_AmbientOverhaul.pak" (==> NMS MODS folder)
[INFO]: + "_FastAnalysis2.41.pak" (==> NMS MODS folder)
[INFO]: + "___E3_SCAN+250.pak" (==> NMS MODS folder)```
You can get at least two, since you have a LUA
You could try unpacking the others to see if they have LUAs. If not, Monkeyman made a beta tool that compares two EXML files and spits out LUA for it, but I haven't tried it yet
Anyone know of a mod that makes the mech turn faster and walk backwards? its kinda useless when it turns this slow
hi anyone know if exist a mod to slow down life support consumption?
i think so
Yea an S class upgrade module for life support
@broken forum
@broken forum The ingame descriptions talk about increasing tank size or something, but increasing capacity while the same amount of resource can fully recharge it, the effective result is slower drain
Is there a mod for building? So I can build more precise and stuff
You have been to Nexus mod?
@fallow meadow ah okay i got it know, thanks for your help!
TileBlendMultiplier - does a larger value = more blend, or less?
B/c it seems like larger = less, which was counterintuitive.
A LOT of the terrain globals settings have done literally nothing that I could see
try to get a visible result at all before thinking about it too hard
@unkempt locust
Thanks for Exosolarπ
@broken forum one other thing, sometimes it is not insane to try an incredible extreme to fully verify that a var is actually ununsed. Some waterglobals moves I learned from redmas recently actually only work at nearly 1 billion times smaller than the original value
So its possible that a value is not deprecated, but rather so severely wrong already that messing with it by factors of 2 or 3 mean nothing
try to get a visible result at all before thinking about it too hard
@hushed bronze Thank you. You're so right. I honestly wasted a lot of time probably accomplishing nothing at all because nothing was really changing, lmao. Oh well, learning experience.
No blinding torches + actual darkness.
I am in love. β€οΈ
All thanks, (somewhat obviously) to Exosolar and trevix for their amazing work on their mods!
@unkempt locust your screen is liek ... all black tho?
π Yessir. Torch on/torch off.
There's simply no light in that corner of my ship. As the gods intended.
Next I am going to try and...arch shadows more...I guess? So that sides of bodies without light will also be dark, even on their surface?
pardon me if this is an inappropriate question. when using the save editor, ships have base stats. what would i set them if i wanted them to be normal for an s class?
+
@hushed bronze , has anyone ever reported something like what i posted in #nms-photomode-gallery just now when running some of your mods (stratos, expanse,...)?
@round sinew Probably Stratos, it eliminates night and uses dusk in its place, and a lot of autoswitching lights only take into account the literal internal night trigger. Jasons headlight mod may overrule that problem
(but I think its for ships)
yeah, i can confirm i took out Stratos and headlights are back
They should have ties it to the clock time... oh well
i'll go and take a look at jasons headlight mod like you suggested
Is there no player control for light toggle?
Not on craft/ships
i didnt think so
And your pockets hold more stuff than your 80 trillion ton space freighter
The exocraft .scene files each determine how strong the lights should be
https://www.nexusmods.com/nomanssky/mods/844?tab=files - If this does not work, it can likely be updated relatively easily
yeah i'm going to try that one, even though nexusmods says it's last change was in 2018
Will likely need updating and minotaur added
if it doesn't bork the game in some weird way, only thing i wanted was better roamer headlights, it's the one i use the most
as you may have realized by now, i never did any modding
π
oh, it crashes
says uh, some mods aren't compatible
doesn't specify
cuz it dont know, it just knows that it blew up
no big deal
cuz it dont know, it just knows that it blew up
Wiser words
They don't know it be like it do
But it do be blowed up
still on this, i found out that if i turn on the player's flashlight, it actually then gives me headlights on Roamer - but the light source isn't lined up right it seems it's way below the normal headlight level if i'm wording this right
I may have made larger oceans. @hushed bronze It's always hard to tell lol
Well drop me a pak I bet I can tell
also, are you going deeper or wider?
@cinder valley
This is the landfill mod, all the oceans are flat land, lol
Weird I just changed heights basically
Thought: adjusting height for oceans too high might make no oceans
@cinder valley Here use this so you can test multiple planets effortlessly
Its just a fancy pulse drive booster. 10x pulse speed and instant spin up/cooldown
dang
Oh also 10x fuel burn rate for fairness π
Anyone know what to dive into to find how the actual systems are set up? I would like to investigate changing the distances between planets. (And then, bouncing off the above, increase pulse speed.)
@unkempt locust well obviously you can just open the above mod to learn pulse speed but changing planetary spawns is insanely limited. Nothing we have actually been able to do is meaningful enough to justify endangering mod users with its habit of spacing people
Only thing I have been able to affect is planar flattening, not ranges or anything like that
Rayrod was able to use exe hax to make micro planets, which were cool but dont make a functional mod
No way to do something purely visual, not actual...moving of the bodies/entities?
Oh interesting--I will look that up purely out of curiosity
And what do you mean by purely visual?
Just a visual improvement/change. Make the planets appear farther away, but not actually.
I'm kinda lost... There is outdated mod on Nexusmods which I managed to revive a bit. I'd like to share it when I'm done with further testing.
My question is: Is it okay to post Google Drive links to the renewed mod in Nexusmods comments?
Oh, it's Meki's maneuvers...
There are more recent modders with ship control mods, did you try them?
Hm, apparently there's one mod that I should check.
I'm confused by my inventory, I don't know most of the things and the explanations doesn't seem to give enough info, can't really use the wiki on VR, there's some mod to get more info on the items?
Well, I've tried other fresh mods, but they have no reverse and I can't angle my ship perpendicular to the ground. I liked Meki's precise controls near ground and ability to fly in tight spaces (caves).
Monkeyman made a beta tool that compares two EXML files and spits out LUA for it
@vale iron
Where would I look for MonkeyMan192's LUA-creation tool?
EDIT: Found it on another server: https://discordapp.com/channels/215514623384748034/473345610100113418/641627226466680844
Can you put negative values into heights? Im making an ocean mod and when i was "increasing" height in the VOXEL file it seemed to make them closer to the ground level
@cinder valley
As usual, try it and see. Only a handful of modders have ever made meaningful forays into terrain gen.
Hi, Im new to the game, just downloaded a bunch of mods and put them in pcbanks/MOD folder, they dont seem to work
also renamed enablemods.txt
Are they old as hell mods that couldnt possibly work?
i thought you had to move enablemods out of the game files?
I downloaded from the first page at nexus DB
most of them are yours π
so Im making some terrible noob mistake here
I was pasting folders instead of .pak files ^^
NO! BAD! WRONG! lol just kidding around π
no matter how fool proof your design, a noob such as me can always show up ^^
which is how you get to "DO NOT EAT" instructions on your TV set manual
Hi, I would like to know if there is a .exml viewer like No Man's Sky Model Viewer v0.55, because that one does not work
I am getting this error while trying to load a file:
System.InvalidCastException: Unable to cast object of type 'System.Xml.XmlComment' to type 'System.Xml.XmlElement'.
at GEOMMBIN.LoadObjects(XmlDocument xml)
So I made a mod that simply replaces the super high detail Silo geometry with a very low-detail substitute. In my simple test on my own farm with 375 silos, my FPS rose from 29 to 53. I would love to have some people try it out and see if you can find any obvious flaws or just simply enjoy the huge FPS boost if you have tons of silos!
Wow! well done
Did you try it ? @vale iron
No, I don't have any farms of note, sadly
is there any combination of parts that will get you snapped between basic and prefab parts?
Not sure what you mean?
