#nms-modding

1 messages Β· Page 181 of 1

hushed bronze
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Ye lo2k is all about dem QoL mods

vale iron
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Does anyone know what the mineral extractor entity name is? It should be just EXTRACTOR, but nothing in Utility Parts matches up with that. I have got to get rid of that shaking; it's driving me mad.

vale iron
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Never mind, I found it. It's MODULE_PUMPS for the model name, U_EXTRACTOR_S in most places, if anyone else ever needs it

last widget
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anyone recommend mods that change the look of the game?

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@round sinew you made some screenshots and said you modded the game to look like that. were you using the NMS Fantasy sythesis mod?

last widget
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aight i started using the NMS Fantasy sythesis mod. many things have been made big, including the mech. i can interact with it still, but i dont go inside the mech. instead, i just go inviz

round sinew
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not using NMS fantasy @last widget

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i started out by going to nexusmods no man's sky section, then sort mods by last updated, and started trying some out. currently using Exosolar's Stratos, Asteroid ribbons and grass fix short range version; then a few more performance and less visual clutter ones like No Flying pollens, no High clouds, No Space dust

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with reshade filters on top

last widget
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ooh

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aight, thnx!

slender fiber
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has anyone figured out minotaur's turning radius speed yet?

last widget
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Anyone recommend some mods that get rid of clouds for the latest version of the game? i hate looking at clouds, and the mods that say they will make the clouds look better dont do anything for me.

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i would also like a recomendation for a mod that gets rid of these space dust clouds

hushed bronze
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@last widget Already a thing

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Check out Lo2k's mod page

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he has almost a hundred, including space dust canceller

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@last widget Clouds too. he and I both have cloud killers

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Mine will work in any post-NEXT version

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I think his will too, but IDK

last widget
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aight, thnx

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lemme just tell you i love your mods

sudden wasp
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Are there any currently working mods that improve, or remove, ship launch cost?

last widget
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i know there are a couple, but idk at the moment what they called

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it was updated this april

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so its gonna work

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anyone know how to use shaders? i tried once in the past, and i had to reinstall steam in order to play the game again

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and anyone recommend certain shaders?

fickle maple
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is there a mod that allows creating underground

round sinew
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@last widget google up "reshade", should get you started - also assuming you're using windows. then.. there's a few. there's a git repo with a LOT of filters, you should probably download a zip of that;

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@last widget colourfulness, levels, etc etc

last widget
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aight, thnx

round sinew
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@last widget suggestion: look up on nexusmods Ger's filmic reshade

last widget
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will do

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thanks a lot!

round sinew
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this stuff should all be tweakable

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so

last widget
round sinew
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sure

last widget
round sinew
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yeah, that's it

last widget
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ok

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i think i know why i broke the game now lol

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cuz i downloaded the shaders

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and put them in the mods folder

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look, i wasnt that smart back then

round sinew
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hmm yeah, i don't know how it actually works on windows

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folders and where to put stuff

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you'd have to look that up

last widget
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i got it

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thnx

round sinew
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np

last widget
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@round sinew welp, game is broken

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again

hushed bronze
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Was it ever not? πŸ˜›

last widget
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LOL it was already broken but now its broken-broken. I removed all mods and shaders and the game still wont work

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at this point i need to stop trying to use shaders. last time i tried same thing happened

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im gonna start re downloading the game now

last widget
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yaah shaders simply arent an option for me ;-; maybe minecraft...

sudden wasp
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@last widget Thanks!

orchid tusk
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@hushed bronze I've been trying out your space battles mod with the '_Exo's Guaranteed Space Battles.pak' file, after a battle once it seems to have stopped working.

last widget
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there are two files. One that makes sure you always have space battle and one that doesnt. you most likely downloaded the second.

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correction. not two files.

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@orchid tusk when you extract the zip file you downloaded, you get four pak folders

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ill dm you an image of the four

orchid tusk
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I deleted the 3 I didn't want

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keeping just the guaranteed battles

last widget
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you most likely put in either nevermore space battles or rare space battles

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you most likely made a mistake is what im saying

round sinew
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i have never had my game crash or not load because of shader injection

waxen cedar
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has anyone made a mod that increases the fog like it was in pre-release/1.0 versions

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that adds a sense of mystery to planets since you can't see everything at once

hushed bronze
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@waxen cedar Something similar may land in Stratos sometime soon, since I suspect the ocean horizon fault has a lot to do with maximum visible terrain rendering having been set to fat away because of the new fog ranges

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So in other words that move could improve the planetside looks AND potentially fix the distant ocean graphic fault simultaneously

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TBH tho Im probably gonna laze about for at least a day or two and relish my college exam victory before I do much of anything πŸ˜„

hoary drum
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Congratulations on doing well in the exam

hushed bronze
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5 of them πŸ˜„

round sinew
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been a long time i did any of those, except medicals for work purposes πŸ˜› congrats Exo

hushed bronze
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TY πŸ™‚

round sinew
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warp loading screens can be modded right?

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think i've seen some mods that mess with that

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i always use cockpit camera, thought i should mod my warp loadings from external cam to cockpit cam

vale iron
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Lo2k has a black warp mod, I know

hushed bronze
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he also has a cockpit cam warp mod

orchid tusk
hushed bronze
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wont work with grass fix or extra biomes

orchid tusk
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been trying it a bit, it also seems to drastically alter ground level.

steel crypt
cinder valley
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dang what mod

steel crypt
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Currently working on terrain. Not released yet. Takes a LOT of work.

vale iron
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I need to install some terrain mods in permadeath; it's not like I have to worry about multiplayer!

fickle maple
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i wonder if anyone messed with terrain persistence

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Aka underground stuff not sinking

hushed bronze
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Nobody has to worry about multiplayer. How silly

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@fickle maple That is internal code flaws, and not something any modder will ever be able to affect

steel crypt
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I am learning stuff about why the terrain is setup like it is. It’s easy to make a small adjustment and screw up gameplay and performance and get planets that are really bad. I like variety thus doing this but believe me you can easily break planets. @vale iron

vale iron
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I've got 290 jumps to go. I need variety :p

steel crypt
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Well I can send you what I’ve got when I get a minute, but I would wait because I’m trying to get a β€œfinal” version so bases can be built. I’m trying not to change it once I get β€œdone”.

vale iron
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Good point

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My only base so far is on water, and I can raise the altitude to fix it if needed. I guess hotspots might move though?

steel crypt
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Yes. I think they would?

vale iron
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Oh well, I can work around that

supple wadi
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This is why the most I've done with terrain modding is trying to learn rough basics to help guide others and not get caught in the rabbit hole that it can become, lol

vale iron
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Anyone know the property name for photo mode FOV? None of the obvious ideas seem to show up in camera globals

hushed bronze
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You mean the default it sticks to, or the changeable menu option for it? @vale iron

marsh eagle
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But the fov is a native option in the photmenu ?

fallow meadow
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Save Editor info - Crop grow time

I was not aware of the changes made to how 'crops' are now saved when it comes to grow time. You will find your crops in your data for a base within 'PersistentPlayerBases'.
The 'Timestamp' value is now the 'Unix/Epoch' time in seconds for when you last saved.
The 'UserData' value is now the grown time at that timestamp, using a very large value, but is easy to calculate (likely derived from hex). To calculate the value, take the time in seconds you want your crop to be grown (1h = 3600s). Multiply the amount of seconds with 4294967296 (100000000hex) and you get the value for 'UserData'. So for Frostwort to be fully grown (1h), this value would be:
3600 * 4294967296 = 15461882265600
No need to alter the 'Timestamp' value, although if the current Unix/Epoch time in-game is larger than this value in the save, the actual calculated value for grow time ('UserData') will of course turn out larger, but considering now fully grown, makes no diff.

vale iron
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Your next task is to figure out exactly how the wire stealthing works and how to use that on other items πŸ˜‰

fallow meadow
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Hmmm, interesting. I can stealth my player character though. Never tried on objects

vale iron
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i want to make some invisible floor pieces to block weather in tall rooms, but I can't find a way to get it to work

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I tried scaling down, hoping that just having a piece in that area would block, but no, it's the actual size that determines what gets protected

fallow meadow
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Yeah collision doesn't always like to scale accordingly, although I would indeed assume that being connected is all that would matter.

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Or maybe scaling did scale collision with it for those pieces. Then possibly some sort of raytracing is used to check?

vale iron
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Hmm, so maybe something that has collision of the right size, but graphically scaled down to being effectively invisible?

fallow meadow
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I know that the Floor Switch used to have some weird scaling effects. Scale down and collision appeared to increase instead

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I do however think it only checks for certain objects to know if sealed or not

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So Floor Switch is likely not one of those objects to check for

vale iron
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Yeah, I did a save edit to scale down the floor piece, which I would think would not get the collision, and the protection went away

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I guess I could place some floor tiles then take away their model and see if they still protect

fallow meadow
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Just did a diff on a save, but I see no changes in the base data at all. Requires more research in the actual game files. If present, I assume a list of ID's or something. Might as well just be done in the executable though.

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It only hides wires, so no actual list of IDs is required. So not sure, but will let you know if I find anything of interest

vale iron
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Thanks! I checked userdata, hoping they had some new 'invisible' value, but no

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That would have been awesome

fallow meadow
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@vale iron Remember when you said to try placing the AIRLCKCONNECTOR on a planet base? I bet it is possible to place, but requires modding the BASEBUILDINGTABLE, as I am pretty sure it is not ' BuildableOnPlanetBase'. Even then, not sure what you expect or hope to happen?

vale iron
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@fallow meadow I'm guessing the only noticeable effect would be the free power. It would need to be snapped to a freighter piece, probably, then something snapped onto the floor of that piece to be able to get at the power, though. An inconvenient Paragon device, I guess πŸ™‚

fallow meadow
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Ah for the power! Not sure if it requires anything to be snapped to. Still requires modding to be able to add it on a planet base. In that case you might as well mod any other item to have the amount of power instead. Although not sure how that works out for 'other' players without the mod. For that matter it might be useful with the AirLckConnector. Makes me wonder though if the Paragon can be 'cheated' in. Not messed with it much, but could do some in-game research.

