#nms-modding

1 messages Β· Page 180 of 1

hushed bronze
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thx freind πŸ™‚ Check out that link @cinder valley

cinder valley
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Also in general, would it be better to edit "Mountains" or "hills" in terrain gen file?

fallow meadow
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@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

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Actually, it even says 1.6.9 on nomansskymods, so the info is certainly somewhat outdated

hushed bronze
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@cinder valley EVERYTHING

cinder valley
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I'm doing an overhaul right now. I'm changing underwater, mountains, making rivers bigger, etc.

hushed bronze
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Amplify oceans depth to go way down, and people will love you forever

cinder valley
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I've always wondered what "AmplifyFeatures" does. Most of the time i'm just messing with stuff lol

cinder valley
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If anyone knows how to troubleshoot MBIN errors, shoot me a message.

steel crypt
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@round sinew DUD’S SKY on Nexus mods has an exocraft mod with lights.

hushed bronze
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@cinder valley I assume youve made other mods given the rank... you use modstation or what?

cinder valley
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Yeah, it's just not compiling. (using modstation. ) The logfile is saying exml exception)

hushed bronze
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I guess you probably broke the syntax somewhere

cinder valley
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It's weird Notepad++ can usually find that, but it's not

hushed bronze
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@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

cinder valley
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Yeah, this is something i messed up. I got an error and everytning.

hushed bronze
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@cinder valley If you are only changing values then its verry possible you mistakenly chopped a "

cinder valley
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thats my thought. I'll never find it in 18,000 lines of code.

hushed bronze
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Depends what you changed if there are only a few things

cinder valley
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i mean i changed alot. This is where i get annoyed and stop modding for weeks lol

hushed bronze
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lol You should def only change a certain few things at a time while still learning how the parts work

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especially in a monster file like VOXELGEN (I assmue?)

cinder valley
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yep

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I used to break my game servers making this same mistake

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sigh

hushed bronze
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try searching #_/>
like 0 />
In other words, what the end of a value with a missing " would look like

cinder valley
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Going to start over but make different mod pak files for each different change (one for underwater, one for hills, etc)

fallow meadow
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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.

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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?

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I am sure there are various ways to validate syntax, or programs that include it. Might open it up in Visual Studio or something?

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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

fallow meadow
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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

round sinew
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@steel crypt thanks for the reply, i'll look around

lethal cape
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how can I move an invisible base thats close to space limit with the save editor?

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is it possible?

hushed bronze
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YEs @lethal cape

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Can be tricky tho

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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

unkempt locust
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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)```
lethal cape
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I gave up and end up building a new one

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I was just sad abt losing my space base

vale iron
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You can get at least two, since you have a LUA

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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

west sonnet
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Anyone know of a mod that makes the mech turn faster and walk backwards? its kinda useless when it turns this slow

broken forum
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hi anyone know if exist a mod to slow down life support consumption?

round sinew
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i think so

hushed bronze
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Yea an S class upgrade module for life support
@broken forum

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@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

quick ether
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Is there a mod for building? So I can build more precise and stuff

hushed bronze
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You have been to Nexus mod?

odd stag
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@fallow meadow ah okay i got it know, thanks for your help!

unkempt locust
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TileBlendMultiplier - does a larger value = more blend, or less?

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B/c it seems like larger = less, which was counterintuitive.

hushed bronze
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A LOT of the terrain globals settings have done literally nothing that I could see

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try to get a visible result at all before thinking about it too hard

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@unkempt locust

broken forum
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Thanks for ExosolarπŸ‘

hushed bronze
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@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

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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

unkempt locust
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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.

unkempt locust
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No blinding torches + actual darkness.

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I am in love. ❀️

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All thanks, (somewhat obviously) to Exosolar and trevix for their amazing work on their mods!

hushed bronze
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@unkempt locust your screen is liek ... all black tho?

unkempt locust
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πŸ˜‚ Yessir. Torch on/torch off.

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There's simply no light in that corner of my ship. As the gods intended.

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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?

sullen wind
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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?
+

round sinew
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@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,...)?

hushed bronze
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@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

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(but I think its for ships)

round sinew
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yeah, i can confirm i took out Stratos and headlights are back

hushed bronze
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They should have ties it to the clock time... oh well

round sinew
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i'll go and take a look at jasons headlight mod like you suggested

hushed bronze
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Is there no player control for light toggle?

unkempt locust
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Not on craft/ships

hushed bronze
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i didnt think so

round sinew
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that made me smile; player flashlight is much more powerful than exocrafts

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gg HG

hushed bronze
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And your pockets hold more stuff than your 80 trillion ton space freighter

unkempt locust
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The exocraft .scene files each determine how strong the lights should be

round sinew
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yeah i'm going to try that one, even though nexusmods says it's last change was in 2018

unkempt locust
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Will likely need updating and minotaur added

round sinew
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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

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as you may have realized by now, i never did any modding

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πŸ˜„

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oh, it crashes

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says uh, some mods aren't compatible

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doesn't specify

hushed bronze
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cuz it dont know, it just knows that it blew up

round sinew
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no big deal

unkempt locust
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cuz it dont know, it just knows that it blew up
Wiser words

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They don't know it be like it do

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But it do be blowed up

round sinew
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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

cinder valley
hushed bronze
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Well drop me a pak I bet I can tell

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also, are you going deeper or wider?

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@cinder valley

cinder valley
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Deeper.

hushed bronze
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This is the landfill mod, all the oceans are flat land, lol

cinder valley
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Weird I just changed heights basically

cinder valley
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Thought: adjusting height for oceans too high might make no oceans

hushed bronze
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Its just a fancy pulse drive booster. 10x pulse speed and instant spin up/cooldown

cinder valley
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dang

hushed bronze
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Oh also 10x fuel burn rate for fairness πŸ˜›

unkempt locust
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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.)

hushed bronze
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@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

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Only thing I have been able to affect is planar flattening, not ranges or anything like that

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Rayrod was able to use exe hax to make micro planets, which were cool but dont make a functional mod

unkempt locust
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No way to do something purely visual, not actual...moving of the bodies/entities?