Normally you get no snap points between basic pieces and prefab pieces. I found what I needed, though. The glass tunnels let you put a few different things on the ends, then you can build off that
From what I have seen so far, manipulating snaps should not be too difficult
just time-consuming
Earlier, I even temporarily accidentally caused pipes to be capable of snappong to power heads. Was very interesting
I wonder if the right snaps could send the mining booty straight to storage, lol
FOR NOW, though, my mod was solely and specificlaly aimed at cutting the laggy load of the heavy mining parts
learning anything about snaps was a fluke π
If you manipulated the endcaps to give them the property that is required by the mineral port, you could just put one endcap on one end and the other on the other end, maybe
I can see how the connections would work, but I have no idea if the storage boxes are code-similar enough to accept that input in a viable way
I think information gets passed from the extractor to the pipe head about the content and subnetwork number of some kind. As long as everything matches, it puts stuff equally in silos on that subnetwork. So the trick would be telling the pipe that you're connected to the subnet at both the silo and the extractor
?
There are those network and subnetwork settings in Base Building Table. I don't know if those are related (I think they are) and, if so, what the values in the BBT are
No I literally meant the storage containers
I managed to snap a pipe to one already but it was with a buggy glitchy wire, but it gave me the idea
What did the pipe connect to?
Anyway, storage containers and Silos appear to contain items a bit differently, so no telling if SC's would be able to accept a pipe input and fill normally
Originally it snapped to the power input
interesting
because I wasnt messing with storage containers and so I hadnt added anything
I was splicing shit, wanted to take a low def option for the pipes
with a great many pipes, they aren't the most lightweight geometry either
in fact, i have already seen that I could get almost another 20 FPS back from them (when I accidentally deleted their geometry completely)
If you ever need it, if you have a prefab like a group of cuboids, and you want to transition to basic pieces, like floor pieces for some reason, put a glass tube of any type down, then put a basic wall over the opening of the tube and it will get a doorway. Build off that wall with perfect alignment
Ive done the opposite sometimes π
Or v/v. Put a wall up, tube on that, prefab on other end of tube
Basic wall - corridor - cuberoom
Yeah, that's kind of what I was wanting to figure out. I want an upside-down glass cube, so tesseraction to get upside down easily, over to tube, to cuboid, done
Tryna plant things on the roof, are we?
No, wanted an observation room to watch my NPC landing platforms
why tho, any landing ship would leave by the time you could get down there lol (unless you greatly extend visiting durations via mod)
Would glass floors not accomplist this?
I can't find any software to visualize and extract models from the game, I have been searching for a couple of days, I am getting desperate, if any one knows a solution, I would really appreciate it
@winter trail THere are no particularly good options.
@winter trail But, you would have much better luck asking here https://discord.gg/22ZAU9H
IS there a way to export models into a format that Blender or any other 3D Software can read?
bro
thank you
@hushed bronze Bro, thank you for your help, I found out that this one is what I am looking for! https://monkeyman192.github.io/NMSDK/



Glad you found what you needed π
Did the process for activating mods change recently?
No
@hushed bronze You happen to know which file(s) define the price of items / ships etc? Or anyone else maybe?
Thanks a lot π
@naive moth exo's right btw, but if memory serves it may be scattered about various tables
Ye I expected as much. Though I think doing an economy rebalance would require community efford. There's a bit too much data to fine tune on your own, lol
Ive been planning one myself, included in the challenge mod which also will have limits on the number of industrial parts buildable in a base, removal of activateds (and promotion of the regular star metals to storm planets in their place), and a freeze on economy crashing
I dont remember where it was but I have seen the var for the % shifts before, so I am fairly confident I can just find it again and nix the economy crash cycling exploit completely in one line
I'd love to see the end result of that mod, but I'm also afraid that maintaining it is going to be huge pain in the ass. Sounds like you're basicly fixing most of the issues left behind by HG and you'll have to go through any of the "fixes" they might do as well and adjust your mod based on that
Its one reason I recently decided to build it in pieces. Every component of the mod being its own pak (at least for me, i will make single paks for release)
Anyway in that form I can easily temporarily drop a problem component should one be unfixable
Okay @hushed bronze , you get to fix the clipping of NPC ships entering the space station. I'm lost trying to figure it out. I think I'm running into a bunch of depreciated stuff or something. Good luck, I'll be back tomorrow to get a copy of the mod. π
OOF no thnx that sounds like a monster bitch task lol
I've developed a keen sense of "nah thats too problematic, fuk that shet lol"
In fact I almost gave up free freighters
whew
that was way more than it was worth but its just such a massive challenge opportunity y'know
I wouldn't do half that much work to fix the weird station-clipping thing π
Effort to yield ratio lol
Non-free Freighters was not worth 4 days π
The ships exit the space station nicely. Entering is the problem. Something happened when they changed the space station model from the old style (like the abandoned one). It's hard to figure out to say the least.
Most of my challenge mod ideas are based on stuff I have already seen in files / know how to do
@steel crypt that clipping got especially bad in just the last few updates, didnt they?
I'm not sure when it got bad.
It would help if I knew.
I wonder if it happened when they changed the space station model around...NEXT?
Ive been thinking about (challenge mod) for ages now. Example: I want to put Semiconductor on the parts required to build a battery. But thats an item that is also requested for building in a mission. So, how to avoid mission stalling people over a poorly thought out battery part? What if I made sentinels have an off-chance of dropping them?
Could even put like a 25% of superconductor on walkers or something :D
(Not the most easily spammed thing when you remember that the challenge mod also includes 1x upgrade modules and not 3, as well as a version of savage sentinels)
And ability of sentinels to damage objects so you cant take cover for long against breakable things
Oh, I saw some people were saying that the exocraft lights don't work with your mod because there is no "night". It's possible to make them "always on" like before. Pretty easily.
<Property name="HeadlightNames"> <Property value="NMSString0x100.xml"> <Property name="Value" value="spotLight2" /> </Property> <Property value="NMSString0x100.xml"> <Property name="Value" value="spotLight3" /> </Property> </Property> <Property name="CockpitHeadlightNames"> <Property value="NMSString0x100.xml"> <Property name="Value" value="cockpitSpotLight1" /> </Property> <Property value="NMSString0x100.xml"> <Property name="Value" value="cockpitSpotLight2" /> </Property> </Property> <Property name="HeadlightIntensity" value="6" />
Doesnt your mod do that?
Any possibility to make the trigger DUSK and not night? would be a more graceful option imo
My exocraft mod uses those vanilla switched to turn lights off and on based on day/night and being in the exocraft.
ugh midnight lemme get thru my last 15-minute video lecture...
No, not that I know of. I see no variables for the switch time.
You can remove those light names and it will make the exocraft lights just be "on" all the time like they were before.
My spaceship lights are on all the time while flying. But the exocraft mod uses that vanilla system of turning them off and on. Which is new with the mech update.
You mean the day night auto switch right?
well right....the exocraft lights listed in that code section will turn on if in the vehicle and it's night. Otherwise, they are off.
If you changed:
<Property value="NMSString0x100.xml"> <Property name="Value" value="spotLight3" /> </Property>
to:
<Property value="NMSString0x100.xml"> <Property name="Value" value="" /> </Property>
then that "spotLight3" on that exocraft would just be always on.
Maybe there is a time of day variable for that switch, but I didn't see one.
And on the battery thing.... you can do stuff with the missions but as you know with the freighter thing, it can get complicated.
Gotta go for now. See ya soon dude π
Yeah, I wanna make the minimum possible fuckery with missions
I would rather just add a different accessibility option for the semiconductor than screw with missions
Also I dont want to drop a mission related single semiconductor or smthn, because that would just be prone to the player selling it at getting mired anyway
hi anyone noticed after exo mech update space encounters are incredible rare? im the only one?
@broken forum Seems an odd place to ask that
thanks from the answer wrong chat sorry ,probably is a mods problem...
there's a more dim version
and you can also download one that lets you modify it yoursef
ahh so that's why my oxygen extractor sometimes doesn't yield oxygen even tho it's powered
atmosphere harvesters you mean? those have been bugged for a long time
ignore me if its not that
no no the oxygen extractor
you throw in fuel and let it run for a while
I swear if I save the game, quit and then come back the machine stops
and doesn't display the oxygen it generated
@naive moth hey I downloaded your light fix with the customization option, halved every intensity and when I create the .pak and insert it into mods, the lights don't illuminate again
is there a step that I'm forgetting about or maybe halving the values was the cause
standing light for me has got 2500 intensity for the record
@paper vapor The customization program gives you the game's default values at first. So you're going to need to increase stuff, not decrease from there on out
ahhh I see
what values did you give?