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I guess I should try a few things. So far I have been using a template with plenty solars and batts in Blender for most my power needs with bases.

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@vale iron Do you know if the Paragon has a game mode restriction?

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Just checked and realised I had looked at it before. The AirLckConnector has a ConnectionDistance of 4.1 to 'pass on' that power, so it is very limited. It works in a freighter, because you connect rooms from there, which in turn pass it on. The Paragon however has a ConnectionDistance of 1000, so it has a range that pretty much covers an extended base.

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Ok, got myself FREE POWER @vale iron !!!

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Just add the Paragon to your save data (save editor) and you're golden ;-)

vale iron
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You didn't have to tweak the userdata? I thought that had to be a particular value for it to work.

fallow meadow
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Placed Base Computer, put blue light on it, nothing.
Added the following (copied from creative save):

        {
            "Timestamp":1589801950,
            "ObjectID":"^U_PARAGON",
            "UserData":4294967296000,
            "Position":[
                0.0,
                0.0,
                0.0
            ],
            "Up":[
                0.0,
                1.0,
                0.0
            ],
            "At":[
                0.0,
                0.0,
                1.0
            ]
        }

And voila!

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Now to figure out what the UserData does ...

vale iron
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Try changing userdata to 0 and see if it still works. Maybe it just needs to be non-zero

fallow meadow
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Likely similar to what I posted earlier

vale iron
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I remember trying it once and I had to change that

fallow meadow
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Remember, it has a charge and rate, so I bet it calculates time passed to know where it's at

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Yup, divides perfectly by 4294967296 (100000000(hex)) = 1000 πŸ˜‰

vale iron
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ohhhhhhh

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I didn't think of converting to hex

fallow meadow
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So when I guess it has to do with the Storage?

vale iron
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I don't think it has any storage, just 10,000 rate. I'd have to check to be sure, though

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If it's 1000, maybe that's range

fallow meadow
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look at it in binary and you'll see a lot of zeros at the end as well as noticing a factor 16 ... lol

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Was a fun night figuring it out and didn't take too long how this 'new' way is used

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Although not sure this value increases or decreases or what, but it appears similar to how the crops are now done

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Actually, binary is not even needed, each 4 bits are a single hex, so just less zeros to remove (8 instead of 32), but that's how I started to figure it out.

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hence the 100000000(hex)

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      <Property name="LinkGridData" value="GcBaseLinkGridData.xml">
        <Property name="Connection" value="GcBaseLinkGridConnectionData.xml">
          <Property name="Network" value="GcLinkNetworkTypes.xml">
            <Property name="LinkNetworkType" value="Power" />
          </Property>
          <Property name="NetworkSubGroup" value="4" />
          <Property name="NetworkMask" value="1465" />
          <Property name="ConnectionDistance" value="1000" />
          <Property name="UseMinDistance" value="False" />
          <Property name="LinkSocketPositions" />
          <Property name="LinkSocketSubGroups" />
        </Property>
        <Property name="Rate" value="10000" />
        <Property name="Storage" value="1000" />
        <Property name="DependsOnEnvironment" value="None" />
        <Property name="DependsOnHotspots" value="None" />
        <Property name="DependentConnections" />
      </Property>

It has a value for Storage, but I will check how the UserData changes while in use and over time. I have no clue what calculation is done behind the scenes. It might not even change at all, resulting in constant power.

vale iron
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Ahh, thanks for checking; I didn't have time right now

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You would have to put a draw of over 10,000 on it to get it to change that storage, though. I guess you could make one of the items draw 10,000 then build that and one other thing to see if it reduces the user data value

fallow meadow
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Just checked again, with the only change being the Timestamp.

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Of course all I got is a single light, but still

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I am guessing it can be considered a constant.

vale iron
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But other items might use the same thing, which would be interesting to know. Tomorrow I will make a light that takes 10,000 draw and then some item that draws 1

fallow meadow
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Yeah, but I prefer to do things without modding if at all possible. Sure I can change an item to have an insane draw to know for sure, but hey, I am happy so far. Just wonder if other players will have my base loaded 'with' power

vale iron
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Yes, they will, since it's a stock base piece. You just got around the placement restriction

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But if you modded a piece to have extra power, that they wouldn't see

fallow meadow
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As for UserData changes, I did notice some new values for some of the logic items. Can be a pain when building in Blender when all defaults to 0

vale iron
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oh to store their state, I guess?

fallow meadow
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At least he added the Message for the Beat Box thing, after I suggested it.

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Yes, states are stored that way

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Can totally ruin your logic.

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0 being ON, 65536 is OFF, but that has been for a while now. Have to check again what new value(s) I noticed

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I guess I will suggest to add the Paragon to the Blender plugin. Pretty sure it's useful with building mods too

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Come to think of it, that can save me a lot of parts for some builds

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Just have to make sure it works in MP

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Will test that tomorrow, I'm tired and need to get some sleep

fallow meadow
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Ah yes, the various switches now have an OFF value of 196608 (Wall, Button, Prox, Floor)

ripe hound
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hey all, haven't played with mods, not sure if this is the right place to ask, but... I'd like a mod for two things: 1) Teleporter on my freighter, 2) Increased difficulty pirate encounters. Does something like that already exist? And, either way... if I wanted to start learning modding... would that be an easy change? It seems like it should be an easy change...

hushed bronze
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@ripe hound

round sinew
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@last widget remind me, what GPU are you using? found some interesting info about shader injection and AMD gpus.

ripe hound
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thanks!

lime mesa
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np

vale iron
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@fallow meadow You'll also want to check how the paragon works with switches and doors. I'm pretty sure they are excluded from the power list, but good to know how they work.

fickle maple
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What is paragon

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Im pretty sure i seen that somewhere in game files

lethal harbor
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Hello everyone, any good lighting mods anyone can recommend?

vale iron
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What do you want it to do? I have one that lets you completely customize basically anything with a shotgun approach. A few more mods are more surgical with better results on single lights. @lethal harbor

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@fickle maple The paragon device is the invisible item that gets placed if you play creative mode and use the base computer to turn off power usage. It's a 10,000 output wireless device that, I believe, doesn't power doors or switches

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@fallow meadow If you're in the mood for finding things, I still have never found the ambient sound for the base or station teleporters. My best guess is an ambient sound tied to the plasma bubble. Maybe could pull out that data in blender?

lethal harbor
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Just looking to improve the overall appearance of the lighting. I currently have an active mod that gives me forests so im looking for some cinematic gameplay

vale iron
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If you can describe it, I have some time right now and could set up some stuff. Unfortunately, though, if you're wanting a mod that affects lighting outside, that's going to be mainly the ambient light for the system and shadows, neither of which I know how to do 😦

lethal harbor
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Oh no worries, I was just curious if anyone had any active ones that they knew of

vale iron
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Any indoor changes you want? I'm waiting two hours for students to take a test πŸ™‚

lethal harbor
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No mostly outdoors. Was thinking how light rays peek through fog and trees, something to that effect

vale iron
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yeah, that would be nice. I know Exosolar and one other were looking at fog recently, which would end up helping you

lethal harbor
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Oh cool, I'll keep up on that

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Thanks

vale iron
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No problem

fallow meadow
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@fallow meadow If you're in the mood for finding things, I still have never found the ambient sound for the base or station teleporters. My best guess is an ambient sound tied to the plasma bubble. Maybe could pull out that data in blender?
@vale iron If tied to a trigger or alike, it might give some clues in the scene files, but the audio itself would still be in the Audio files. If lucky it might be a listed .wem, but otherwise it would be a pain. I have yet to find a tool that extracts while keeping the proper naming instead of just giving them a number in order of being extracted. I tried finding audio before, but it's a pain, not to mention a lot to go through by just listening to recognise it.

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Maybe I am just doing it wrong though with perhaps better methods to go about it

vale iron
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I'm not editing the files, just killing the Ambient = "ssssss" entry, setting it to ""

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For annoying items

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The problem for the teleporters is that their entity files don't have that entry, so it's coming from somewhere else

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Maybe it's a composite item and the sound comes from some other component, like maybe the plasma is a different item with its own entity

fallow meadow
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I can imagine that any trigger used to start the audio, may not be tied to the Teleporter itself. It could be the Space Station or a part of it for example. I also believe the teleporter on a space station and the one used at a base are different models. I will have a quick look though ...

vale iron
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They are, but they are next to each other in the files. I'm guessing if I can figure out one, I can get the other

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They are both in the Utility Parts folder

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Most items that are buildable they have tied to the item itself. I've been able to silence dozens so far. I just have to find that stupid Ambient entry. The Nexus Teleporter worked perfectly, but it's newer

hushed bronze
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@vale iron In the model files, sometimes objects with multiple parts have sections in their scenes labelled "REFERENCE" and they tend to point to another scene

vale iron
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I'll check that. Thanks Exo

last widget
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@round sinew i have a Nvidia geforce gtx 1050

fickle maple
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anyone using fantasy mod

fallow meadow
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@vale iron Yes, I usually check all referenced scenes.
For the teleporter I am not able to find any audio events though. I do believe I have found the actual audio, so trying to reverse the search process

fallow meadow
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@vale iron I am unable to figure out how that sound with the portal is added/triggered.
It is listed in NMS_AUDIO_PERSISTENT:

147629186    Teleport_Lp    T:\BUILDAGENT\WORK\CD671779E8B5B202\GAME\ASSETS\EXPORTED\AUDIO\.cache\Windows\SFX\Planet_Objects\Teleport_Lp_87F6733D.wem    147629186.wem    \Actor-Mixer Hierarchy\Objects\Teleport\Teleport_Lp    

Also listed in SOUNDBANKSINFO:

<Event Id="3079989133" Name="Teleport_Activated_Loop" ObjectPath="\Events\Default Work Unit\Objects\Teleport_Activated_Loop">
    <ReferencedStreamedFiles>
        <File Id="147629186" Language="SFX">
            <ShortName>Planet_Objects\Teleport_Lp.wav</ShortName>
            <Path>SFX\Planet_Objects\Teleport_Lp_87F6733D.wem</Path>
        </File>
    </ReferencedStreamedFiles>
</Event>

I am not quite sure what 'persistent' audio could mean, but if taken literally it may as well just come with the teleporter by default. Some audio mixer likely controls it. Never messed with audio, so I could be interpreting it completely wrong.