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Oh interesting--I will look that up purely out of curiosity

hushed bronze
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And what do you mean by purely visual?

unkempt locust
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Just a visual improvement/change. Make the planets appear farther away, but not actually.

zinc wolf
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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?

hushed bronze
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whut mod?

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@zinc wolf

zinc wolf
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Oh, it's Meki's maneuvers...

hushed bronze
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There are more recent modders with ship control mods, did you try them?

zinc wolf
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Hm, apparently there's one mod that I should check.

upbeat saddle
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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?

zinc wolf
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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).

deft valley
cinder valley
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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

hushed bronze
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@cinder valley
As usual, try it and see. Only a handful of modders have ever made meaningful forays into terrain gen.

strong tulip
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Hi, Im new to the game, just downloaded a bunch of mods and put them in pcbanks/MOD folder, they dont seem to work

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also renamed enablemods.txt

hushed bronze
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Are they old as hell mods that couldnt possibly work?

alpine oasis
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i thought you had to move enablemods out of the game files?

strong tulip
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I downloaded from the first page at nexus DB

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most of them are yours πŸ˜„

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so Im making some terrible noob mistake here

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I was pasting folders instead of .pak files ^^

hushed bronze
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NO! BAD! WRONG! lol just kidding around πŸ™‚

strong tulip
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no matter how fool proof your design, a noob such as me can always show up ^^

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which is how you get to "DO NOT EAT" instructions on your TV set manual

winter trail
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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

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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)

hushed bronze
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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!

vale iron
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Wow! well done

hushed bronze
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Did you try it ? @vale iron

vale iron
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No, I don't have any farms of note, sadly

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is there any combination of parts that will get you snapped between basic and prefab parts?

hushed bronze
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Not sure what you mean?

vale iron
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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

hushed bronze
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From what I have seen so far, manipulating snaps should not be too difficult

vale iron
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just time-consuming

hushed bronze
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Earlier, I even temporarily accidentally caused pipes to be capable of snappong to power heads. Was very interesting

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I wonder if the right snaps could send the mining booty straight to storage, lol

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FOR NOW, though, my mod was solely and specificlaly aimed at cutting the laggy load of the heavy mining parts

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learning anything about snaps was a fluke πŸ˜›

vale iron
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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

hushed bronze
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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

vale iron
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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

hushed bronze
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?

vale iron
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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

hushed bronze
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No I literally meant the storage containers

vale iron
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ohhhhh, sorry

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Same answer, with adding a port πŸ™‚

hushed bronze
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I managed to snap a pipe to one already but it was with a buggy glitchy wire, but it gave me the idea

vale iron
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What did the pipe connect to?

hushed bronze
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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

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Originally it snapped to the power input

vale iron
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interesting

hushed bronze
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because I wasnt messing with storage containers and so I hadnt added anything

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I was splicing shit, wanted to take a low def option for the pipes

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with a great many pipes, they aren't the most lightweight geometry either

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in fact, i have already seen that I could get almost another 20 FPS back from them (when I accidentally deleted their geometry completely)

vale iron
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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

hushed bronze
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Ive done the opposite sometimes πŸ™‚

vale iron
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Or v/v. Put a wall up, tube on that, prefab on other end of tube

hushed bronze
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Basic wall - corridor - cuberoom

vale iron
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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

hushed bronze
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Tryna plant things on the roof, are we?

vale iron
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No, wanted an observation room to watch my NPC landing platforms

hushed bronze
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why tho, any landing ship would leave by the time you could get down there lol (unless you greatly extend visiting durations via mod)

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Would glass floors not accomplist this?

winter trail
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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

hushed bronze
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@winter trail THere are no particularly good options.

winter trail
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IS there a way to export models into a format that Blender or any other 3D Software can read?

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bro

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thank you

winter trail
hushed bronze
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Glad you found what you needed πŸ™‚

hushed bronze
waxen dome
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Did the process for activating mods change recently?

steel crypt
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No

naive moth
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@hushed bronze You happen to know which file(s) define the price of items / ships etc? Or anyone else maybe?

hushed bronze
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Not for sure but odds are good its in meta/reality/tables

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@naive moth

naive moth
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Thanks a lot πŸ™‚

supple wadi
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@naive moth exo's right btw, but if memory serves it may be scattered about various tables

naive moth
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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

hushed bronze
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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

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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

naive moth
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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

hushed bronze
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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)

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Anyway in that form I can easily temporarily drop a problem component should one be unfixable

steel crypt
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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. πŸ‘

hushed bronze
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OOF no thnx that sounds like a monster bitch task lol

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I've developed a keen sense of "nah thats too problematic, fuk that shet lol"

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In fact I almost gave up free freighters

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whew

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that was way more than it was worth but its just such a massive challenge opportunity y'know

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I wouldn't do half that much work to fix the weird station-clipping thing πŸ˜›

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Effort to yield ratio lol

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Non-free Freighters was not worth 4 days πŸ˜„

steel crypt
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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.

hushed bronze
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Most of my challenge mod ideas are based on stuff I have already seen in files / know how to do

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@steel crypt that clipping got especially bad in just the last few updates, didnt they?

steel crypt
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I'm not sure when it got bad.

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It would help if I knew.

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I wonder if it happened when they changed the space station model around...NEXT?

hushed bronze
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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?

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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)

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And ability of sentinels to damage objects so you cant take cover for long against breakable things

steel crypt
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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" />

hushed bronze
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Doesnt your mod do that?

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Any possibility to make the trigger DUSK and not night? would be a more graceful option imo

steel crypt
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My exocraft mod uses those vanilla switched to turn lights off and on based on day/night and being in the exocraft.

hushed bronze
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ugh midnight lemme get thru my last 15-minute video lecture...

steel crypt
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No, not that I know of. I see no variables for the switch time.