I'd like to half your specs, but I couldn't find them
I'll be there in like about 30 mins. Too busy right now
@paper vapor Alright, I'm here. Sorry, it took longer than I expected
Which lamp(s) do you want to know the value(s) of? They all have different ones so ye, its quite the list..
tbh it'd best if I knew all of them
maybe you could include that information on the mod page
Hmm. I'll have to collect all the information first. I'll see what I can do
Alright, the values I've used are now available on the mod page underneath the forum part π
Just released. https://www.nexusmods.com/nomanssky/mods/1534/
Is there any kinde of mod that can help with silo alignment?
There will be soon if y'all don't shut up about it lol
π¦
it just i c videos bout bases and the stff its so perfectly placed
i cant place 3 in a row lol
Well there are tricks, but so many people ask for mods to snap silos n stuff to each other I will probably do that one day
What you could do for now is build a wall to put your back to use like a straightedge, then use this camera mod to remove that goddamn drifting your camera always does and also, use first person view
Also cuts all camera shakes
great thx
request: mod which reserves paradise planet for clear or humid weather >_>
SUPERHEATED RAINSTORMS
Should I turn them into irradiated hellzones?
@tropic leaf Wanna mod that makes all Planets never stormy?
Never extreme typed anyway
Do you use Grass Fix?
Not right now
Eh turns out it didnt matter
Anyway the one i posted uses SOLARGENGLOBALS so it will clash with asteroid mods
But Extreme weather planets cease to exist!
I think I'm the only person who enjoys the fact that extreme weathers exist
no, you're definitely not.
in fact, i wish extreme weather planets looked even more inhospitable.
extreme weather, frozen biome. there should be very few trees. and lots of ice, not just snow. maybe no snow at all even.
mountains of ice.
also, no water. if it's freaking -150ΒΊC, there should be no water.
have you seen what's left after a huge forest fire? that's how some scorched worlds with extreme weather should be like.
MOD's are bad, m'kay!
like, can you imagine what would be like a world that actually had waves?
huge ones, like.. tsunami level waves.
anways, i got carried away by my imagination.
you know a permanently scorched planet would not be host to trees that were easily burned down@round sinew
yes I agree I wish we could see those types of extreme weathers
but also with such an obstacles there should be ways to gain some benefit from trying to live in there
high risk high reward type of thing
I can certainly appreciate that kind of thinking!
@hushed bronze well, yeah, of course π i meant to describe the picture of a totally burned/charred surface, mostly using a dark/grey palette
Crawled out of the abyss and finally updated my mod, sorry for the lack of updates in between.
https://www.nexusmods.com/nomanssky/mods/688
Hi, can I use Integrated Planets 1.0B together with Space dream 1.6 Black Nebulae? Thanks
my earliest mod number release on nexus is 259 haha
@strong tulip You cant use space dream at all, its an old dead shader mod
There are two mods with a similar effect in terms of Black Space though
https://www.nexusmods.com/nomanssky/mods/1200
https://www.nexusmods.com/nomanssky/mods/1471
Another clue as to why they are trending π
Hi modders, want to ask a question
I'm trying to figure out how do mods that add new asset for flora/fauna or change their scale actually work.
I know that most mods in NMS are client-side, but what about flora/fauna mods, since you can upload their information to NMS database? If we have mods adding new assets for flora/fauna (like Gamer's Asset Overhaul), what would be uploaded to the database? Would the new assets appear as blank when others discovered the same flora/fauna? And what about the scale of the flora/fauna - if our modded flora/fauna is 8 meter high, would the uploaded information set them as 8 meter as well?
Thanks in advance. π
Mods are client side only
@eternal osprey Discovered flora and fauna are uploaded in their seed form and reported in game as their seed too. Your own game then interperets the seeds to see what you see.
This is true of just about everything procgen, actually
Also, didn't someone make a mod to combat pop-in in the past?
I see. So flora/fauna works similarly to everything else in the game.
Reason I asked was because I discovered a fauna with certain type (brown wolf-deer with a muscular body) but in the discovery list apparently someone else already uploaded the fauna and they look very different (green turtle but still with a muscular body)
lots of flaws in this game π
It's no big deal; just thought if someone with a modded fauna uploaded that discovery (hence the different look) :p
Btw, is this wiki/page still relevant if I want to start creating mods for NMS?
I've only dabbled with merging mods so far
Biggest flaw: all fauna looks the same
I mean bish this is space, I want 1000s of creatures
It sucks we can't really do much with creature procgen
I'm making caves more color-y
Dye trying.
Yes. That.
@cinder valley
I KILLED THE MARKET CRASH EXPLOIT
now we party
(It was important to my challenge mod)
I would love to hear ideas from others on what could make a more challenging and engaging experience within No Man's Sky. Your idea may or may not be feasible, but don't worry about that - throw it out there anyway! :D
I'm working on a singular challenge mod that increases challenge and difficulty and play time with minimal reliance an plain number manipulation. Discourages grinding playstyles, encourages difficult decisions, harder or more interesting combat, etc.
Hello Games seems to really like making us wait for things as "challenge" For example, the scanner recharge times are tripled in Survival mode. That's dumb. That's just a waiting clock.
I am also entirely open to good arguments convincing me that currently-listed items are stupid and should be cut.
Not-yet implemented Components (Pending Ideas):
- A bit less on Dead type planets.
- A huge predominance of Dead type planets.
- Removal of Resource Information from the Scan from space.
- Remove suit slot upgraders from Space Stations and the Nexus.
- Full rebalance of the values of things.
- Full re-work of who sells what (way fewer buyable things).
- Kill the "resource multiplication" exploits.
Partially Complete Components:
- More threatening Sentinels (After combat is initiated, not before).
- Planets could have "Rock-Paper-Scissors" special elements instead of their own (eg: Dioxite is on hot planets, not cold planets).
- Never receive a Freighter for free.
- Activated Metals removed entirely, Regular forms promoted to being storm-planet exclusive.
Components already complete and included:
- 1x tech module enhancements, not 3x.
- Scarce Asteroids.
- Most systems are abandoned or uncharted.
- A maximum number of buildable heavy mining and farming devices.
- Extreme storms never end (Extreme planets are eternally stormy).
- Market Manipulation impossible - Prices no longer respond to player's buying and selling.
@hushed bronze De-God-tiering extractor farms for growing money. If different gathering rates for different minerals is possible, then maybe that.
That would translate to people still building vast lag-generating farms thou
Making mining a primary source of survival and not trading or farming or extracting.
Ok then. Devalue the sale price of Indium et al
Those others should still be features but maybe maxed out somehow?
Yes, that's in the mix of "re-evaluating all the pricing" π
Ohhh okay. In my opinion, higher rate of predator and agro (I think their damage is okay if they were simply a threat more often),\
If we simply had to visit planets more often and they're a challenge, that's the experience I'd want.
I would agree if they had anything more advanced than minecraft for attack mechanics, I would rather rely on sentinels, since their attack movement dynamic is actually beleiveable
Space combat missions need to be more varied. 1 and 3 star pirate missions are both laughably easy in a bone-stock beginner ship.
Pirate Freighters that show up and attack you if you destroy too many pirates :0
Like Sentinels maybe
@hushed bronze add abyssal horrors around all valuable stuff found in environments and make them keep you there until you die so you learn to value your life more than your units 
Oh I like that one, but sadly I dont think it is within my ability
Yeah
@pulsar jay
Don't worry when you evolve again you will be able
You have to pedal the bike exocraft by pushing two buttons back and forth.
Perfect
What a pain
@steel crypt π€’
lol
So basically the minotaur with no jetpack turning lol.