Only solution I can think of, is to overwrite the audio and make it silent.

balmy dirge
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@fickle maple Fantasy mod has some "fixes" for basebuilding too?

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For "fix" i mean doing those things that now we do with glitches

hushed bronze
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@fallow meadow Well if you have ID'd any blank audio you can easily test

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And the ol' "" doesnt work?

fallow meadow
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No clue, as I have no plans to make changes myself. I assume Gumsk is

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Might be able to just remove the entry/entries altogether?

vale iron
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I'll need to do a file search for Teleport_Activated_Loop , I guess

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I was using the Ambient entry of Entity files, setting them to "". I'll try looking at these files and doing the same

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I'm on a train for about another hour, but I'll look after that. I've never looked at those files before

vale iron
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No luck nulling those wav and wem entries, tracking down references, or looking for teleport_activated_loop 😦 @fallow meadow @hushed bronze

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unless emitters can have sound. I'll go look at that just to make sure

fallow meadow
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@vale iron I checked the emitters as well, but just particles from what I can see (Smoke/Sparks).

vale iron
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Yeah, that's what I saw, too. I combed through the teleporter and portal folders and have just about given up, unless I get a new lead

fallow meadow
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I even checked the player character, as it has many audio events attached, but nothing related to the teleporter. Also checked structures for ambient sounds and whatnot. No luck. There is no reference or whatsoever to be found, not to the audio name, the event ID, or even the audio file ID

vale iron
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It's also weird that I was able to get rid of the Nexus Teleporter sound, but not the other two

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But that one has an Ambient entry

fallow meadow
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The Nexus is new and I found the event right away. That teleporter is done differently

vale iron
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Yeah, everything about that one is different

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Did you know it shows legacy bases, while the others don't?

fallow meadow
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There are many different ways to reference audio.

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I have heard of it being somewhat different, but legacy bases no

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How can it even? Many legacy items have been removed or disabled

vale iron
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Yeah, I didn't expect it, but a guy was trying to get back to a base from way back and it didn't show in the normal teleporters, but the Nexus teleporter "your bases" showed it

fallow meadow
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Was the base still intact as well, or just the location?

vale iron
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Yep, all was normal

fallow meadow
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Hmmm, even legacy parts?

vale iron
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That I don't know

fallow meadow
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I can imagine locations, but to get legacy parts to somehow work they must be doing some trickery

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deprecated legacy items I mean, because many are still functional, some still available anyway

vale iron
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I'm guessing he either had some missing pieces or was just using non-deprecated parts

fallow meadow
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Most likely yes

vale iron
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I think he mainly wanted the planet location, anyway

fallow meadow
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All I heard is that featured bases apparently are available at the nexus in any mode

vale iron
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oh interesting

fallow meadow
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Makes me wonder what happens if I set the 'featured' flag in my save to true

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I assume it is just local to me and possibly makes it show as featured. Just to me though, as it downloads to other players from the network where that flag is likely false

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But yes, not sure where I read about it, but apparently if you visit a featured base through the nexus, save at location and reload, there is a chance the base is gone again.

vale iron
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Who knows what weirdness lay in the nexus teleporter!

fallow meadow
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SO the nexus puts an instance at location, but if you reload and were in a diff mode, t doesn't get you the 'normal' download, because it is actually not available

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I wish it showed more, especially featured bases. Why only a few and just for a week. Why not keep multiple around and make the list grow over time?

vale iron
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Or, I don't know, integrate with the workshop?

fallow meadow
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The Steam workshop was, I assume, initially a novelty HG prolly assumed to be cool. I bet it turned out more work than imagined and pretty soon was considered obsolete. I doubt we will ever see it back in any way shape or form

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Base sharing is easy though, but I doubt if they have any plans, it will be through Steam

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Visit base, open save editor, copy base, alter location and user details ... done

vale iron
#

Easy for people that understand basic programming, but the average user would look at it and see matrix code, unfortunately

#

I was trying to think of a way to share base templates and can't think of a way without lots of explanation and then risking screwing up people's saves

fallow meadow
#

I know that is the tool we would currently use, but it shows how easy it would be for HG to implement it

vale iron
#

Oh agreed on that point

#

It should be easy

#

Why is the Mech set to DriveOnTopOfWater, but it definitely doesn't?

fallow meadow
#

And yes, I guess risks are involved for 'us' to create a tool for it that is easy to work with.

#

Prolly a default setting, but with lack of wheels not functional?

#

Have you ever gotten to try adding some wheels?

vale iron
#

Ahh good point, possibly related to wheel existence

fallow meadow
#

the 'virtual' wheels I mean

vale iron
#

No, never did try

fallow meadow
#

Maybe they act as floaties :)

vale iron
#

I am wanting a new project. Maybe I'll work on that. I want something more widely useful though

fallow meadow
#

Then again, our vehicles with wheels don't float either

vale iron
#

Most of those are set to False

fallow meadow
#

ah ok, so it may indeed explain

vale iron
#

Only the sub (also no wheels) and hovercraft

fallow meadow
#

I have kind of ran out of ideas as well with NMS. Nothing to research, like I often get into. I know one thing, but really don't feel like putting in that effort once more ... Terrain edits

vale iron
#

I think you'd be stymied there, with the save file

fallow meadow
#

Back before the new 'protection' implementation I had it pretty much all figured out. Took a lot of work and effort though, but enjoyed doing it back then. I doubt I will enjoy it this time, although sort of interested to see how much of the odd behaviours still exist

vale iron
#

If you could get it to work, you'd be worshipped

fallow meadow
#

Oh, but this is not about getting anything to work. This is about 'how' it works

#

Like back in the day we could not earn back our terrain edits when removing a base, but were able to do so by using the TM 15k times to overwrite base terrain changes

vale iron
#

hahah, tell me you didn't manually test that

fallow meadow
#

Actually not even sure we can earn our 'edits' back now. I have avoided terrain altogether

#

Yes, I did manually test that, because I wanted to know what the hell was going on

#

Learned a lot. Still have a table with terrain edit data values and what they do

#

Quite a read, but pretty much all I had researched back with NEXT can be found in this 'lengthy' topic:
https://forums.atlas-65.com/t/bases-terrain-edit-limit-render-count-issues/6022

#

This?
||The Travellers were a dream, an idea that we would meet and become more than ourselves. Artemis had it. You had it. Apollo too, though they would conceal it. Even I had this dream, long ago.

There are more of us than you know, my friend, walking these worlds, yearning for friendship. No–one wants to be alone, not truly. But the closer you get to others, the more you risk hurting yourself, hurting them.

The deepest secret of the universe is not that of the Glass, or the Aerons, or the progenitors. It is that final act, the decision to abandon those who need you. It is the primal sin, the foundation of existence itself.

Go to the stars, Traveller. Your friends wait for you. They will help you bring peace to poor Artemis. Return when you are finished. We have much to discuss.||

vale iron
#

Yeah, that exactly! Thanks

fallow meadow
#

NPC_CORE_ACT2_4E_LANG

#

NMS_UPDATE3 btw

vale iron
#

I'm just wondering for lore purposes. I'm pretty sure something this year is going to involve the g-word

fallow meadow
#

No idea, but I assume they'd avoid it as they have done with gender

vale iron
#

I want to do something mech related, but don't know what. I want to increase the jetpack thrust, but I can't find that

#

And change the turning, but can't find that either

fallow meadow
#

I think the Mech will be tough, because it relies too much on the fixed animations.

#

My best bet would be to add wheels to add similar behaviour as the other exocraft have. That way you can avoid having to mess with the animations and add additional force on those invisible wheels. The result would likely look like it sliding because of it

vale iron
#

As usual, HG implemented it in some weird way so that it doesn't work like either vehicle boost or jetpacks

#

The Airlock Connector is the door at the top of the ramp, right, or is it the ramp piece, too?

#

Oh wait, it looks like there's an Airlock Connector scene and then an Airlock Door and Airlock Trigger entities. Are there Airlock Door objects on either end of the ramp?

fallow meadow
#

If you are inside the freighter base, going down, there is a trigger in the section where both ends have doors. Then if you go through towards the hangar, you right away get another trigger where you can go either left or right. In the hangar is a trigger as well. All of these load/unload different parts.

vale iron
#

I've only been able to find the airlock trigger, but I did have some files that I have since lost. I'll have to start digging again

#

the airlock trigger toggles HANGARA

fallow meadow
#

Both the first 2 triggers I mentioned above, are called Trigger1 in the scene, there is a state that goes with it, which triggers TRIGGER1 or TRIGGER2 code. Basically 1 is the reverse of the other

#

That is the trigger when you enter I think?