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You can remove those light names and it will make the exocraft lights just be "on" all the time like they were before.

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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.

hushed bronze
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You mean the day night auto switch right?

steel crypt
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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.

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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.

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Maybe there is a time of day variable for that switch, but I didn't see one.

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And on the battery thing.... you can do stuff with the missions but as you know with the freighter thing, it can get complicated.

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Gotta go for now. See ya soon dude πŸ™‚

hushed bronze
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Yeah, I wanna make the minimum possible fuckery with missions

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I would rather just add a different accessibility option for the semiconductor than screw with missions

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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

broken forum
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hi anyone noticed after exo mech update space encounters are incredible rare? im the only one?

hushed bronze
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luck probably, ive seen plenty

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why in modding thou?

hushed bronze
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@broken forum Seems an odd place to ask that

broken forum
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thanks from the answer wrong chat sorry ,probably is a mods problem...

paper vapor
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do you guys consider any mods mandatory

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like for example the light fix

paper vapor
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there's a more dim version

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and you can also download one that lets you modify it yoursef

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ahh so that's why my oxygen extractor sometimes doesn't yield oxygen even tho it's powered

round sinew
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atmosphere harvesters you mean? those have been bugged for a long time

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ignore me if its not that

paper vapor
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no no the oxygen extractor

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you throw in fuel and let it run for a while

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I swear if I save the game, quit and then come back the machine stops

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and doesn't display the oxygen it generated

paper vapor
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@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

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is there a step that I'm forgetting about or maybe halving the values was the cause

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standing light for me has got 2500 intensity for the record

naive moth
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@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

paper vapor
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ahhh I see

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what values did you give?

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I'd like to half your specs, but I couldn't find them

naive moth
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I'll be there in like about 30 mins. Too busy right now

paper vapor
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oook

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ping me when you're back

naive moth
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@paper vapor Alright, I'm here. Sorry, it took longer than I expected

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Which lamp(s) do you want to know the value(s) of? They all have different ones so ye, its quite the list..

paper vapor
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tbh it'd best if I knew all of them

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maybe you could include that information on the mod page

naive moth
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Hmm. I'll have to collect all the information first. I'll see what I can do

naive moth
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Alright, the values I've used are now available on the mod page underneath the forum part πŸ™‚

cinder valley
unkempt locust
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Whoa.

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That's a neat idea! I will check it out tonight!

alpine oasis
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@sullen wind

stray needle
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Is there any kinde of mod that can help with silo alignment?

hushed bronze
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There will be soon if y'all don't shut up about it lol

stray needle
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😦

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it just i c videos bout bases and the stff its so perfectly placed

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i cant place 3 in a row lol

hushed bronze
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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

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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

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Also cuts all camera shakes

stray needle
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great thx

tropic leaf
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request: mod which reserves paradise planet for clear or humid weather >_>

hushed bronze
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That would be a simple weather cutter

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IMPOSSIBLE

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Muahahahaha

tropic leaf
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SUPERHEATED RAINSTORMS

hushed bronze
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Should I turn them into irradiated hellzones?

hushed bronze
#

@tropic leaf Wanna mod that makes all Planets never stormy?

#

Never extreme typed anyway

#

Do you use Grass Fix?

tropic leaf
#

Not right now

hushed bronze
#

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!

paper vapor
#

I think I'm the only person who enjoys the fact that extreme weathers exist

round sinew
#

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.

spark lance
#

MOD's are bad, m'kay!

round sinew
#

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.

hushed bronze
#

you know a permanently scorched planet would not be host to trees that were easily burned down@round sinew

paper vapor
#

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

snow ravine
#

I can certainly appreciate that kind of thinking!

round sinew
#

@hushed bronze well, yeah, of course 😁 i meant to describe the picture of a totally burned/charred surface, mostly using a dark/grey palette

gilded grotto
hushed bronze
#

Wow, number 688

#

You scrambled out of some Atlas Rises hole or something πŸ˜›

strong tulip
#

Hi, can I use Integrated Planets 1.0B together with Space dream 1.6 Black Nebulae? Thanks

obsidian tree
#

my earliest mod number release on nexus is 259 haha

hushed bronze
#

@strong tulip You cant use space dream at all, its an old dead shader mod

steel crypt
#

Another clue as to why they are trending πŸ˜‰

eternal osprey
#

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. πŸ™‚

cinder valley
#

Mods are client side only

hushed bronze
#

@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

cinder valley
#

Also, didn't someone make a mod to combat pop-in in the past?

eternal osprey
#

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)

hushed bronze
#

lots of flaws in this game πŸ˜„

eternal osprey
#

It's no big deal; just thought if someone with a modded fauna uploaded that discovery (hence the different look) :p

#

I've only dabbled with merging mods so far

cinder valley
#

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

hushed bronze
#

Do it.

#

Make caves more color-y or die trying.

lyric turret
#

Dye trying.

hushed bronze
#

Yes. That.
@cinder valley

cinder valley
#

lol

hushed bronze
#

The paint

#

spilled it has been

hushed bronze
#

I KILLED THE MARKET CRASH EXPLOIT

#

now we party

#

(It was important to my challenge mod)

hushed bronze
#

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):

  1. A bit less on Dead type planets.
  2. A huge predominance of Dead type planets.
  3. Removal of Resource Information from the Scan from space.
  4. Remove suit slot upgraders from Space Stations and the Nexus.
  5. Full rebalance of the values of things.
  6. Full re-work of who sells what (way fewer buyable things).
  7. Kill the "resource multiplication" exploits.

Partially Complete Components:

  1. More threatening Sentinels (After combat is initiated, not before).
  2. Planets could have "Rock-Paper-Scissors" special elements instead of their own (eg: Dioxite is on hot planets, not cold planets).
  3. Never receive a Freighter for free.
  4. Activated Metals removed entirely, Regular forms promoted to being storm-planet exclusive.