Ill put their summons on a 30 minute wait timer too π
@steel crypt and you have to move the minotaur by yelling into mic
Minotaur but NO JETPACK
Minotaur but no movement, it's just for show now
- 1x tech module enhancements, not 3x.
Does this apply to suit, ship, multi, everything?
yup
I swear my suggestions started seriously.
almfksdmfskg
It does entail some edits being needed like for the warp efficiency
It wipes out the god-tier overkill of almost everything in one shot
esp the ones that go 6x
On that topic, if warp fuel usage can be an exponential curve on distance, I'd prefer that to per-jump flat rate. E:D and others do it that way and it's very nice.
When you insert a Warp Cell on a freighter it only fills up for 1 jump insted of 5
Yes I would also love if the jump fuel made any sense π
Maybe that
Perhaps re-balance freighter hyperdrive distance fully upgraded to be... yanno... something you might actually use.
I'm not sure the code needed but I think that'd be tough to do by-distance since it's currently by-jump.
@pulsar jay The freighter thing may be fixable tho
@west saddle tbh i feel like that may only be workable for pulse engine, not sure tho
@supple wadi Pulse engine heat capacity? π
Would be a standard bug fix mod though, and not a "challenge mod" part
Mmmm, true.
pulse engine drains in 20 seconds, tritium only available at space stations
That would be a grind booster tho lol
Forever stranded in space, I like it π
More realistic
y'know, with the starship communicator being a thing, you might be able to work something out to reduce ASTEROIDS EVERYWHERE and use that for a, "Hey, uhhh, ran outta fuel gimme a hand here?" kinda interaction
Im actually tempted to make a mild pulse speed increase
Can't just pop into the next roid belt 40 units over.
fortunately I can control both the speed and the fuel-burn per time unit
Asteroids now show up 10000 units away from each other
trading should be way more profitable than mining or farming
The point of running out of fuel is to get asteroids, leaving you vulnerable to attack. Supposed to help you die.
so I can compensate the speedup by making it cost equivalent
mining/farming is trading tho on a certain level, but i sorta getcha
NMS Hardcore
@dry hound With the changes already made, it probably already is, in this mod π
If you die in-game, the game uninstalls
Abominations Biological horror... perhaps powerful enough to actually kill.
if you die ingame, windows corrupts itself
Runs a script that deletes system32 lol
will S shield mods on your exosuit not be op anymore? lol
Could we make the ranged on monstrosities hurt more?
maybe just limit it to 1 mod per category,1 on inv one on tech slot
If you die in-game, the moon begins auto-destruct sequence
@narrow timber Nope, because you wont be able to run 6 anymore, only 2
nice
And while wearing two, I've already made the ground sentinels WAY more violent
more planets should have high security or aggressive sentinels then
Walkers more dangerous?
I suppose if sentinels are already a force to be reckoned with then no need to make animals worse haha.
Drones have had most of the attention so far
Don't know if possible to fix with a mod, but the dog sentinel always bugs out and I just pewpew it with boltcaster with zero threat.
Walkers should be more dangerous so you actually have to worry about them
TBH I wanna give them a cannon if possible
But really though monstrosity ranged will do damage instead of not being a threat?
One thing I thought was cheese... found a vendor that sold me like 90 drop pod coords in a single buy. That sort of thing should be limited way down.
Oh yeah lol I forgot those bastards spit is practically harmless
Yeah it's where you go if you just want no threat and shield recharge, dodge for a while and you're good.
Should make you want to run to your ship or inside, not on top.
No storage augmentations or upgrades, back to Beyond
@west saddle Yep, one of the things in mind for "Change who sells what" is a huge cut to the things offered for sale
Can't upgrade ships would be nice although zmaster wouldn't like it. But ships have roles as you get them, pros and cons.
Saw that. Wasn't sure if quantity was considered in there. π
modern NMS will sell you everything, people just make an AI farm and then buy it all at the central eyeball store
like dude HG you shortcircuited your own game
jees
Can you change the nav data exchange rate? Or perhaps remove the freebies from literally every station?
the freebies?
well sure like 3
Oh yeah those blue cubes and orange octahedrons
but those maps encourage people to go do stuff so I dont think I wanna cut them
There's a mod that makes your starter ship unfixable so you have to get another ship
Assuming here you can't cap auggies to the native max for that ship type/rank.
I have thought about messing with salvage but I havent actually played the dynamic I am building so IDK yet what would be a sensible change there
Yeah I don't really shortcut the game itself by upgrading ships, to me there's a reason the ships come as they are same as freighter.. next update freighter can be upgraded
Yeah taking a C shuttle to S:48+18 or whatever it is feels pretty odd. Especially when the giganto freighter lands next to it.
But most of this could be just us not limiting ourselves, but if people like overpowering themselves I guess I can't tell them not to.
Ooo how about valuable goodies in caves but also monstrosities? Or maybe just eggs in there which would make sense with the monstrosities
modern NMS will sell you everything, people just make an AI farm and then buy it all at the central eyeball store
@hushed bronze tbh besides the AI farm/econ being a trash fire, I think it's honestly better to have people buying things vs. gathering/crafting, but that's a difference in gameplay preferences obvs
Ideally you'd buy as a last resort and instead scavenge most stuff where possible, finding larger yields in explorable points of interest, but that's the sticking point
Points of interest as-is aren't even really flexible enough to mod into anything worth exploring (at least imo)
Would be cool if planets had polar ice caps but i don't think that's possible
What exo is doing is trying to make the core game harder than to solve our own lack of self control, so I respect that haha.
@supple wadi I'm here with you for basic elements. It's silly every station doesn't have an easy supply of oxygen given the universe. Or that carbon's not even purchaseable. I don't know where I stand on more complicated items tho.
Yeah that's my hitch @supple wadi, trading should be a viable choice but not the clear cut only choice. We need reasons to land.
Carbon is purchasable i think
I think more complicated items, specifically some of the products you already can use to recharge life support/hazard protection/launch thrusters make perfect sense
I sure as shit don't want to wait until I've unlocked all the manufacturing plant stuff to craft my own sodium circuits or whatever they are.
@supple wadi I would agree, but to me the solution is more like making various things drop parts you need, like sentinel space fighters being a source of semiconductors or something like that, for example, rather than it ONLY being craftable or buyable
I don't think crafting should be the primary means to item acquisitions
But then, I think crafting is just a boring icon conversion task
I mean, if you can shift the acquisition to existing stale content I'd be very interested in that. But I thought you were looking for difficulty not general improvements. π
I mean it's a survival game, you should be gathering stuff and crafting the things you need for survival.
Sorry it's supposed to be a survival game. π
It's supposed to be an exploration game. π
@west saddle Well, that idea is coupled with making batteries cost semiconductors and acid. in THAT universe, building a battery means getting into dogfights with space sentinels for the mats
Yeah that's my hitch @supple wadi, trading should be a viable choice but not the clear cut only choice. We need reasons to land.
@vivid beacon Yeah to me the reason to land is to explore, and landscapes with nothing happening even on a basic ecosystem, geological, and/or meteorological level leaves you with just making better points of interest to poke around, but π€·ββοΈ
Creative and Normal are the uh.. normal functions of the exploration game.
Which is strictly not the survival mode.
Normal still has Hazards, it's just way more chill
@hushed bronze Think we're on the same page here. I agree with @supple wadi too that manually crafting long product chains without any ability to automate processes is pretty boring.
Wrapping back around to what Exo's asking about though, I think improving survival hazards is a major way to improving the challenge
make the biomes really demand some of those specific hazard protections π
It would seem the 2-mod limit helps that to an extent.
Im thinking less "long chains" and more "make Fusion ignotirs a part of the Indium Drive"
I feel darn safe on Perma with a single layer of everything, mostly cause of the shielding to fall back on but even so, hardly lose shield.
That would be complicated
Hmmmm. Ok.
How about... just jumpin in your ship doesn't regenerate your enviro protection?
Would that up it?