#

with your ship before going into the hangar?

vale iron
#

It's got a stateID check for IN or OUT and then triggers either a toggle or no toggle. I would think my leaving and reentering at weird places would have screwed that up, though

#

OUT state toggles HANGARA and switches you to IN. In just switches you to OUT, no toggle.

fallow meadow
#

Yes, these triggers in the freighter all act as a toggle state depending on going in or coming out

#

But as I said, there are several

vale iron
#

I had one file with several, but I lost it. I need to find it again

fallow meadow
#

The freighter takes a long time to load, but if you go through all the scenes involved (REFERENCE) and check for all entities involved, you find pretty much all the trigger code

#

You have the hangar, hull, interior, exterior, base and whatnot

#

I still have those files involved all open in NP++, I can give you names

vale iron
#

Sure if you don't mind. I'll save them in a document

fallow meadow
#

HANGARA.SCENE
HANGARINTERIOR.SCENE
HANGAR.ENTITY
HANGARCONTROLLER.ENTITY
INTERIORHANGAR.ENTITY
PHYSICS.ENTITY
DOORSFRONT.SCENE
TRIGGER1.ENTITY
AIRLOCK.ENTITY
DEFAULTCOLOUR.ENTITY
LANDINGPAD_HANGAR.SCENE
PAD.ENTITY
HANGARSTEPS.SCENE
HANGARLAYOUT.SCENE
DOORSBACK.SCENE

vale iron
#

Got it, thanks

fallow meadow
#

Of course have to make sure you look in the right place. I made that mistake before where I was loading the old freighter and parts of it

#

Fun to see those old walkways again towards the bridge though. Remember how you were able to jump down. Was a weird entrance and certainly been improved

#

Loading part of the freighter, but takes a long time. I loaded the Space Station earlier and prolly took about 30mins.

vale iron
#

I'm not even sure exactly what it was I wanted to do with all this info from months ago

fallow meadow
#

I can show you the triggers in images, as that makes it a lot easier

#

You were mostly interested in how freighter base loading and unloading worked I think. You were likely hoping to get inspired

vale iron
#

Thanks πŸ™‚

#

Maybe I'll make a button that toggles everything

#

I probably was hoping to get something going with bases in space

fallow meadow
#

Ahuh

#

Bases that are not like the Tardis

#

Although still cool to carry bases along, just not visible until you enter

vale iron
#

Sadly, I don't think the freighter mechanics will help at all with standalone space bases

fallow meadow
#

Got it loaded!

#

BasebuildingBuildableBoundingBox 172x60x209

vale iron
#

What is that?

fallow meadow
#

Hmmm, height divided by 4 = 15
width 172 divided by 8 = 21.5
length 209 divided by 8 = 26
So not just the bounding box that limits?

#

Although, length covers part of the bridge, where you can not build either

vale iron
#

why dividing by 4 or 8?

fallow meadow
#

So I guess 14x21x21 will match

#

room sizes

vale iron
#

for number of cubes?

fallow meadow
#

A room is 4 high and 8x8 wxl

#

Actually a bit larger, but thats where they connect at least

#

Getting sidetracked, sorry

vale iron
#

I could swear the length is more than that, but I would need to go count

#

And I deleted the middle cubes once I put teleporters down

#

That bounding box is weird. if you even touch it, you can't build. I had cables running from one side to another and if they clipped through the unbuildable areas at all, I couldn't place

fallow meadow
#

I have noticed some odd places where I was able to build, just had to work my way around some collisions. Managed to build in-game right in front of the bridge even

vale iron
#

Yeah, I found that invisible wall that attempts to block you from building up there, but if you go up and over it, you can keep going

fallow meadow
#

Looking at it now, I had to work myself around a bridge collider (BRIDGE_COLL.020)

vale iron
#

That's probably what I was just meaning πŸ™‚

fallow meadow
vale iron
#

I hate the collision avoidance crap. I had some sweet landing pads up at the top of the fins, but I couldn't get close enough to them to land

#

Yeah, that's what I was thinking of

fallow meadow
#

Well, how would you land without activating the trigger to load the base?

vale iron
#

I have my 'outdoor' area on the starboard side just behind the collider

#

By leaving through other means πŸ™‚

fallow meadow
#

Ah ok

vale iron
#

One was was to jetpack over to a frigate, summon ship, then fly back over

#

You can't summon your ship to those pads, unfortunately. They are invisible if you try.

#

Exocraft geobays work fine

#

I actually set one of those up inside for my minotaur with a black wall for testing colors and aiming the spotlight

#

Have you seen where if you go inside the freighter base area then leave through a door, you can jump back to the hangar and land on your ships?

#

The hangar isn't there, but the ships are

fallow meadow
#

Yes, I know and done that too. The hangar and hull (freighter exterior) get unloaded

#

One is right inside the doors that open close. Fun fact if you go through one set of doors, you can't go back. You are forced to go through the next set of doors. Likely to make sure the trigger state is correct

#

The other box/trigger is where the hallways split to go either side

vale iron
#

That's helpful!

#

Here's my current freighter base. That short wall line on the left is right up against the collider you mentioned.

fallow meadow
vale iron
#

Oh, I would guess it lowers base detail while you are in the map view?

fallow meadow
#

No clue, but could very well be. The name suggests it has to do with the base.

#

LOD is however usually not done with triggers, so I doubt that

#

Ok, more triggers. Each pad has a trigger right at the floor center

#

Looks like it checks for being occupied or not

vale iron
#

That would make sense

fallow meadow
#

Here is that AIRLOCK.ENTITY as part of the 'BaseBuildingData' object in the scene. Just a locator which I marked with a box selection in the image. Notice how it is on that one trigger box

#

DefaultColour entity is in that same location.

#

The two sets of doors there, have the AIRLOCKDOOR.ENTITY file, which is a toggle to handle the open/close animations.

#

Pretty much dead center in the hangar

#

Same location for HangarInterior (INTERIORHANGAR.ENTITY)

#

I think that pretty much covers it all

#

I believe that the HANGARCONTROLLER deals with most of the base/bridge/freighter loading/unloading

fallow meadow
#

BASEDETAILTRIGGER.ENTITY (part of BRIDGE.SCENE) is indeed changing detail

last widget
#

@round sinew i have a Nvidia geforce gtx 1050. not sure if you saw the first message. You said that different graphics interact with shaders in different ways or something?

round sinew
#

@last widget i did, found some people having troubles but with was with an amd card; i have a nvidia myself

hushed bronze
#

@vale iron Did you get landing pads to function on the freighter? They just didnt work when I tried it

balmy dirge
#

u can create new Capital Ships too?

haughty charm
#

2 Things I would really Love in NMS, not only as a mod

  1. to Favor planets and systems and hide unneeded systems
  2. to have procentural buildings, spacestations etc
vale iron
#

@hushed bronze only in particular areas. The collision avoidance pushes you away too much in most areas. If you turn right it left from the top of the ramp and build out to the edge of the build box, you can put one there and it works.

Of course, it might change based on freighter model too

last widget
#

alright bk, thanks for your help

lime mesa
#

np

hushed bronze
#

Pizza is always so helpful

haughty charm
#

Is there a mod, that allows you to build on the air, because then it would be much easier to build an orbital base

vale iron
#

Two problems: you need a target point for building an item, so you can't really build in the air; nothing renders above 1,000u altitude above bedrock

#

I keep trying to find some way around that render issue, but I don't know of any promising leads

last widget
#

yah building an orbital base would be awesome

#

too bad

#

@round sinew new development: reshade does not work at all on any game for me. i tried using it with apex legends, and same problem. Game doesnt open after trying to use it.

hushed bronze
#

@last widget Its just because you didn't say the attack's name right. (anime logic)

last widget
#

XD

#

HOLY FUCK

#

I FIGURED IT OUT

#

REEEEE

round sinew
#

good stuff

#

congrats, you stuck with it

#

πŸ˜„

last widget
#

I HAD TO RENAME THE DXGI.DLL TO D3D11.DLL

hushed bronze
#

U DID IT YAY

last widget
#

its taken me three years to figure this out

#

kill me now

hushed bronze
#

Butt how would you ever guess that wtf lol

last widget
#

all i had to do was try a different game and figure out reshade didnt work on any game, and search for solutions to THAT

#

i should have tried it before

#

if i was a smarter troubleshooter, i wouldve done that

#

now i can use reshade

#

les goo

round sinew
#

enjoy

last widget
#

:)

last widget
#

alrighty then. I remember not too long ago someone sent me a guide to installing the shaders onto NMS. can they send me the guide again?

round sinew
last widget
#

alright, thanks!

#

hmm

#

so theres no dxgi.dll

#

i think i rename vulkan-1.dll?

round sinew
#

where did i..

#

what was it..

#

can't remember exactly.

#

i've seen something somewhere about that subject.

last widget
#

hmm

#

ok

round sinew
#

trying to trace it back

last widget
#

thnx

haughty charm
#

what are ur favorite mods that work with multiplayer

hushed bronze
#

Any of them

last widget
#

@round sinew once u track that discussion down, gimme a heads up

hushed bronze
hoary drum
#

Very nice

spark lance
#

MOD's are bad, m'kay!

lime mesa
#

did we ever get anything out of datamining the more recent updates

hushed bronze
#

Something suspected of being a base defense was found ages ago, a landing pad with two computers was found, IDK what else. Even when things are found its usually just shards of shit

steel crypt
#

Band name β€œShards of Shit”

hushed bronze
#

10/10

wispy vortex
#

anyone know a good mod to not have base building say invalid position

hushed bronze
#

No, sorry

wispy vortex
#

does that work with mod manager installation? because once i installed it i was still getting invalid positions

hushed bronze
#

That mod removes all invalid positions that are possible to remove. Should be installable either way, but mod manager is generally just unnecessary because NMS mod install is so easy already

round sinew
#

@hushed bronze working on anything atm? just curious

manic yacht
#

Glass mod is excellent. Good work, @hushed bronze .

hushed bronze
#

Party terrain πŸ˜„

round sinew
#

how high can a floating island be? as high as a big mountain perhaps?