Components already complete and included:

  1. 1x tech module enhancements, not 3x.
  2. Scarce Asteroids.
  3. Most systems are abandoned or uncharted.
  4. A maximum number of buildable heavy mining and farming devices.
  5. Extreme storms never end (Extreme planets are eternally stormy).
  6. Market Manipulation impossible - Prices no longer respond to player's buying and selling.
west saddle
#

@hushed bronze De-God-tiering extractor farms for growing money. If different gathering rates for different minerals is possible, then maybe that.

hushed bronze
#

That would translate to people still building vast lag-generating farms thou

vivid beacon
#

Making mining a primary source of survival and not trading or farming or extracting.

west saddle
#

Ok then. Devalue the sale price of Indium et al

vivid beacon
#

Those others should still be features but maybe maxed out somehow?

hushed bronze
#

Yes, that's in the mix of "re-evaluating all the pricing" πŸ™‚

vivid beacon
#

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.

hushed bronze
#

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

west saddle
#

Space combat missions need to be more varied. 1 and 3 star pirate missions are both laughably easy in a bone-stock beginner ship.

pulsar jay
#

Pirate Freighters that show up and attack you if you destroy too many pirates :0

#

Like Sentinels maybe

supple wadi
#

@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 squinteyes

hushed bronze
#

Oh I like that one, but sadly I dont think it is within my ability

pulsar jay
#

Yeah

hushed bronze
#

@pulsar jay

pulsar jay
#

Don't worry when you evolve again you will be able

steel crypt
#

You have to pedal the bike exocraft by pushing two buttons back and forth.

hushed bronze
#

Perfect

pulsar jay
#

What a pain

west saddle
#

@steel crypt 🀒

hushed bronze
#

lol

vivid beacon
#

So basically the minotaur with no jetpack turning lol.

hushed bronze
#

Ill put their summons on a 30 minute wait timer too πŸ˜„

supple wadi
#

@steel crypt and you have to move the minotaur by yelling into mic

pulsar jay
#

Minotaur but NO JETPACK

supple wadi
#

Minotaur but no movement, it's just for show now

vivid beacon
#

But it go fast like Sanic.

#

Or that. πŸ˜‚

pulsar jay
#

Minotaur but only the cool animation when it drops

#

Not interactable

west saddle
#
  1. 1x tech module enhancements, not 3x.
    Does this apply to suit, ship, multi, everything?
hushed bronze
#

yup

vivid beacon
#

I swear my suggestions started seriously.

pulsar jay
#

almfksdmfskg

hushed bronze
#

It does entail some edits being needed like for the warp efficiency

pulsar jay
#

hujk

#

hjgfds

#

freaking cat

hushed bronze
#

It wipes out the god-tier overkill of almost everything in one shot

#

esp the ones that go 6x

west saddle
#

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.

pulsar jay
#

When you insert a Warp Cell on a freighter it only fills up for 1 jump insted of 5

hushed bronze
#

Yes I would also love if the jump fuel made any sense πŸ˜›

pulsar jay
#

Maybe that

west saddle
#

Perhaps re-balance freighter hyperdrive distance fully upgraded to be... yanno... something you might actually use.

vivid beacon
#

I'm not sure the code needed but I think that'd be tough to do by-distance since it's currently by-jump.

hushed bronze
#

@pulsar jay The freighter thing may be fixable tho

supple wadi
#

@west saddle tbh i feel like that may only be workable for pulse engine, not sure tho

west saddle
#

@supple wadi Pulse engine heat capacity? πŸ˜‰

hushed bronze
#

Would be a standard bug fix mod though, and not a "challenge mod" part

west saddle
#

Mmmm, true.

pulsar jay
#

pulse engine drains in 20 seconds, tritium only available at space stations

hushed bronze
#

That would be a grind booster tho lol

west saddle
#

Forever stranded in space, I like it πŸ˜‰

pulsar jay
#

More realistic

supple wadi
#

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

hushed bronze
#

Im actually tempted to make a mild pulse speed increase

west saddle
#

Can't just pop into the next roid belt 40 units over.

hushed bronze
#

fortunately I can control both the speed and the fuel-burn per time unit

pulsar jay
#

Asteroids now show up 10000 units away from each other

dry hound
#

trading should be way more profitable than mining or farming

vivid beacon
#

The point of running out of fuel is to get asteroids, leaving you vulnerable to attack. Supposed to help you die.

hushed bronze
#

so I can compensate the speedup by making it cost equivalent

supple wadi
#

mining/farming is trading tho on a certain level, but i sorta getcha

pulsar jay
#

NMS Hardcore

hushed bronze
#

@dry hound With the changes already made, it probably already is, in this mod πŸ˜„

pulsar jay
#

If you die in-game, the game uninstalls

west saddle
#

Abominations Biological horror... perhaps powerful enough to actually kill.

dry hound
#

if you die ingame, windows corrupts itself

hushed bronze
#

Runs a script that deletes system32 lol

narrow timber
#

will S shield mods on your exosuit not be op anymore? lol

vivid beacon
#

Could we make the ranged on monstrosities hurt more?

narrow timber
#

maybe just limit it to 1 mod per category,1 on inv one on tech slot

pulsar jay
#

If you die in-game, the moon begins auto-destruct sequence

hushed bronze
#

@narrow timber Nope, because you wont be able to run 6 anymore, only 2

narrow timber
#

nice

hushed bronze
#

And while wearing two, I've already made the ground sentinels WAY more violent

narrow timber
#

more planets should have high security or aggressive sentinels then

pulsar jay
#

Walkers more dangerous?

vivid beacon
#

I suppose if sentinels are already a force to be reckoned with then no need to make animals worse haha.

hushed bronze
#

Drones have had most of the attention so far

west saddle
#

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.

pulsar jay
#

Walkers should be more dangerous so you actually have to worry about them

hushed bronze
#

TBH I wanna give them a cannon if possible

vivid beacon
#

But really though monstrosity ranged will do damage instead of not being a threat?

west saddle
#

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.

hushed bronze
#

Oh yeah lol I forgot those bastards spit is practically harmless

vivid beacon
#

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.

pulsar jay
#

No storage augmentations or upgrades, back to Beyond

hushed bronze
#

@west saddle Yep, one of the things in mind for "Change who sells what" is a huge cut to the things offered for sale

vivid beacon
#

Can't upgrade ships would be nice although zmaster wouldn't like it. But ships have roles as you get them, pros and cons.

west saddle
#

Saw that. Wasn't sure if quantity was considered in there. πŸ™‚

hushed bronze
#

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

west saddle
#

Can you change the nav data exchange rate? Or perhaps remove the freebies from literally every station?

hushed bronze
#

the freebies?

west saddle
#

Yeah, they're on all the tables.