Nah, just make it so the biomes' environmental hazards drain the fuck outta basic hazard protection whereas specific biome hazard protection makes it drain less, as it already does, but is more essential as basic stuff does fuckall for it
@supple wadi I had a thought along those lines I didnt note: Give the hazards quadruple damage, and give the type-specific shields quadruple life.
So, about the Sentinel Drones being more agressive...do they have a higher rate of fire or they deal more damage? orr...
yeah, somethin' like that Exo
Would make the shields be the "same" durability but way more important to not dying
I seem to recall Exo's method was that they re-aim every shot in one of his mods. I tried it and did enjoy it.
Or maybe I'm confusing authors.
Dying in-game means dying in real life
@pulsar jay Currently its 3-fold: They can Aim while firing, they fire faster, and they dont actually have to stop firing, since its not a burst fire the way I built it
However you go about it I appreciate the efforts regardless. π
give quad melee attacks a fuckton of damage imo
Quads and walkers arent changed much yet except longer lasting lasers n stuff
Thats not to say i intend to leave it that way π
Exo (Best Modder Ever Award)
if quad melee did something then you'd have to worry about both close and long range 
Mostly for me it's that quads get stuck on a rock pebble, then jump slightly left/right in an endless loop and never fire on me.
The Melee does deal a considerable amount of dmg with low shields
Yeah in testing the old version of savage sentinels, even without amping the bigger guys, the added pressure from chaingunning drones makes the whole fight harder, because you have to keep moving to avoid being riddled with drone laser holes
Seems like with 1 mod limit, there's going to be a glut of extra space.
Any thought to breaking the currently single craftables into perhaps two stages?
E.g., boltcaster gets like 25% closer spread on its craftable.
Perhaps a 6% and an 12% so that it's roughly the same after stack bonuses, but the "jump" between having and not having is not as jarring
Nerf the Positron Ejector pls
I mean yeah even with 2 upgrades it's pretty stronk lol.
Ship combat is an obvious need, dunno why it isnt already noted
Even with no upgrades at close range
Yeah no upgrades at least it will overheat haha, even a single upgrade and you hardly switch weapons.
Wait, you can switch weapons in space?
..........................................yes
But why would you ever do that? π
@vivid beacon Overheat is no problem if you press repeatedly instead of holding the button
It's a no-upgrade lifestyle, I max dps in my living ship by constantly switching back and forth. (Now that I have 2 upgrades for lasers that has changed)
Beams have a certain proc-rate and max dps, so if you switch to lasers between those procs you get more damage.
But again now that I have upgrades it doesn't matter now.
Are the Lasers that the Living Ship shoot basically its spit? :0
That his ... nvm
"Sacs and sphincters"..
@hushed bronze Considered moving some of those crafting mats, the more "elemental-y" ones perhaps, to the roids?
THIS IS MY RIFLE, THIS IS MY GUN!
Yeah the description is the spew is from sacs and sphincters haha.
THIS ONE'S FOR FIGHTING, THIS ONE'S FOR FUN!
π
Correct, sur
@west saddle dunno what you mean by elementy roids
well you said move some crafting mats to collectible through other means.
Me is med student, me first reflex is steroids
We need to add the Sandworms seen in the E3 trailer
We need goddamned amazing explosion effects
not the hemorr type. clearly not studying to be a proctologist.
we need defeated freighters to go BOOOOM
but yeah, asteroids currently give two metals that are found elsewhere. and tritium, which, i don't know why its even in them.
then "nugget" variants.
which are absolutely uselss.
Explosion Effects used to be so cool, but they replaced them with these bad-looking orange lights
uhh
a ripe place to put some of those materials you'd want for crafting.
They used to be better
very low-effort graphics
Ships still do
Hold on
stationary stuff has an oddly basic boom
https://www.youtube.com/watch?v=rDVoIRYlA-o Minute 2:15
NEVER FUCK WITH THE GEK.
Yeah I still play this... Like and Sub.
Follow me on my network!
YouTube (for Highlights): https://www.youtube.com/user/IDidSawABear/
Twitch (for Live Streams): http://www.twitch.tv/i_saw_a_bear/profile
Twitter (for updates): https://twitter.com/I_Sa...
There's an old explosion
Effect
i've never used a walker brain i don't think except like 1 module.
so i only ever had to fight sentinels once when i felt like it was a challenge.
I have Walker Brains as trophies and to keep track of how many walkers i killed
it was that quest for one of the base guys.
@hushed bronze makes me wonder, you tweaked the Sentinel behavior, but did you in turn make player combat any more satisfying? π
I have Walker Brains as trophies and to keep track of how many walkers i killed
@pulsar jay shame you can't actually display them
@hushed bronze freighter rooms cost something other than silver. something i have to get from space combat or space mining (or maybe expeditions but i hate those).
Silver and Tritium i think
i think he was suggesting a change to that
indeedy do
Using chromatic metal more would be nice tbh, we get way too much.
GTFO lol
right now i just pop down to my silver mine and grab 20k, build all the rooms i want.
o_o
@west saddle Lol require Freighter Salvage Unit
How do you not have too much silver or metal just from playing? π
lol
dumbest bs mechanic i ever seen >:|
what is ?
Maybe you're favoring the wrong type?
in any case I just blew the shit out of a few fleets got all I need
buy some stupid vykeen effigies and boost my standing, harvest 50 of the stupid things in an hour while i facetank the spacecops
literally sit perfectly motionless and they can't get thru basic shields as long as i kill the popo and up my wanted rating.
can you not pirate freighter salvage units or somesuch? I've not played normal since they were intro'd
ah nvm i think that's what you just said
you can, but it's absolutely without risk.
so, like just about everything in Normal Mode

I mean, I did it in my living ship pre-upgrades so
i suppose so, but thats what we're talkin bout here, right? adding a risk decision and some practice/skill to normal?
mhm
I upgraded my fighter because I was worried I underestimated space, it used to be way more deadly.
i was just clarifying what the acquisition setup was regularly
ah
I thought we were talking survival. >.>
i have no idea which mode in particular we're talking about, but either one could use challenge improvements
@hushed bronze is this mod based on normal or survival?
and in some respects changes to Normal will inadvertently impact Survival, unless they separated them better
absolutely. stack sizes still seem the most pertinent bit of data in that respect.
Yeah I'd imagine it would carry over.
They are very similar, and most of my changes are made to things that affect both equally. Also since I wont actually have control over which mode people choose, it would just come down to slightly easier vs slighter harder versions of the same thing
@supple wadi You know how there are the different main named sections in the voxelgen...like <Property name="GrandCanyon" value="TkVoxelGeneratorSettingsElement.xml">. Is there somewhere that they are associated with certain biomes or do all biomes have a chance of calling all voxelgen sections? Thanks.
@steel crypt so the key to figuring out which sections the biomes may be calling from, at least in my experience, has been to check the terrain controls in the main biome files, see which features appear to be active, then see which subsets (i.e. Grand Canyon) have those features set to true.
Generally a biome will pull from the subsets that have their features set to true. I say generally because I haven't tested it thoroughly enough to say with more certainty.
best nms mods?
Anything by @hushed bronze
website?
Nexus Mods
@supple wadi Thanks dude. And now I remember you telling me that before LOL
Hmm. Just got an invite from Nexus Mods to join their exclusive "mod authors only" discord, lol
Appearently that's a thing if you have a mod that gets more than 1000 unique downloads
Oi, be there an updated mod to improve upon the visuals of a black hole?
I cannot seem to find one, avast.
will this interfere with https://www.nexusmods.com/nomanssky/mods/968?tab=description
@hushed bronze
The sky part, yes
DUD's sky colors and Stratos will not play nice
Is there a recommendation mod list that doesn't break the game? (also maybe high end graphical reworks)
the extra biome mod gave me a planet w huge platns lololol iwas like 30 fps
@hushed bronze
@naive moth LIGHTING IS EVERYTHING π
who dis guy
nice portal room design
do mods turn achievements off or anything?
I'm pretty sure they do
is there a mod to turn achievements back on?