#

and Empyrean shots look amazing yeah, so stratos AND expanse AIO, which i kinda missed at first when i was drooling over my keyboard looking at the shots

cinder valley
#

@steel crypt what's that thing in the background in that first photo? Looks like a giant worm thing

cinder valley
#

oh its part of the terrain πŸ˜„ looked like something else on my phone

supple wadi
#

@steel crypt aayy you're getting the hang of it, it seems!

steel crypt
#

@cinder valley Look closer it’s an arm pointing down towards my lost pants.

#

@supple wadi starting to really understand it. Some things affect performance in unexpected ways. Like anything that subtracts takes way more resources than adding. Not so friendly to exocraft on some planets. But you can get a lot more variety if you try.

lime mesa
#

Hi Peoples, I managed to build a Terminus on my freighter. However, I can only transport from it, not to it. Is there anyway to set it as a Base, without building a Base Computer?

#

Or just be able to transport to it.

hushed bronze
#

over 90% of those numbers aren't even touched for most single palettes, but they are available for acces at any moment, the whitish middle section is several forms of coolor compliments to the base sets at the left
the thinner white is brightness and saturation controls, the farthest left is a locked original perfect color ring data that I use so I can cause damage to the second row which is used a the math source by proxy
so If I need to make a whole set of dominant red colored things for heat planet grounds or something, I can turn the whole R column to max 1 but then copy over the true ring data back in without losing any time
the "ring" data is a manually-configured hue ring in numerical form, 192 increments, all hand-entered, so I would not love accidentally screwing it up πŸ˜›

#

I have versions just like it for sky palettes and space palettes . Im not sure how long it really took because of the way I built it
There was a lot of experimentation and testing with previous version to come up with this final version
Took about two full days to put it together even after I had already figured out exactly what to do πŸ˜„
for all three types, at least

slender shard
#

This is spectacular!

hushed bronze
#

This is the small one lol

slender shard
#

You're really filling what is essentially the biggest hole in the game, with just one mod you've put together over the course of a month or so

#

And it's awesome

hushed bronze
#

I use this one for the 64-color blocks found in the basecolour palettes

#

The entire right side past the hard black line is final output code for sky palettes

slender shard
#

I'm no modder but that looks like a shit ton

hushed bronze
#

By the fundamental process, every set is 192 palettes, with 192 unique colors among them. Unlike the previous stratos mod, it does not take two palettes and splice them to make up its numbers, they are all generated as standalone, even if there are multiple coordinate colors in the theme

slender shard
#

Awesome

hushed bronze
#

So I can do 192 "monocolors" (no complimentary colors), then I can decide that I want those same colors again with more whitish clouds, Change a single desatruation value for clouds, and spit out 192 more themes with "white clouds".

#

For reference, Current NMS has 6 skies

slender shard
#

Oh I'm quite aware.

hushed bronze
#

Also when I test, If I decide the clouds are too dark, I can go back to the generator, change a single-number brightness modifier, and spit out a whole new `192-theme set in seconds with the edit to cloud darkness

slender shard
#

And how's that been going?

#

Have you found some ideal settings yet?

hushed bronze
#

All that sunbeam stuff is not part of color themes, for example

slender shard
#

That bottom photo! That's incredible

#

I haven't seen light fall like that since before AR

hushed bronze
#

So yeah, Im well aware that trying to make sky sets before Ive made final revisions to overall fog behavior is silly. I would just keep undoing my own work

#

@slender shard Yeah turns out that was mostly a stupid single-line setting lol (minimum sun angle for rays was 55 instead of something logical

#

so I set it to 85 and now rays can stream near-sideways

slender shard
#

Aw sick

hushed bronze
#

but besides that ofc was changes to the rays own properties too

#

color and density stuff

slender shard
#

Now I'm curious,
See,
I love everything about these photos except for the clouds.
What values/aspects of the code make the clouds the way they are? And is there any way those could be changed or overhauled to give cloud shapes some variety, or add variety to cloud frequency.

#

Because that would be the cherry on top for me.

hushed bronze
slender shard
#

Oh

hushed bronze
#

As for clouds, afraid it functions on a noisemap, and the only real fix is to inject it with mega resolution

slender shard
#

yeah that's a bit jarring

#

Huh. How did they function before?

hushed bronze
#

IDK tbh

#

seems about the same but much less complex

slender shard
#

huh

#

In that photo up there,

#

Is that a monolith you're parked on?

#

Or a terrain thing

hushed bronze
#

The last one?

slender shard
#

Not the linked one, but the one with green grass

#

yeah

hushed bronze
#

yeah its a weird terrain bit that formed a slim wedge πŸ˜„

#

default terrain too

hushed bronze
hushed bronze
hoary drum
#

Exotics with actual color variation? Impossible

barren pine
#

Is there a mod that removes the build limit?

vale iron
#

@barren pine No, there is no known way to do so right now.

barren pine
lime mesa
#

Why is there a build limit anyway?

hoary drum
#

Performance starts to decrease significantly when there are too many parts

hushed bronze
#

..... because HG asset designers have no clue how to plan the geometry of the parts

lime mesa
#

hmmm

hushed bronze
#

Not even kidding, the silo for example is like 20,000 polys

#

with lights

#

and numerous meaningless duplicated entities

waxen cedar
#

heck

hushed bronze
#

hock

slender shard
#

Huck

waxen cedar
#

why they do that

slender shard
#

When it comes down to it, they’ve kinda been playing it by ear and making things work as they go along, for the whole development process. I would imagine that there’s a lot of stuff that’s just done really weirdly or different from the standard.

hushed bronze
#

HG does stuff all the time thats like "What to NOT DO in game design - 101"

#

Like making things needlessly, internally more difficult for themselves

lime mesa
#

what ods yall use?

#

I use NMS fantasy combined with Back to Foundation

last widget
#

heeeeey @round sinew , u ever find that conversation that had to do with renaming that one file for vulkan games?

round sinew
#

nah, haven't found it

#

:\

last widget
#

oof

round sinew
#

i can't remember which search terms i used

last widget
#

alright

round sinew
#

been trying some others i guess, but coming up empty

last widget
#

its all good :)

round sinew
#

anyways, i'll probably stumble on it when i least expect

last widget
#

i kinda already accepted that im not gonna use shaders on nms, but if you do find it, hook me up ;D

round sinew
#

sure, you bet

sour cradle
#

is there a mod to shove as much processed meat to chronus the fatso?

round sinew
#

not that i'm aware of

lime mesa
#

Hi Peoples, when your Frigates reach "S" class, do they still increase their numbers?

slender shard
#

I think there is still a low and high end of the S class category, so maybe in some areas

lime mesa
#

Thanks, just realised in wrong section for this question.

hushed bronze
#

How could you, I trusted you

cinder valley
#

Fatso

hushed bronze
#

😒

waxen cedar
#

the face you make when you eat some carbon nanotubes

hushed bronze
lime mesa
#

wow

hushed bronze
#

Just had someone request that I unhide Stealth Wires because HG's version is so unreliable that it isn't even worth the time to bother with.

sigh.

hoary drum
#

Did they specify how their version was unreliable?

#

Because if it didn't function properly then they can just report it to their Zendesk lol

hushed bronze
#

You havent seen it? The vanilla wire hider fails to do its job on a regular basis

hoary drum
#

Ahh. I wouldn’t know since I haven’t done basebuilding in ages

#

Except for my freighter. But that’s just setting up a farm

hushed bronze
#

Practically all bases are farms lol

#

one of the reason they annoy the shit out of me and gmr

#

we cant build a radar that finds certain planet types, or analyzes creatures more than the visor or anything vaguely related to the exploration aspect

#

just farming or aesthetics

hoary drum
#

Yep. I’m on the same boat. Nothing to really make them worthwhile besides getting an ungodly amount of units or just to look nice

edgy ivy
#

Has anyone extracted all the models and sound files from this game yet?

hushed bronze
#

"I'm just gonna swap them out and it will be simple because no sane developer would do crazy shit to make this needlessly difficult"

Sorry, it is possible, but HG has in fact no sanity it would seem

edgy ivy
#

Looking at the gamedata folder, I can understand why you think that. P.S. Thanks for making the stellar map bearable

hushed bronze
timid badge
#

Any good mod that increases the odds of creatures spawning?

#

All the once I found also increases the total number per planet, which feels a bit cheaty

hushed bronze
#

Yeah there are at least two I think, and if anything, a higher number of animals per planet makes it harder to find them all, doesnt it?

timid badge
#

So they all do that then?

#

I just want them to have a higher probability of spawning

cinder valley
#

So anyone ever figure out if all of these 'sections' in VOXELGEN are important? Lots of stuff repeats.

hushed bronze
#

afaik they are, just hg devs be lazy

hushed bronze
halcyon dock
#

cool. Cool cool cool

last widget
#

noiice

lime mesa
#

yo @hushed bronze when are you ging to be done with that mod?

#

Or is it already out?

hidden shell
#

Hello NMS modding Interlopers,
Could someone tell me - or tell how to check - what is the in-files name (string) of the "camp style" lamp with a handle? One costing 5 sodium (ok, like most of them), but the one that looks like the electro- version of the old, handle lamps that you can carry around camp, which doesn't need electricity?

#

The reason is that I want to add the definition to the list of buildings allowed to be build without a base - already restored metal base walls, floor, roof and door for personal (and for friends) version of Exosolar's Beyond Base Building (waves to Exo), and had much of fun use cases for the portable camps - but it is a bit of dark inside during night, we would love to be able to place the portable lights, too.

timid badge
#

Anybody know a mod that increases the likelihood of creatures spawning, without increasing the total number per planet?

manic yacht
#

@hushed bronze Are you hanging out?

fallow meadow
#

@hidden shell You're looking for ^SMALLLIGHT (Save Editor) / SMALLLIGHT (BASEBUILDINGTABLE)

hidden shell
#

@fallow meadow thank you! you're rocking to the rescue, as always.