#

Orange ones, blue ones, white orb ones.

hushed bronze
#

well sure like 3

pulsar jay
#

Oh yeah those blue cubes and orange octahedrons

hushed bronze
#

but those maps encourage people to go do stuff so I dont think I wanna cut them

vivid beacon
#

How about this, you can't sell or scrap ships. πŸ˜›

#

Or upgrade.

west saddle
#

Oof.

#

I'd be interested in a reduced drop rate for Auggies

pulsar jay
#

There's a mod that makes your starter ship unfixable so you have to get another ship

west saddle
#

Assuming here you can't cap auggies to the native max for that ship type/rank.

hushed bronze
#

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

vivid beacon
#

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

west saddle
#

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.

vivid beacon
#

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.

hushed bronze
#

Ooo how about valuable goodies in caves but also monstrosities? Or maybe just eggs in there which would make sense with the monstrosities

supple wadi
#

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)

pulsar jay
#

Would be cool if planets had polar ice caps but i don't think that's possible

vivid beacon
#

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.

west saddle
#

@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.

vivid beacon
#

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.

pulsar jay
#

Carbon is purchasable i think

supple wadi
#

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

west saddle
#

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.

hushed bronze
#

@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

supple wadi
#

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

west saddle
#

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. πŸ˜‰

vivid beacon
#

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. πŸ˜›

west saddle
#

It's supposed to be an exploration game. πŸ˜›

vivid beacon
#

Well that's what it is, yeah.

#

But why play survival?

hushed bronze
#

@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

supple wadi
#

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 πŸ€·β€β™€οΈ

vivid beacon
#

Creative and Normal are the uh.. normal functions of the exploration game.

#

Which is strictly not the survival mode.

pulsar jay
#

Normal still has Hazards, it's just way more chill

west saddle
#

@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.

supple wadi
#

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 πŸ˜›

west saddle
#

It would seem the 2-mod limit helps that to an extent.

hushed bronze
#

Im thinking less "long chains" and more "make Fusion ignotirs a part of the Indium Drive"

vivid beacon
#

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.

pulsar jay
#

That would be complicated

west saddle
#

Hmmmm. Ok.

#

How about... just jumpin in your ship doesn't regenerate your enviro protection?

#

Would that up it?

supple wadi
#

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

hushed bronze
#

@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.

pulsar jay
#

So, about the Sentinel Drones being more agressive...do they have a higher rate of fire or they deal more damage? orr...

supple wadi
#

yeah, somethin' like that Exo

hushed bronze
#

Would make the shields be the "same" durability but way more important to not dying

west saddle
#

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.

pulsar jay
#

Dying in-game means dying in real life

hushed bronze
#

@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

vivid beacon
#

However you go about it I appreciate the efforts regardless. πŸ˜›

pulsar jay
#

Ok, what about Quads?

#

@vivid beacon Yep, absolutely

narrow timber
#

give quad melee attacks a fuckton of damage imo

hushed bronze
#

Quads and walkers arent changed much yet except longer lasting lasers n stuff

#

Thats not to say i intend to leave it that way πŸ˜„

pulsar jay
#

Exo (Best Modder Ever Award)

narrow timber
#

if quad melee did something then you'd have to worry about both close and long range thonk

west saddle
#

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.

pulsar jay
#

The Melee does deal a considerable amount of dmg with low shields

hushed bronze
#

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

west saddle
#

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?

hushed bronze
#

Yeah, probably not a ton I can do about that

#

Like what?

west saddle
#

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

pulsar jay
#

Nerf the Positron Ejector pls

vivid beacon
#

I mean yeah even with 2 upgrades it's pretty stronk lol.

hushed bronze
#

Ship combat is an obvious need, dunno why it isnt already noted

pulsar jay
#

Even with no upgrades at close range

vivid beacon
#

Yeah no upgrades at least it will overheat haha, even a single upgrade and you hardly switch weapons.

west saddle
#

Wait, you can switch weapons in space?

hushed bronze
#

..........................................yes

west saddle
#

But why would you ever do that? πŸ˜‰

pulsar jay
#

@vivid beacon Overheat is no problem if you press repeatedly instead of holding the button

hushed bronze
#

I used to use a turbo setting thru steam lol

#

max firing rate, never overheat

vivid beacon
#

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.

pulsar jay
#

Are the Lasers that the Living Ship shoot basically its spit? :0

hushed bronze
#

That his ... nvm

vivid beacon
#

"Sacs and sphincters"..

pulsar jay
#

It's called Spewing Vents

#

After all

west saddle
#

@hushed bronze Considered moving some of those crafting mats, the more "elemental-y" ones perhaps, to the roids?

hushed bronze
#

THIS IS MY RIFLE, THIS IS MY GUN!

vivid beacon
#

Yeah the description is the spew is from sacs and sphincters haha.

west saddle
#

THIS ONE'S FOR FIGHTING, THIS ONE'S FOR FUN!

vivid beacon
#

πŸ˜‚

hushed bronze
#

Correct, sur

west saddle
#

I AM IN A WORLD OF SHIT

#

oops, forgot the spoiler tags

hushed bronze
#

@west saddle dunno what you mean by elementy roids

west saddle
#

well you said move some crafting mats to collectible through other means.