Nope
I didn't know they turned off trophies
They don't
There was only 2 hrs 8 minutes from the discussion before we answered π
π¬
@hushed bronze Nice!!
a
a
What mods do you recommend for pcvr? I am looking for something that I can change/alter the base item(s) sizes. Meaning, make a tree larger or smaller and things of that nature. I'm new to the modding stuff so I've absolutely no idea what I am doing.
There are no super-generalized size boosters but some things have bigger trees made possible within them.
Modding is besting
Are there mods that people regard as being good quality of life improvements without altering the base game too much?
All of them
just get "stacking items" mod and you will be fine.
@supple wadi are the different sections in the voxel gen ie Grand Canyon an array or list? Aka can I add sections?
Drop in an extra copy and see if it blows to pieces @steel crypt
Easiest way is often just to try it, which is how I discovered that the entire set of water parameters can be safely erased entirely from BIOME files
like 50 lines I can just erase for my own convenience
the material parts may be the same since that stuff is in terrain globals
the voxel stuff can be stupid time consuming trying to test. I think I might mess with it over some time. I don't know what a lot of it is/used for, but I am starting to learn and get some cool results.
well I don't even think I need to test it
<Data template="TkVoxelGeneratorSettingsArray">
True @steel crypt but things like adding a new section sometimes tend to just explode on trying to compile it, which makes a VERY fast answer to your question
I think I broke something. π
Is that related to a mod? I dont understand whats wrong in the pic
I don't know. Just the planet is covered in whateverthehells those are. Too tired to even try and assess why or what is doing it. I cannot imagin---
...I bet it is just the luck of the draw on the "complete randomization" from Parallel Universe.
Because it is a Fissured Planet--only but so many things it could have done.
I did not consider that until now.
that's just a normal exotic biome
Oh, heavens, is it really? It looks so...
Do any of you use reshade? What profiles do you use?
Is there a mod that allows you to add a ship skin?
Like, So I can have a cool color scheme?
https://www.nexusmods.com/nomanssky/mods/234, anyway to run that old mod, whit beyond?? im searching a new hud
@hushed bronze by putting only texture, they work wrong, i need to change the hud to e3 style
Are there any mods out there that can get me a giant farm up & running for credits?
You dont need a mod for that...
Hi anyone know if there any mod out that add more vegetation or denser forest and is compatible with exomech update?
@broken forum nexusmods website, nms mods, sort by last updated, that will probably get you going
i was reading somewhere that if certain mods overwrite the same thing, you can't use both without merging them. what is that 'thing' again? its some .pak file right?
@feral sand Merging works poorly with sky and biome mods due to the way they each need to make custom indexes for themselves and only one index can exist.
what about dark warp and no blinding freighters? https://www.nexusmods.com/nomanssky/mods/1260?tab=description
https://www.nexusmods.com/nomanssky/mods/198?tab=description
THat dark warp mod is extremely old and probably does not work at all. You should get Lo2k's recent one instead.
link?
i need all the mods that make it so this game doesnt blind me
i love this game, but damn if it doesnt hurt my eyes after awhile from all the bright lights
And you dont need to meger them either, probably. these are different affected files
@hushed bronze the faster text display and faster interactions mod, do you think those will conflict?
Are they modding the same file? Most modders list affected files in the details
@feral sand
it doesnt say that its the same file, but sometimes things are packaged weird, like with .bsas in skyrim. the game unpacks it. what im saying is, it could look like 2 different files from the file name, but its modifying the same file in the game.
No, the modders list the ingame files
the mod page on NMSmods doesnt say what actual file it is i dont think
there's no shifty bullshit like that you described with skyrim
@feral sand well thats just silly. Nooby modder π
ok, so what the filename is, is what it is?
in any case just try it, if both things work then they arent conflicting. simple
Most modders list something like so:
"This mod can't be used along any other mod modifying the following original files :
- MODELS\EFFECTS\WARP\WARPTUNNEL.SCENE.MBIN
- MODELS\EFFECTS\WARP\WARPTUNNEL\ENDGLOWMAT.MATERIAL.MBIN
- MODELS\EFFECTS\WARP\WARPTUNNEL\TUNNELMAT.MATERIAL.MBIN
- MODELS\EFFECTS\WARP\WARPTUNNEL\WARPCLOUD.MATERIAL.MBIN"
they are always allcaps like that (if they are accurate) and easy to spot
ok
the mods just have .pak files. i dont see where you're getting .mbin from
oh, nvm
mod page description
Hell yeah, the page where info about the mod is π
If someone could make a online website that has stats on how many total flora, fauna, and planets I've discovered, that would be amazing. Does NMS have a devkit or something?
Hi, I wanted to ask if you install a mod in your game then uninstall it, will it ruin the save file or anything?
No
So what if you make a base on a modded planet, switch PCs, reinstall the game with no mods
What happens to the base on the planet
Like the better planet generation mod
Nothing *actually happens to the base, but it may be underground if the planet terrain changed. Ofc, removing the mod would just cause the terrain to revert to vanilla and the base would be in the exact same place still @drifting glen
Hiya, does anyone know thge QS shop number and tier for nms editor?
nvm got it
Iβve missed whatever discussion there has been about the previously excellent jetpack/launch fuel/hyperspace mod. I assume that the exomech update borked the file structure that allowed them all to be combined. Can I hope for a fix, or at least separate mods that do the same thing? I have the hyperspace one, and I downloaded the exomech jetpack ones to try, but what about launch fuel?
anyone in here create mods? im trying to find where the bin file is that i want to mod
@feral sand @hushed bronze Can help you out with that
sweet
Depends what you're after really
it might not be a bin file, but im trying to find where some of the white transitions are. you know how when you activate your pulse engines it goes completely white? is there somewhere i should look to find that?
or could you at least narrow it down for me?
i have stuff unpacked in notepad++, im at least that far
They are mostly in Globals mbins, and are partly named "Flash".
If you are using Notepad++, finding them knowing that should be fairly simple π
PErsonally I agree, that flashing is fckin annoying. Some lucky bitches dont see it lol
Its not an effect that bothers some people
just like many of the other graphical horseshit this game pulls
I try not to mention them because thay are all "can't unsee it" stuff
@feral sand
so when you say globals, do you mean like the gcaispaceshipglobals.global?
so if i just made the value 0 that should get rid of it altogether?
I just decompiled all the globals to EXMLs, opened all with the NP++, And told the CTRL-F Finder to search all opened docs for "Flash"
@feral sand Yes, iirc
you fucking rock man
probably not going to do it right this second because i FINALLY found an S class multitool in a station
@feral sand But try to pick and choose which files if you have any plans to upload, because modding 7 globals in one mod will be incompat with practically everything
right
@feral sand Whats the multitool have to do with anti flash lol
Oh pfft Its not like anyone has you on a deadline π
Blind yourself as much as you like π
π
hey @hushed bronze
Hey guys, sorry to ask a weird question, but is there a mod you can get to give yourself units?
The save editor can do that for you
@drifting glen https://github.com/goatfungus/NMSSaveEditor
Do you guys think there is any demand for a pre-built tiny home with high level of detail and decorations to copy paste into your own game as a base?
@hushed bronze Is it normal for your 'Dead Wreckoning' mod to affect terrain generation on non-dead worlds?
Should be impossible.
Is it all terrain or just terrain near one of the world objects like a dead freigher?