#

Seems like "orbital" bases aree working for around up to 330 wall's heights only, around above that, they disappear on game reload for base owner (still visible for other people in owner's group)

#

might depend on planet radius, dunno

hushed bronze
#

The atmosphere heights are from sea level, just to note that

hidden shell
#

Roger that

#

but the limit isn't atmosphere height, it is somehow lower

#

(sadly)

#

seems to be some arbitrary number, probably from sea level, too. One can place a base at in the middle between sea level and atmosphere height, then build a wall straight up to atmosphere and down to ground, then save, reload, and check where the wall will "disappear"

#

this is the upper limit of fully functional base

fallow meadow
#

@hidden shell Prior to Beyond, this height limit used to be 1200u, at least on the planet I tested on. This may vary with planet size. Others have reported 1000u or around that value. The planet atmosphere ends at a height of 2000u (allowed session limit), which is indeed quite a lot higher.
I have not done any new research into this with Beyond. So far nobody has been able to somehow prevent the height limit at which items/objects stop rendering. Your approach would work perfectly fine, just make sure to actually remove the 'vanished' items from your save data, as they actually still exist, just not rendering.

#

330 walls (height β‰ˆ 3.33u) = 1098.9u

vale iron
#

The build limit is 1000u above the terrain at that spot. So if you go 990u up from a mountain top then build to the sides, those pieces will disappear but the one above the mountain top will remain.

#

I don't know if it's above bedrock or surface terrain though

#

It is also affected by planet curvature. If you start at 900u and build far enough to the sides, the pieces will start disappearing since the planet curves but building snaps don't.

vale iron
#

I found out when I disabled elevation in DEBUGOPTIONS and my sky base disappeared

hushed bronze
#

poof

vale iron
#

@hushed bronze have you done anything with your challenge mod? I'm putting together a list for my similar package and would like to include some of the stuff you mentioned, like your sentinel changes

hushed bronze
#

You could entirely take it over if you like, I was thinking I dont have the time or remaining motive to do something so bulky and difficult @vale iron

vale iron
#

Thanks! I'm bored and procrastinating, so I might put something together

hushed bronze
#

cool πŸ™‚

hushed bronze
#

Been struggling just to motivate myself through my colors mods, I don't think there's gonna be much left in me for modding after that.

hoary drum
#

Don’t overdue yourself. You wouldn’t want to suffer from burnout

cinder valley
#

Will also check dat out

hidden shell
#

@fallow meadow @vale iron yea, the stuff is still in the save just not rendering, but - whats is quite funny - it does render for other player that are in base's owner group when they are present, just not for the owner

#

So one can have a orbital base "for friends", as long as build during one session, won't be ever able to see it self, but everyone else in the team will be able to see it, interact with it, use wired stuff, etc

#

funny enough, base build above atmosphere will behave differently if the computer was place above atmosphere, too (by someone standing just below atmosphere, and using free fly build camera to place the computer, then climb to claim) - after reload, the computer marker will be teleported to the very equal of the space system. I haven't checked if the whole base is moved for other people in the group to the center, too, that would be hilarious (definitely invisible to the owner all the same, though)

#

@hushed bronze any idea how one could workaround the issues with your stratus dust-> night takeover, where exocrafts lights never turn ON, cause there isn't ever a technical "night" in the game, just repurposed dusk? Like, maybe some change that would make exocrafts have lights on 24/7 like nautilion is having?

#

I was mentioning it on the post section of your mod, but there never was any answer, sadly

#

I'm having a hard dilemma what I dislike more - the single navy-blue night, or the inability to see anything from exocraft's cockpit during the night. Having the lights rewired to work 24/7 would be some nice compromise. Otherwise, if it is not something that can be achieved, I think I will need to rip the night-changing part out of Stratos for persona& friends use

fallow meadow
#

yea, the stuff is still in the save just not rendering, but - whats is quite funny - it does render for other player that are in base's owner group when they are present, just not for the owner
@hidden shell Even when the other player reloads? Doesn't the same happen for others when reloading?
funny enough, base build above atmosphere will behave differently if the computer was place above atmosphere, too (by someone standing just below atmosphere, and using free fly build camera to place the computer, then climb to claim) - after reload, the computer marker will be teleported to the very equal of the space system. I haven't checked if the whole base is moved for other people in the group to the center, too, that would be hilarious (definitely invisible to the owner all the same, though)
I assume that 'space' is not considered to belong to the planet. So when placed it gets coordinates, upon reload, these coordinates likely get interpreted differently, resulting in a move. Would be interesting to know if said computer is then still part of PersistentPlayerBases, or BaseBuildingObjects. Would prolly have to check what GalacticAddress is given as well if not considered 'relative' to a planet anymore. I bet if you turn it into a base, everything moves with it, being relative to the base computer to begin with.

viscid cloud
#

Is there any mod to skip the dumb animation for navigation maps?

#

Like, it's nice the first 2 times

#

then it's THE SAME THING the other 98

#

(I mean the one where the camera just goes into the Spaaaaceee and then gets back pointing in the direction of the new thing)

hidden shell
#

@fallow meadow

@hidden shell Even when the other player reloads? Doesn't the same happen for others when reloading?

no, other players are seeing it just fine all the time. It is like the base render/hitboxes gets nuked from the owner's save (+ can't be uploaded properly - despite stating that it can and is uploaded, no one will ever see it if logging without owner present and in team with them).

#

As of the base being persistentplayerbase, I don't know, but it definitely counts towards bases limit, and can't be removed in any way sans save edit

vale iron
#

Space has a 0 index in the addressing, which is what a base computer placed above the build limit gets, instead of the planet's index, which is why it teleports away to an address relative to the system zero point.

#

All the items teleport with it, but are still un-rendered. I typically use a save point for testing so I can find it with its marker.

#

The teleporting we could work around, if we could just get things to render. I've messed with the addresses in the save editor after teleport to move the base back where I wanted it, for example

hidden shell
#

I wonder if the fact that it renders for people other than owner if in group with owner (the under-atmosphere but above limit ones, at least, haven't tested the full space ones)

#

(the full-space ones have also a nasty quirk of not providing oxygen, so not really all that usefull, too - still need to spam air canisters even when inside)

vale iron
#

I just modded to take away the suffocation, freezing, and space radiation. Hard to test if constantly recharging

hidden shell
#

Unless someone want to build a purely decorative one, or, IDK, do a giant co-op project of connecting planets with lanes πŸ˜‰

vale iron
#

I haven't done any multiplayer testing, so I can't say anything on that

hidden shell
#

wasn't even aware that there is space radiation in game, when jumping from frigates to planet in.. .erm... re-entry exosuit, the oxygen was only issue

#

testing can be done in creative, too - one won't die, but the life support rapidly dropping to 0 is good indicator

vale iron
#

Good point. I always forget about creative

hidden shell
#

My original plan was to build space station as high in space as possible, in permadeath - testing it all in creative, beforehand. Sadly, it turned out to be muuuuch more prone to unexpected behavior. Good to know that the location shift can be fixed back (no idea how full in-space thing, moved back by save edit, would behave on HG servers when uploaded, though)

vale iron
#

I never tested uploading one of these bases, so not sure there either

hidden shell
#

probably all right, if the index relative to system center would be properly provided to put the base conveniently above planet atmosphere where it was... but the rendering is a mystery, especially with other player sin group having no such issues in MP

#

now I want to make a strange base, let it teleport to around system's center, and see if people from my group can suddenly see floating chairs there

fallow meadow
#

I assume the check is client side for base owner only

hidden shell
#

I also wonder what happens with communication module placed on freighter (unlocked via mod) - it disappears when freighter moves, so it seems to be staying in the space where it was, also not rendering, Curious if the message still appears, though

#

would be interesting way to freak space travelers out with messages from void

fallow meadow
#

Not sure about actual space base, but coords are indeed no issue, just huge values. Uploading I have never tried, as I can not undo it without access to the computer

hidden shell
#

You're probably right, Devilin - it would seem then that the lack of rendering is purposeful, and the rendering on group members is an oversight, heh.

vale iron
#

I used my freighter address as a reference to get the rough area, if you are doing testing

fallow meadow
#

Comms are not local to the freighter base?

hidden shell
#

seems so

fallow meadow
#

I never tested those, but very interesting.