hushed bronze
#

Ah, asteroids

#

too many truncated words, sir lol

west saddle
#

roids, cmon

#

space games

#

its been a thing since like 1980 😐

hushed bronze
#

Me is med student, me first reflex is steroids

pulsar jay
#

We need to add the Sandworms seen in the E3 trailer

hushed bronze
#

We need goddamned amazing explosion effects

west saddle
#

not the hemorr type. clearly not studying to be a proctologist.

hushed bronze
#

we need defeated freighters to go BOOOOM

west saddle
#

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.

pulsar jay
#

Explosion Effects used to be so cool, but they replaced them with these bad-looking orange lights

hushed bronze
#

uhh

west saddle
#

a ripe place to put some of those materials you'd want for crafting.

hushed bronze
#

explosions have been awful in NMS forever

#

all the effects are

pulsar jay
#

They used to be better

hushed bronze
#

very low-effort graphics

pulsar jay
#

They used to be a more reaslitic explosion with smoke

#

It was 2D but whatever

hushed bronze
#

Ships still do

pulsar jay
#

Hold on

hushed bronze
#

stationary stuff has an oddly basic boom

pulsar jay
#

There's an old explosion

#

Effect

west saddle
#

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.

pulsar jay
#

I have Walker Brains as trophies and to keep track of how many walkers i killed

west saddle
#

it was that quest for one of the base guys.

supple wadi
#

@hushed bronze makes me wonder, you tweaked the Sentinel behavior, but did you in turn make player combat any more satisfying? πŸ˜›

#

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 squinteyes

pulsar jay
#

Yeah

#

I keep them on a cargo room inside my freighter

west saddle
#

@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).

pulsar jay
#

Silver and Tritium i think

hushed bronze
#

i think he was suggesting a change to that

west saddle
#

indeedy do

pulsar jay
#

Well

#

Imma leave now

#

See ya

vivid beacon
#

Using chromatic metal more would be nice tbh, we get way too much.

hushed bronze
#

GTFO lol

west saddle
#

right now i just pop down to my silver mine and grab 20k, build all the rooms i want.

pulsar jay
#

o_o

hushed bronze
#

@west saddle Lol require Freighter Salvage Unit

vivid beacon
#

How do you not have too much silver or metal just from playing? πŸ˜‚

west saddle
#

short answer: no

#

longer answer: NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

hushed bronze
#

lol

west saddle
#

dumbest bs mechanic i ever seen >:|

hushed bronze
#

what is ?

west saddle
#

those stupid modules

#

50ish expeditions done by ships, never seen a single one

hushed bronze
#

Maybe you're favoring the wrong type?

#

in any case I just blew the shit out of a few fleets got all I need

west saddle
#

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.

supple wadi
#

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

west saddle
#

you can, but it's absolutely without risk.

supple wadi
#

so, like just about everything in Normal Mode

west saddle
vivid beacon
#

I mean, I did it in my living ship pre-upgrades so

west saddle
#

i suppose so, but thats what we're talkin bout here, right? adding a risk decision and some practice/skill to normal?

supple wadi
#

mhm

vivid beacon
#

I upgraded my fighter because I was worried I underestimated space, it used to be way more deadly.

supple wadi
#

i was just clarifying what the acquisition setup was regularly

west saddle
#

ah

vivid beacon
#

I thought we were talking survival. >.>

supple wadi
#

i have no idea which mode in particular we're talking about, but either one could use challenge improvements

west saddle
#

@hushed bronze is this mod based on normal or survival?

supple wadi
#

and in some respects changes to Normal will inadvertently impact Survival, unless they separated them better

west saddle
#

absolutely. stack sizes still seem the most pertinent bit of data in that respect.

vivid beacon
#

Yeah I'd imagine it would carry over.

hushed bronze
#

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
#

unless you removed the other modes squinteyes

#

lmao

steel crypt
#

@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.

supple wadi
#

@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.

lyric notch
#

best nms mods?

cinder valley
#

Anything by @hushed bronze

lyric notch
#

website?

lime mesa
#

Nexus Mods

steel crypt
#

@supple wadi Thanks dude. And now I remember you telling me that before LOL

naive moth
#

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

lyric notch
#

O

#

pog

unkempt locust
#

Oi, be there an updated mod to improve upon the visuals of a black hole?

#

I cannot seem to find one, avast.

lyric notch
#

who trynna lob their pak list

lyric notch
#

@hushed bronze

hushed bronze
#

The sky part, yes

lyric notch
#

ty

#

that means sunset colors?

hushed bronze
#

DUD's sky colors and Stratos will not play nice

still remnant
#

Is there a recommendation mod list that doesn't break the game? (also maybe high end graphical reworks)

lyric notch
#

the extra biome mod gave me a planet w huge platns lololol iwas like 30 fps

#

@hushed bronze

hushed bronze
cinder valley
#

who dis guy

dry hound
#

nice portal room design

lime mesa
#

do mods turn achievements off or anything?

hoary drum
#

I'm pretty sure they do

lime mesa
#

is there a mod to turn achievements back on?

hoary drum
#

Nope

cinder valley
#

I didn't know they turned off trophies

steel crypt
#

They don't

hushed bronze
#

They don't. This whole convo is invalid, lol

#

Hello Mr. Simultaneous πŸ™‚

steel crypt
#

You're starting to scare me with that now.

#

Hive mind

hushed bronze
#

There was only 2 hrs 8 minutes from the discussion before we answered πŸ˜„

steel crypt
#

😬

naive moth
#

@hushed bronze Nice!!

honest furnace
#

a

boreal portal
#

a

modern briar
#

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.

hushed bronze
#

There are no super-generalized size boosters but some things have bigger trees made possible within them.

hushed bronze
#

Modding is besting

orchid tusk
#

Are there mods that people regard as being good quality of life improvements without altering the base game too much?

hushed bronze
#

All of them

quick plume
#

just get "stacking items" mod and you will be fine.

steel crypt
#

@supple wadi are the different sections in the voxel gen ie Grand Canyon an array or list? Aka can I add sections?

hushed bronze
#

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

steel crypt
#

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">

hushed bronze
#

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

unkempt locust
hushed bronze
#

Is that related to a mod? I dont understand whats wrong in the pic

unkempt locust
#

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.

alpine oasis
#

that's just a normal exotic biome

unkempt locust
#

Oh, heavens, is it really? It looks so...

orchid tusk
#

Do any of you use reshade? What profiles do you use?

elder cypress
#

Is there a mod that allows you to add a ship skin?