No, I was in mp with Bappo Chan, and the island we were standing on was bigger for me than Bappo. I had nothing installed that should have affected the terrain, so I went through my mods toggling them on and off until I found it was Dead Wreckoning doing it
Make Bappo use it too, problem solved π
@alpine oasis I can't get the save editor to work
if you go to #nms-questions and scroll up, you'll see it doesn't register my save file
it's not showing up
YOU BROK IT
idk, im not an expert on how the save editor works... if you can't figure it out you might want to contact the creator of the save editor
it might be a bug
That seems like the slowest most ineffective option lol
lol idk
@hushed bronze you around?
anyone have an idea where you go to get rid of the flashes with savepoints at minor outposts? i've looked in the global files and i havent seen it there.
hey guys i just started playing. are there some good mods for better QoL like a must have or im fine with just the game?
i have problΓ©m with inventory all time full lol xD
have a look on Nexus
i just did , i found some max stats true max 48 inventory mod, but i guess it works only when creating new game right? id like to add inventory slots to my current game, it really slows me down to enjoy lol
@narrow mason I know what you mean but... theres a slot provider on every single space station and the Nexus's slot provider refreshes with every different system too
Nexus slot? where do i found that one, you mean on the anomaly? yeah i checked on the space station the slot was like 1mil, all moneyi got aww π @hushed bronze
but i found some other ship with alot inventory slots and alot broken parts, dunno if i can transfer the function parts from my ship into the new one maybe
looks like you cant π
If you are abandoning an old ship you can destroy its parts for half materials tho
After tons of work and help from many people, but especially Wberto, and a 65-hour compile time to finish, GLight is out:
https://www.nexusmods.com/nomanssky/mods/1544/
I love Exosolar's Extra Biomes mod, but it turned my lovely lush tree filled world into a mushroom filled one lol
hi @orchid tusk
Hey
@orchid tusk Dont forget the biome mods are reversible, so all planets will return to exactly what they were previously when the mod is removed. Its true of other biome mods too, like Redmas's Fantasy
Yeah, that's handy.
Don't suppose there's a mod that lets the game draw from the storage blocks when constructing like it does from ships and such in your vicinity?
Someone made me think about how I'd rethink the inventory system across the game...So here's a copypaste of that for any that might be interested:
As an off-hand, rough sketch for [revising the inventory system] I'd say something like...
Reinstate some of the old stack limits such that inventory between equipment matters again...
General Inventory is now strictly for resources/products/mission items, essentially it's like Cargo Inventory but lower stack sizes. Tech Inventory is now home to all technologies & upgrades/upgrade modules from the word go, core/base technologies no longer appear in General Inventory.
Exosuit: 20 General Inventory slots, no longer expandable. 10-15 Technology Inventory slots initially, expandable up to 45-46. 5 Cargo Inventory slots available for unlock.
Exocraft: 25 General Inventory slots for Nomad/Pilgrim/Nautilon. 30 for Roamer/Minotaur. 35 for Colossus. Each with 20-25 Tech Inventory slots or so. 5 Cargo Inventory slots available for unlock for each.
Starships: 25-40 General Inventory slots (with variance within types/class as usual, only Haulers able to reach full slot count). 20-25 Tech Inventory slots expandable to 45-46 but cheaper, even capping off cheaper than General Inventory. 5 Cargo Inventory slots available for unlock.
Freighters: 30-48 General Inventory slots. 15-20 tech slots (give or take, only due to low number of freighter technologies/upgrades currently). 48 Cargo Inventory slots available for unlock.
Storage Containers/Rooms: remove limit of 10, but either: reduce number of slots, increase cost to construct/power, and/or limit to General Inventory limits. Alternatively, make these cheap & the most relaxed form of storage one can use, as a universal inventory to consolidate all other inventories into, and create a simple means to access them at any time. I tend to think that might be the best use case for them tbh.
Thoughts?
Sounds good tbh, makes the slot scaling somewhat more linear and reasonable
looks at least better balanced than what we have, but then again, when has HG ever bothered to balance anything?
They also seem to be married to every bad idea theyve ever had, and never go back on anything
If its enough of an extreme pain point, they might tweak it mildy after 3 years or so
As a mod, I dont think we can doo things like Adding a Carge tab to freighters, sadly
Right, I just felt like posting this somewhere here and this channel seemed just as well, lol

@supple wadi one can only hope I guess π have you input it to the zendesk?
<@&233572388783128576> this post above ?
Latest NMS version is public 2.42 right? Or is there an experimental after that?
Does anyone use DUD'S SKY exocraft mod? If so, have you had any issue with the lights in 1st person view? I haven't but I had someone saying they had an issue and I'm just trying to make sure. Thanks π
My general rule is: If it works normally for me on current public, then I can't be bothered except to inform that experimental, conflict, or a reinstated disablemods txt is probably the cause
Game installs of the same version are not different, so if your own 2.42 install works the mod perfectly, you can safely assume that there has been an error of another kind
You would be amazed how often I get people mention a mod break when it was really just that they forgot to delete an automatically reinstalled Disablemods
@steel crypt
True, it's just that this was an issue (which I think is probably user error) with some lights and entities that I added to models. Thing about lights is, sometimes NMS causes some shader stuff and many other things to sometimes not load right (seems to be really different for different hardware). Sometimes lights (I'm starting to believe based on PC hardware) do not load right. When this happens, 2 things can happen. The light either takes on partial collision properties, or doesn't load at all. This happens with vanilla lights. I only experienced it once and it was with vanilla lights, but I have a video from a guy that it happened to twice. I have seen other people report light problems of the same nature to other modders that made light mods. The thing is, that there are some ways that I have experimented with to possibly eliminate the light issue by working around it. I say possibly because the problem is that being a vanilla bug somewhere, it is happening under rare conditions, and I'm just trying to make the lights work in different ways until I eliminate (maybe) the problem. It's an almost impossible situation because I can't seem to ever replicate it. In the end, it's a vanilla bug and I'm not going to worry about it as much as some other people because you can (or at least I can) restart and possibly never see it again. Can't spend my time with vanilla edge cases like that.
I know I'm breaking the flow of a conversation, but is there a mod that adds a genuine Borderless Fullscreen mode? The one shipped is not that, and sometimes tabbing in and out of it just breaks graphics quality in a way that is only salvageable with a full restart of the client.
So im trying out reshade but im not very good at setting it up and really finding a good preset. Anyone maybe up to help me out?
@steel crypt I see you are discovering the nature of intermittent and hard to pin down bugs! The bane of any game or software developer!! (sorry I have nothing of actual worth to add to your comment!)
Itβs just the nature of it. When your dealing with so many pc configs, Iβm surprised anything works sometimes.
building something for a single configuration is always much easier
building cross-platform software can be the worst. I was making something I wanted to run on windows, mac and linux. So annoying!! haha
although, for MBINCompiler to be built with .net core now, I only needed to add a new build profile to have it run on linux, so that's really nice!
So im trying out reshade but im not very good at setting it up and really finding a good preset. Anyone maybe up to help me out?
@pure inlet im using one from the Nexus
very easy to set up
Ger's Filmic Reshade
I think it's great
I dont know too much about the game but.. are there any star wars mods?
hi everyone, im trying to find out what the max base stats are for ships at Sclass... but it seems most info refers to percentages, and i believe in some recent update it was changed to a more ambiguous number value like '280' instead of +60% , so does anyone know where i can see this info ?
@steel crypt Current is 2.4.2 on both branches
Any suggestion for a mod that shut up the suit a bit? UNITS RECEIVED
@vale iron Thanks!
Hey so I'm like on my 50th reload already and it's been like 3 hours and I can't get this exotic to spawn and I am going crazyyy! Is there a way to increase spawn rates? A mod, anything?
was trying to get Ger's filmic reshade to work under vkBasalt
had to ammend my vkBasalt.conf, own mistake
but after that
i get an error from vkcube test tool, saying that it couldnt find Reshade.fxh
and i'm like
nope, the file doesn't exist alright
but ReShade.fxh does.
i realized something
"Naming conventions:"
"Do not assume case sensitivity. For example, consider the names OSCAR, Oscar, and oscar to be the same, even though some file systems (such as a POSIX-compliant file system) may consider them as different. "
lol
this is ger's filmic reshade working with vkBasalt under linux/proton, with a small change to Shaders/Colourfulness.fx, https://imgur.com/HWsFZfC
BLOOOM π
Anything to keep you from seeing the mangled ground tektures, eh? π
hehe
community is amazing
not just NMS community obviously
all of these minds being able to just give this stuff out
very grateful for all that
Im curious what Stratos looks like in that@round sinew
Its got totally different sunray config, which is why I wonder
any planet will do, or would you like me to go back to that planet on the screenshot?