#

Are they actually part of the freighter base, or forced to BaseBuildingObjects?

vale iron
#

There's a freighter location entry in the save

hidden shell
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idk, TBH, it is all 1337 with placing the comms on freighter, they seem to be disabled on purpose, same for small message holos that doesn't allow entering actual message, probably for same reason (static place of where the text appear)

fallow meadow
#

Or actually, maybe neither, but pure server side?

hidden shell
#

the comms - as stuff traversing even between game modes (perma, survival, normal, creative) are strange beasts. And cruel, with the "set once, never remove"

#

ib4 someone makes a base where comm stations constitute single pixels πŸ˜‰

#

out of 10k of them

vale iron
#

I disabled those bastards in my base building mod, they are such trouble

fallow meadow
#

Well, that's why the comms may actually be pure server side

vale iron
#

They seem related to the discovery services and naming

hidden shell
#

I think they are, given the fact that they remain through base removal

fallow meadow
#

Not sure about the other text thing. I can place them and add message outside of game anyway. Will give those a test on freighter

hidden shell
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only good thing that is coming from them is that they point locations of bases from pre-next for archeological operations pinpointing

#

the other comm text thing move with freighter properly, but as said, by vanilla no way to add actual text, i bet it misbehaves when freighter changes location

#

the on-screen text firing missbehaves, I mean

fallow meadow
#

Will test that now. Most stuff I preset the Data and Message through either the save editor or within Blender plugin. All too often it messed up my logic when using default values

hidden shell
#

I also think that I would love to see as possible via limitations removal would be bases inside abandoned space stations. no oxygen issues there, etc

fallow meadow
#

Yeah, I tried figuring out how or where those are located when it comes to 'coordinates', but once again, they are in space and you load into the structure

hidden shell
#

As a person who revitalized freighter wrecks (and was very surprised uploading works for those as it should), I would love to give the abandoned stations a go. Even masking of all the goo with deco would be an art in itself

#

I think building stuff in space was, or maybe even is, a thing considered. there are references here and there to stuff being allowed to be placed on "space base" even before freighters were a thing. But again, it might as well evolved into becoming freighter bases (which, BTW, are so much more fun with the limitations removed and bridge extended, idk why they have to be big hydroponic farms only in vanilla)

#

BTW, @fallow meadow, is there particular place where names of all objects - like the light i asked earlier about - are documented, or you just have everything unpacked everything and checked there?

fallow meadow
#

@hidden shell If I don't know the name, I just check the Save Editor > Discovery

hidden shell
#

good tip. Thank you.

fallow meadow
#

Now let's see what happens if I move the freighter

#

Moving does not appear to affect the Message Module. Still works as expected

hidden shell
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strange. Then no idea why they removed the edit interaction

#

(or maybe just a bug)

#

that reinforces the idea that there is no problem with the on-screen message, after all, just that the comm stations are, as you said, server-side only

#

(thus why those refuse to move with freighter)

fallow meadow
#

I just did a search for any traces of a Comm Station in the save data, but there is nothing, besides the discovery to 'build' them. So I am pretty sure they are being saved server side and certainly not part of your planet/freighter base

#

As for the 'edit' option missing for the Message Module, I guess it may have to do with being disabled to build on freighter. Not sure if bypassing that through modding solves it though. I just place it in Blender, then add the message and I am good to go

hidden shell
#

The blender plugin is a piece of art, and helps in many, many cases, but definitely fixing the edit via mods would be great for people that just like/find the in-game base editor (after mods, like beyond base building or other removing position limits and resize/rotate limitations) as enough

#

BTw, si there any easy way to move already existing freighter base into new freighter? Save editor seems to be missing that feature - raw json edit only?

#

of all things, the option to transfer already existing freighter base into new one might be the most missing stuff. It just just an essential QoL - everything can be removed from old and replaced in new resulting in no additional resources cost, but doing so to some carefully build, extensible interior, is just hours of repeating same work.

#

Hmm, the blender plugin could be, probably, used for that purpose

fallow meadow
#

Only just noticed that the Blender plugin has been updated. Now all missing items are available, which I helped Charlie with.

#

As for freighter base copy to new freighter, yes, use the Raw JSON editor. One of the bases in PersistentPlayerBases is your freighter. Make a backup copy, get a new freighter, copy back in.

#

I am not even sure if losing your freighter base was ever intended, as this functionality had been present before they changed freighter base building.

#

Nothing much really changed when it comes to how a freighter base functions or is saved. For some reason they just killed it, or messed it up without anyone truly realising

#

I had some discussion about this on the Steam forum as well. Without people reporting because they just assume, or accept workarounds, nothing will ever change

hidden shell
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huh, I wasn't aware it was working fine. Well, at least finding it in raw json and copy/restore is trivial after your explanation. And, for once, 0 problems with running the save editor on linux, not even needing to do it via wine, just works out of the box. Happy camper Interloper

fallow meadow
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I mean, why do we still get that Base Capsule thing on a freighter? Bugged alright, but why can we even build it in the first place?

hidden shell
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no idea, we do in vanilla? Isn't it mod unlocked?

fallow meadow
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Yes, it is available on freighter in vanilla

hidden shell
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🐸

fallow meadow
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Just doesnt work or store any freighter base resources, but it is there. Will always say inventory full though ...

hidden shell
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This item is strange, anyway. I have it in ground base, used properly once, then for eternity it just says "inventory full"

#

no matter if I rebuild it or not

fallow meadow
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Yes, it is bugged on planet base too. Once it's empty you always get that message.

#

Anyways, I truly have my doubts about the freighter change, completely losing all

hidden shell
#

Hmm, got idea how to check if comm station indeed stays in space forever and just freaks interlopers. Base computer - if unlocked via mod to be build in freighter - also is supposed to stay in place, so placing comm station and computer close by, entering message, moving freighter, and then flying to base computer location should help to check if the message appears

#

still, not sure if it appears when player is moving close by in ship, even on planets. Haven't checked

fallow meadow
#

Wasn't too happy with the change anyway, as I loved to be able to use the same parts we had on planet base. Now it feels limited, even though we have many new 'deco'

hidden shell
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yes, the freighter base loss sounds like SNAFU, quite uncharacteristic - before trying for first time, I took it as granted it stays

fallow meadow
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I think it checks for player, but likely not when in ship. Same way you can not get a prox switch to function while you are in a ship

hidden shell
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I wasn't hit by that change much, just mod-unlocked almost all of it for freighter (including geobays, so I have a garage bay section where all vehicles are stored)

fallow meadow
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I wasn't hit too much either once we got new tools to help build whatever we wish. It took a while though. Had become very familiar doing it manually in save data at first

hidden shell
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BTW radio save beacon is not buildable on freighter byd efault, too - I wonder if it have something to do with the star marker on HUD. I would think it might bug out with moved freighter, but after the text module without edit button ended up being working fine, I'm not sure anymore

fallow meadow
#

And of course I prefer to actually build in-game, but I avoid the use of mods mostly for some odd reason.

#

Not sure about the marker either. You have mentioned a couple of interesting things to give a try ;-)

hidden shell
#

πŸ™‚

fallow meadow
#

Worth messing about some more

hidden shell
#

For science!

fallow meadow
#

Would love to build in space, but as long as we can not get the rendering to work with us, there is no point.

#

For now I will just stick with mobile space bases.

#

Aka freighter base

#

You can do whatever, even outside of the boundaries. It will only be visible once inside though

hidden shell
#

BTW it is kind of strange that, when on team, you can have only one player's freighter in given system at same time

#

...cause, when i bought a freighter in system where my son's freighter was already present, it worked all right with 2 player's freighters in system

fallow meadow
#

They have yet to do the server part for freighters I guess

hidden shell
#

was really surprised next day when I wasn't able to call mine again in the same system

fallow meadow
#

It involves quite a lot I imagine, not just loading the base

#

Then again, a lot of what I imagine is not even present with planet bases either.

hidden shell
#

there is a lot to be synced, honestly. Like, even damn old pirates - they are working fine during normal random attacks, but try to fly to a "fugitives detected" bounty. In theory, same case, in practice, they are visible only to one player, and the other is shooting air

#

and I still don't get how it is that storms are either working awesomely well and fully synced for hours on some planets and missions, and not synced at all somewhere else

#

(side note: I hope the fix for the "all temperate planets with critical storms as only hazard get only super-hot, even when described as [rare ice storms]" is coming, eventually...)

#

The most strange desync I got was a lush planet where for me it was regular sentinels and no storms, while for my son it was aggressive sentinels and fire storms - including description on discoveries, etc. Wasn't aware such things isn't 100% server-side

#

(and indeed, sentinels neutral to me - blue - were happily attacking him just standing close by, + the one-sided only storms)

#

I hope they untangle this mess at some point. I can only imagine how much ingenuity was needed to be put into the game to even make multiplayer work as good as it does now, while essentially being an afterthought addition. Like, one would expect it to not work at all in 1000 years, and inf act, it works perfectly fine 99% of cases

fallow meadow
#

Yes, even though Multiplayer is quite messy at times, I am amazed they pulled it off as they did, not to mention the inclusion of VR as well. I hardly even thought this to be possible at all with how performance heavy NMS already was at the time

cobalt wolf
#

hello modders πŸ˜„

#

is there a way to disable screen shaking during pulse drive flights and planetary approach?

lime mesa
#

hello modders πŸ˜„
i have never in my life heard anyone say that

hushed bronze
#

I see that in a spiteful context in GTA lol

waxen token
#

can anybody recommend any mods that boost fps without making the game look too bad?

alpine oasis
#

this mod works very well

#

you can barely notice the changes, other than that it boosts your fps

hushed bronze
#

I dont like suggesting that mod because he obviously ripped off others' work to make it

waxen cedar
#

Wait. Didn't you fix the geometry stuff on industrial parts @hushed bronze ?

hushed bronze
#

Yes. Its his only posted mod and basically everything in it was developed by other modders in other mods. It does not appear to be a direct clone, but I still find this to be a scummy thing to do without crediting anyone...

hidden shell
#

Definitely. Would be all-ok if he would give proper credits to every part (if the mod still kind of sucking by throwing everything in one basket, without modularity), but as it is right now, it warrant takedown notice to nexus

vale iron
#

Damnit HG, push that internal update to experimental so we can see what's broken!

hidden shell
#

@hushed bronze
A friend of mine converted your Savage Sentinels mod to .lua for AMUMSS:
http://files.serosis.net/CatLady/ROBOTGLOBALS.lua

I should produce 1:1 copy of the .pak mod, so I guess it is done all right. Feel free to use and change it, if you wish to release the one as amumss comaptible, too.

vale iron
#

I wish I had known that. I converted it two days ago, too

hidden shell
#

πŸ˜„

vale iron
#

I converted three of the ones he sent me for the challenge mod, so far. A lot of the others are going to take more work than I'm not-lazy enough for.

hidden shell
#

now for starmap upgrade, so we can kick out this irritating slowing down and unnecessary modified fade in during the intro. Or Dead Wreckoning, so the absolutely awful (and multiplayer issue-creating) flattening around naturally spawned bases is gone, leaving the nice changes to dead worlds that the mod brings

#

BTw, Gumsk, from your messing up with the exocfrafts - do you think there is a way to force their headlights ON 24/7, instead of just auto-turning ON at night?