#

Like, So I can have a cool color scheme?

orchid tusk
#

not so much that lets you skin your ship, but there are these

elder cypress
#

Do they work together>

#

?

orchid tusk
#

I have no idea lol

#

probably not

mortal urchin
hushed bronze
#

It is possible, but time consuming.

#

Also difficult

mortal urchin
#

@hushed bronze by putting only texture, they work wrong, i need to change the hud to e3 style

prime quarry
#

Are there any mods out there that can get me a giant farm up & running for credits?

hushed bronze
#

You dont need a mod for that...

broken forum
#

Hi anyone know if there any mod out that add more vegetation or denser forest and is compatible with exomech update?

round sinew
#

@broken forum nexusmods website, nms mods, sort by last updated, that will probably get you going

feral sand
#

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?

hushed bronze
#

@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.

feral sand
hushed bronze
#

THat dark warp mod is extremely old and probably does not work at all. You should get Lo2k's recent one instead.

feral sand
#

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

hushed bronze
#

And you dont need to meger them either, probably. these are different affected files

feral sand
#

ok

#

do you recommend using one of the mod managers?

#

nevermind. looks pretty easy

feral sand
#

@hushed bronze the faster text display and faster interactions mod, do you think those will conflict?

hushed bronze
#

Are they modding the same file? Most modders list affected files in the details

#

@feral sand

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.

hushed bronze
#

No, the modders list the ingame files

feral sand
#

the mod page on NMSmods doesnt say what actual file it is i dont think

hushed bronze
#

there's no shifty bullshit like that you described with skyrim

#

@feral sand well thats just silly. Nooby modder πŸ˜›

feral sand
#

ok, so what the filename is, is what it is?

hushed bronze
#

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

feral sand
#

ok

#

the mods just have .pak files. i dont see where you're getting .mbin from

#

oh, nvm

#

mod page description

hushed bronze
#

Hell yeah, the page where info about the mod is πŸ˜›

cinder valley
#

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?

drifting glen
#

Hi, I wanted to ask if you install a mod in your game then uninstall it, will it ruin the save file or anything?

cinder valley
#

No

drifting glen
#

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

hushed bronze
#

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

drifting glen
#

Thanks so much for the info πŸ™

#

I truly appreciate it

lost shuttle
#

Hiya, does anyone know thge QS shop number and tier for nms editor?

lost shuttle
#

nvm got it

sudden wasp
#

I’ve 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?

feral sand
#

anyone in here create mods? im trying to find where the bin file is that i want to mod

hoary drum
#

@feral sand @hushed bronze Can help you out with that

feral sand
#

sweet

hushed bronze
#

Depends what you're after really

feral sand
#

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

hushed bronze
#

They are mostly in Globals mbins, and are partly named "Flash".
If you are using Notepad++, finding them knowing that should be fairly simple πŸ™‚

#

PErsonally I agree, that flashing is fckin annoying. Some lucky bitches dont see it lol

feral sand
#

awesome

#

how do some not see it?

hushed bronze
#

Its not an effect that bothers some people

feral sand
#

ah, i see what you mean

#

it just doesnt annoy them

hushed bronze
#

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?

hushed bronze
#

Dont bother with smoketest its just a debug thing

#

but yea see the pic πŸ™‚

feral sand
#

so if i just made the value 0 that should get rid of it altogether?

hushed bronze
#

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

feral sand
#

you fucking rock man

#

probably not going to do it right this second because i FINALLY found an S class multitool in a station

hushed bronze
#

@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

feral sand
#

right

hushed bronze
#

@feral sand Whats the multitool have to do with anti flash lol

feral sand
#

nothing

#

im just saying im not going to work on the mod right this second

hushed bronze
#

Oh pfft Its not like anyone has you on a deadline πŸ˜„

#

Blind yourself as much as you like πŸ˜›

feral sand
#

πŸ˜†

feral sand
#

hey @hushed bronze

drifting glen
#

Hey guys, sorry to ask a weird question, but is there a mod you can get to give yourself units?

alpine oasis
#

The save editor can do that for you

hybrid birch
#

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?

orchid tusk
#

@hushed bronze Is it normal for your 'Dead Wreckoning' mod to affect terrain generation on non-dead worlds?

hushed bronze
#

Should be impossible.

#

Is it all terrain or just terrain near one of the world objects like a dead freigher?

orchid tusk
#

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

hushed bronze
#

Make Bappo use it too, problem solved πŸ˜„

dark pulsar
#

@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

hushed bronze
#

YOU BROK IT

alpine oasis
#

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

hushed bronze
#

That seems like the slowest most ineffective option lol

alpine oasis
#

lol idk

feral sand
#

@hushed bronze you around?

feral sand
#

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.

narrow mason
#

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

weary ruin
#

have a look on Nexus

narrow mason
#

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

hushed bronze
#

@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

narrow mason
#

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 πŸ˜„ @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 πŸ˜„

hushed bronze
#

If you are abandoning an old ship you can destroy its parts for half materials tho

vale iron
orchid tusk
#

I love Exosolar's Extra Biomes mod, but it turned my lovely lush tree filled world into a mushroom filled one lol

granite goblet
#

hi @orchid tusk

orchid tusk
#

Hey

hushed bronze
#

@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

orchid tusk
#

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?

supple wadi
#

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?