@round sinew OH did you know legacy versions had perfectly-tuned underwather DOF and convincing caustics???
damn that looks good!
RAW BARE-ASS DEFAULT
This is the sort of thing got me bitching about modern NMS's visual fuckups
they just keep breaking shit and never noticing / fixing it
@round sinew But yeah a comparison shot would be cool
np, i haven't moved too far away
oof I had not considered the fact that the colors will be entirely different lol
oh well π
Oh! I noticed the water foggyness even in straight up 1.0. I really liked it, it made the oceans much much more immersive.
Not that they're horrible now, but still.
i'll see if i can find a planet that looks like that while running stratos
didn't find any yet, but i'm just going to take a break then see about finding one
checked a radiation one, that was yellowish before stratos got in the game, and turned into this heh
from space
yeah, brb
Well most of the effect I was hoping to compare came from that sun glow and the trade station, which you could find on any planet π
gotcha
Dude you found the whitest sky in the whole palette lol
@round sinew
Is that mid-storm with isolation filter or whut
@round sinew Wait did you also use Expanse?
*Is that a giant sun?
yeah, also using expanse, sorry.
it wasn't mid-storm, and no isolation filter
iirc it was one of those lush planets where its always raining?
So strong fog and maybe a giga-sun lol
shiny
i like that look
that's what the beginning of the game would look like if it did a Skyrim intro fading from black
There's a new one I'll have made once exams are over. Not to worry, it will totally make the old one look cheap and stupid π
(I've been working on a system using excel and math)
Ooh. Canβt wait to see that
@hushed bronze Can you PM me a link to your building mod please? Recommending to a friend & not at my PC right now. π
https://www.nexusmods.com/nomanssky/mods/1096
@snow ravine
Thank you! 
@waxen cedar That looks like the e3 vid
That e3 video was as amazing as it would be right now.. sad it was fake
The terrain, sky color, grass color, and trees similar to the ones seen there could all be found in various legacy versions.
Deer and diplos also existed
Itβs just that you wouldβve had to hunt for months to find a planet with all of them at the same time.
after close to 1k hrs in both platforms, i have never found a diplo myself. π¦
not for lack of trying, i assure you
Huh
That's nuts, especially since they got more common after NEXT.
The first legacy diplo I found was a mid/small sized super-aggro predator
well, i don't know what to tell ya, i mean, i have found rhinos that looked like dinossaurs, 8m tall tigers
no diplos yet
i'm always expecting to see them on the next planet though
the day i find the first one, for sure i'm making a base there.
@round sinew are you playing current or Legacy?
current
@round sinew One thing I did that can help is to use a mod that boosts spawn rates. They wont change the animals so you can more easily figure out if a planet has a certain kind of animal or not
Then you can remove the mod and the same species will still be around in their normal sparsity
Yeah, I personally used it for atmospheric effect and better odds of seeing what was available without a 40 minute trek on each planet for an animal thats so unlikely to be there
Looking for tips for how to clean up my list of teleport locations (stations, mostly, as I'm just deleting old bases), before it grows too big and starts purging older locations.
I have the NMS Save Editor folks recommend, but it looks like this would be a manual edit of the raw JSON? Any tips? That's a lot of code to look through without a search feature.
I cant find any dinosaurs on my nms ps4
@lean saffron Yes, TeleportEndpoints can be quite a list. It does require manually editing the data within. You can do a search with <Ctrl> + F, but it is a lot easier to copy the full list into Notepad++ or another text editor of your choice, as this is often easier to work with. Then once done, copy it back and you should be good to go. Just make sure you keep the correct formatting of the data in the JSON array(s) (brackets, commas)
Gotcha
I have it in a text editor but wasn't sure where to start as I'm unfamiliar with the code
I'll dive in at some point
It is not actual code, just data
But easiest to copy the full TeleportEndpoints, instead of going through the separate entries, which are numbered below. They are just the result of how many entries there are in the main list
What happens if you remove entry 5 out of lets say 50, is that you remove 'index' 5, resulting in now 49 entries
When editing the main entry, the indexing will automatically correct itself
TeleportEndpoints, is actually an entry within the larger data structure itself
Anyways, only thing important is you being able to recognise which can be removed and which you want to keep. They have a data field that shows if they belong to a base or spacestation I believe, so doing a search on that could help
ok so looks like each teleport end point i would want to delete would be the curly bracketed section beneath this line:
"TeleportEndpoints":[
i think i get it, will study it some more
The name of the array is on the left side, which is not part of the edit, just the right side data within.
The full array starts with a square bracket to the far left, followed by multiple blocks separated once more. A full block of data starts with a curly bracket one 'tab' in, and ends one 'tab' in. Everything inbetween is one 'full' entry. Example:
[
{
"UniverseAddress":{
"RealityIndex":9,
"GalacticAddress":{
"VoxelX":1790,
"VoxelY":-3,
"VoxelZ":-67,
"SolarSystemIndex":119,
"PlanetIndex":0
}
},
"Position":[
-128.1845703125,
6431.31591796875,
1224.6610107421875
],
"Facing":[
-0.06334949284791947,
-0.1715061068534851,
0.9831441640853882
],
"TeleporterType":"Spacestation",
"Name":"DP - S_0001 Orbital",
"CalcWarpOffset":false,
"IsFeatured":false
},
{
"UniverseAddress":{
"RealityIndex":9,
"GalacticAddress":{
"VoxelX":1786,
"VoxelY":-3,
"VoxelZ":-67,
"SolarSystemIndex":244,
"PlanetIndex":0
}
},
"Position":[
255.51531982421876,
9988.4287109375,
156.6802215576172
],
"Facing":[
0.5455626249313355,
0.8083393573760986,
0.2212439328432083
],
"TeleporterType":"Spacestation",
"Name":"DP - S_0003 Exchange",
"CalcWarpOffset":false,
"IsFeatured":false
}
]
Above two data entries are shown. The last entry does not end with a 'comma' before the full array is closed with the square bracket. This is very important
Each entry basically lists the same 'data fields', of which often once again smaller arrays. Your focus is on the large repeating blocks between the curly brackets one tab in. I could explain in detail how JSON arrays work, but I think you will get the gist of it
It becomes even clearer when you open the entries on the left side, as this will reveal the 'sub' data fields within/
The main blocks are the numbered ones, everything within is sub fields/arrays, like levels that can go deeper and deeper. Kinda looks like a folder structure.
Perfect, I think I might have been on the right track and that helps a lot!
Seeing an example is super helpful.
Make sure to create a backup before messing with it and your golden. I bet you will manage, but feel free to ask if you want to know more of course
oh yeah, backup in steam, then a backup of the raw JSON
The editor will also create backups, but always good to have your own for starters
you never know what might happen
one stray comma and i might teleport into sean's livingroom
I am afraid that would likely make his livingroom unavailable, as well as the kitchen, bathroom and any other rooms within the full array
hah, true enough
Either way, you can recognise an array (multiple data) by the brackets, either square (just single values), or curly (field names and values). Within, each single entry ends with a comma, apart from the last. This is done throughout the JSON
Yup, just have to be cautious
Example:
"Facing":[
-0.06334949284791947,
-0.1715061068534851,
0.9831441640853882
],
So basically each time something is the 'last', no comma is present
Above you can see that Facing itself ends with a comma, so at the same level there must be something else following after
Anyways, very useful. I have been gathering these endpoints for a long time now. It certainly helps keep what you want and rid of the crap
By the way, when using a teleporter going to a location, it will update that teleport location. So changing a name in that list will only work until you use it. It will then revert to the name it is supposed to be again. So for bases for example, make sure to rename the base instead of doing it in the list.
what are nice QOL mods that work in mp
QOL mods are usually client-side, but you can still play multiplayer with them on. Lo2k has some pretty good ones: https://www.nexusmods.com/nomanssky/mods/880
ty