bronze crystal
#

Sounds good tbh, makes the slot scaling somewhat more linear and reasonable

hushed bronze
#

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

supple wadi
#

Right, I just felt like posting this somewhere here and this channel seemed just as well, lol

fossil stone
bronze crystal
#

@supple wadi one can only hope I guess πŸ™‚ have you input it to the zendesk?

bronze crystal
#

<@&233572388783128576> this post above ?

hardy hatch
#

Damn

#

Got it dw

steel crypt
#

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 πŸ™‚

hushed bronze
#

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

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.

terse dust
#

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.

pure inlet
#

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?

obsidian tree
#

@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!)

steel crypt
#

It’s just the nature of it. When your dealing with so many pc configs, I’m surprised anything works sometimes.

obsidian tree
#

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!

shy tangle
#

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

indigo crag
#

I dont know too much about the game but.. are there any star wars mods?

spark loom
#

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 ?

vale iron
#

@steel crypt Current is 2.4.2 on both branches

nimble trail
#

Any suggestion for a mod that shut up the suit a bit? UNITS RECEIVED

steel crypt
#

@vale iron Thanks!

vagrant echo
#

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?

round sinew
#

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

#

BLOOOM πŸ˜„

hushed bronze
#

Anything to keep you from seeing the mangled ground tektures, eh? πŸ˜›

round sinew
#

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

hushed bronze
#

Im curious what Stratos looks like in that@round sinew

round sinew
#

yeah, i don't mind trying

#

i'll load it up

#

just a sec

hushed bronze
#

Its got totally different sunray config, which is why I wonder

round sinew
#

any planet will do, or would you like me to go back to that planet on the screenshot?

hushed bronze
round sinew
#

damn that looks good!

hushed bronze
#

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

round sinew
#

np, i haven't moved too far away

hushed bronze
#

oof I had not considered the fact that the colors will be entirely different lol

#

oh well πŸ™‚

round sinew
#

haha

#

same here

slender shard
#

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.

round sinew
#

i'll see if i can find a planet that looks like that while running stratos

round sinew
#

didn't find any yet, but i'm just going to take a break then see about finding one

#

yeah, brb

hushed bronze
#

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 πŸ˜„

round sinew
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gotcha

round sinew
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@hushed bronze ^

hushed bronze
#

Dude you found the whitest sky in the whole palette lol

#

@round sinew

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Is that mid-storm with isolation filter or whut

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@round sinew Wait did you also use Expanse?

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*Is that a giant sun?

round sinew
#

yeah, also using expanse, sorry.

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it wasn't mid-storm, and no isolation filter

#

iirc it was one of those lush planets where its always raining?

hushed bronze
#

So strong fog and maybe a giga-sun lol

round sinew
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yeah, pretty strong fog i'd say

hushed bronze
#

shiny

round sinew
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this one's in another planet

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as you can obviously tell

halcyon dock
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i like that look

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that's what the beginning of the game would look like if it did a Skyrim intro fading from black

round sinew
#

i enjoyed it πŸ™‚

hushed bronze
#

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 πŸ˜›

#

(I've been working on a system using excel and math)

hoary drum
#

Ooh. Can’t wait to see that

snow ravine
#

@hushed bronze Can you PM me a link to your building mod please? Recommending to a friend & not at my PC right now. 😜

hushed bronze
snow ravine
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Thank you! dance

waxen cedar
#

is there any mod that would make the colors and fog look like this?

hushed bronze
#

@waxen cedar That looks like the e3 vid

obsidian bloom
#

That e3 video was as amazing as it would be right now.. sad it was fake

slender shard
#

The terrain, sky color, grass color, and trees similar to the ones seen there could all be found in various legacy versions.

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Deer and diplos also existed

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It’s just that you would’ve had to hunt for months to find a planet with all of them at the same time.

round sinew
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after close to 1k hrs in both platforms, i have never found a diplo myself. 😦

#

not for lack of trying, i assure you

slender shard
#

Huh
That's nuts, especially since they got more common after NEXT.

hushed bronze
#

The first legacy diplo I found was a mid/small sized super-aggro predator

round sinew
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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

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i'm always expecting to see them on the next planet though

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the day i find the first one, for sure i'm making a base there.

hushed bronze
#

@round sinew are you playing current or Legacy?

round sinew
#

current

hushed bronze
#

@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

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Then you can remove the mod and the same species will still be around in their normal sparsity

round sinew
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hmm that doesn't sound game changing

#

cool

hushed bronze
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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

lean saffron
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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.

unreal loom
#

I cant find any dinosaurs on my nms ps4

fallow meadow
#

@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)

lean saffron
#

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

fallow meadow
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It is not actual code, just data

lean saffron
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Sorry that was laziness

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Should have said structure

fallow meadow
#

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

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What happens if you remove entry 5 out of lets say 50, is that you remove 'index' 5, resulting in now 49 entries

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When editing the main entry, the indexing will automatically correct itself

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TeleportEndpoints, is actually an entry within the larger data structure itself

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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

lean saffron
#

ok so looks like each teleport end point i would want to delete would be the curly bracketed section beneath this line:
"TeleportEndpoints":[

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i think i get it, will study it some more

fallow meadow
#

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

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It becomes even clearer when you open the entries on the left side, as this will reveal the 'sub' data fields within/

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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.

lean saffron
#

Perfect, I think I might have been on the right track and that helps a lot!

#

Seeing an example is super helpful.

fallow meadow
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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

lean saffron
#

oh yeah, backup in steam, then a backup of the raw JSON

fallow meadow
#

The editor will also create backups, but always good to have your own for starters

lean saffron
#

you never know what might happen

#

one stray comma and i might teleport into sean's livingroom

fallow meadow
#

I am afraid that would likely make his livingroom unavailable, as well as the kitchen, bathroom and any other rooms within the full array

lean saffron
#

hah, true enough

fallow meadow
#

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

lean saffron
#

Yup, just have to be cautious

fallow meadow
#

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.

fickle maple
#

what are nice QOL mods that work in mp

alpine oasis
fickle maple
#

ty