#

(or toggle somehow, but that is probably harder and less doable)

vale iron
#

I don't know in the slightest, as I didn't see the models except for the mech. Based on what Mjjstral did for ships, though, I would guess you could either keep them on or just add lights to it that are always on

hidden shell
#

this is only an issue if using any mod that (ab)uses dusk for making night varied on different planets, instead of the single tone

#

dusk taking over the night = exocrafts never turn lights on, cause there is never night from their point of view 😐

vale iron
#

I'm curious now how it's doing the check, if there's a simple "RequiresDay" flag or something, like the solar cell uses. I'm sure it's not that easy, though.

hidden shell
#

I think no one tried before, TBH. BTw, sorry for bombing with questions, but as you say you checked the mech - stumbled upon anything that would let control/disable the "swimming" crosshair in Minotaur's first person (cockpit) view?

#

The damn "Feature" makes the cockpit view unusable from anything else than going straight from point A to B - just can't even mine anything properly with the crosshair so wobbly (and of course, in the 3th person view, the aim is pinpoint accurate and stable, eh)

vale iron
#

Oh does it do that? I spent so much time looking at the thing but never using it. I guess it bounces as you step?

hidden shell
#

no, it is not even about bounce. It does some awfully high smoothing to aim

#

so even when standing still, you move aim and stop - it keeps floating and gradually slowing down

vale iron
#

The cockpit view also has a ridiculously narrow FOV. I was thinking of trying to move the camera forward to try to fix it

#

ahhh, hmm let me think

#

I don't know of anything off the top of my head, but I'll see if I can think of what it could be. It might be one of the huge number of unknowns 😦

hidden shell
#

all exocrafts (cockpit or not, but most painful in cockpit) are seriously missing the akin-to-ships zoom function too, but that is probably unfixable

#

not to mention that despite having 260 degrees swivel of the turret, it is absolutely impossible to ride in one direction, and aim+ shoot in the another... Yea, exocraft controls could be a lot better, heh.

vale iron
#

I'm guessing that this could be a problem for all vehicles, we just don't have the same interface with the other ones?

#

Wondering if I should look through the vehicle settings or mech specifically

hidden shell
#

Jasondude does a great job with fixing the camera in his exocraft mechanic module (part of DUD's SKy:
https://www.nexusmods.com/nomanssky/mods/507

  • personally using exocraft mechanic and ship flight from his pack, only)

...but not really remeding any of the above woes. Minotaur can at least "kind of" walk and shoot to the side, in 3th person view, by looking at enemy and keeping the opposite turn key pressed (so if shooting enemy to the left, keep the "D" pressed hard), and shoot behind him by pressing "S" when looking directly to your back (he then continue to walk forward, albeit no chance to jump forward, too), no such luck for any other exocraft

#

As for the swimmy-wobbly crosshair, no, it happens only to minotaur it seems, or at least is 20x more prominent effect there

vale iron
#

ok, I'll focus on mech only

hidden shell
#

basically, you try to aim at something, and the cursor swim past it, you try to counter, and it swims past it the opposite side again, and such, until you maybe manage to stop it at correct place (unless you don't, cause you're frustrated an switched to 3th person view, already)

vale iron
#

I love how I have access to all these wheel and underwater settings for the mech, but never what I want.

hidden shell
#

(BTw, for some reason, Mino is also only vehicle that keeps A/D steering in 3rd person mode - it is strange, cause the A/D is only way to steer it left/right in cockpit view, but it is much less steerable this way than mouse view steering in 3rd person. Just like it tries to turn much harder via mouse look than it does with the A/D. It's all a mess, honestly)

#

heh

vale iron
#

perfect case, how I haven't found any control over turning radius

#

But what suspension would you like on the 10 wheels I can put on the mech?

hidden shell
#

]:D

#

It is kind of funny indeed, cause on one side, the vehicles are very cool and traveling with them is fun - while on the other, it becomes much less fun when you just want to do something useful in them and hit a rodblock like "you won't keep driving forward but shooting to the side" or other stuff like that.

vale iron
#

The mech doesn't have the day/night switch for the headlight, does it?

hidden shell
#

Or glitches that make you :|, like biological horrors absolutely losing any interest the very second you get into mech/exocraft

#

the mech definitely should switch light ON during night

vale iron
#

Because each exocraft has a named headlight. Could maybe switch the names to the mech headlight. I think it's always on

hidden shell
#

automatically - and sadly, ONLY automatically by default

#

sadly, big nope.

vale iron
#

Hmm, must be always night in space then. That's where I was testing the spotlight

#

wait, it has different ones for first and third, as well. Maybe 3rd is always on?

#

I didn't do 1st person view testing, because I hate it πŸ˜›

hidden shell
#

I noticed that when you enter vehicle with player's flashlight ON, it bleeds in 3th person mode

#

but it is, in fact, still the player's headlight

#

not the vehicle's one

#

if you turn it off before getting inside, it won't be there, and it is exactly same radius, intensity, and power as the regular flashlight you have in exosuit. Also, absolutely does not work in cockpit mode, too

vale iron
#

Anyway, the only settings I see for headlights are a name and intensity. The name looks like one of the strings in the EXE that we can't get to

hidden shell
#

😦

vale iron
#

There might be something in the SCENE files though

#

I know I messed with positioning and color some there

#

Nothing I can see in the SCENE file that looks right either 😦

vale iron
#

@hidden shell Mjjstral hasn't seen anything for a day/night switch either. His idea was to put a new light on it that's always on

steel crypt
#

The mechs 1st and 3rd light switch with day/night. If you are using one of exosolars mods, remember it’s never β€œnight”.

hidden shell
#

@vale iron putting another light that works same - or b etter - than vanilla one and is always ON sounds good. I think that jasondude was putting lights for cockpit view of collosus himself, cause those were lacking totally.

#

Hmmm, is there any way to mod/save edit fix the "max build limit reached" glitch that can happen to part of your base? Like, when you can build in your base all right, except to some small area, part of it, where this stupid message appears? (BTw, other people in your group, with edit rights provided, can build there all right and uploading the base afterwards works just fine... It is also not a particularly oversized base, definitely much smaller than some people are doing)

#

It drives me crazy, I need to ask a buddy everytime I want to put/change something in a crucial small part of my base.

smoky wing
#

Is your graphics -> base building setting on Ultra?

astral berry
#

Guys anyone here using NMS fantasy?
I got a weird square graphic whenever I look at the sun
weird graphical glitch. Anyone else experienced it
?

hidden shell
#

@smoky wing yes, it is in ultra. Is it know issue with the highest settings?

timid badge
#

Damn, that fantasy mod looks quite amazing

#

Is it game breaking in any way?

lime mesa
#

as far as I know, nope

#

I play with it PLUS Back to foundations

timid badge
#

Like, if I go to a planet with the mod, will the fauna/flora be the same etc as it would normally be?

lime mesa
#

so if anything my game should crash but it doesnt

#

idk, I have saves where its been only modded

#

But the BTF mod adds the old plant textures so I assume it would change

#

NMS fantasy I think changes but not sure

timid badge
#

Will have to look into it

#

Been considering adding some mods to fresh things up

smoky wing
#

@hidden shell Oh, no I don't know the problem then, sorry. Lower settings force lower limits, so I was just making sure you had that turned up as high as it goes.

steel crypt
#

@hidden shell you don’t have to add another light. You can just remove the day/night light switch for the vanilla light. It’s much easier. If you wanted for some reason to change the light, I would recommend you alter the vanilla light and/or remove the day/night light switch for it.

slender osprey
#

Does anyone know if there is some way, or mod or something, to be able to get more than 6 ships? With so many awesome ships, I feel very limited with just 6.

hidden shell
#

@steel crypt How one would do the removal of day/night light switch for exocrafts/mech vanilla light? It is exactly what I wanted as a workaround, just make them work 24/7, so mods using dusk for making nights more varied won't result in lack of headlights for exocrafts/mech.

hushed bronze
#

@hidden shell Sadly, nobody I talked with had any ideas on that topic, so if there's a way, its probably up to you to find it 😦

#

At least for making the switchable light work with a dusk-only mod

hidden shell
#

Roger that, thank you for checking it @hushed bronze!

#

I will need to do some digging then (not adverse to it, just wasn't wanting to repeat the same research that maybe was already done)

#

@vale iron
Is there any chance for a .lua version of this mod of yours?:
https://www.nexusmods.com/nomanssky/mods/1369

There are some changes that I would love to merge with other mods I'm using (like the extended teleport cable's length, why the heck it is even so limited...), while there are others that don't mix well with my permadeath gameplay aesthetics (the "cheaty" parts). no to mention the obvious merge'ability, there is lot of stuff that change the GCBuildingGlobals.Global.MBIN

#

// edit
disregard, apparently, I can't read. Albeit I must admit that putting the .lua inside the .pak is rather uncommon thing to do πŸ‘€

hidden shell
#

@hushed bronze:
Out of mere morbid curiosity, why is the .lua script version for your Nada's starmap upgrade available here (apparently, with your permission):
https://www.nexusmods.com/nomanssky/mods/1432

...but not available in your page for the mod itself?

vale iron
#

@hidden shell AMUMSS automatically includes the LUA in the pack, so anyone that uses AMUMSS does the same thing :)

#

Exo normally works in direct changes. He's only done LUAs a few times, I think

#

So someone else needs to make the LUA if they want one.

#

Also, if there are specific changes you need help with, let me know. I'm bored waiting on this experimental patch to come out.

#

Finally, jasondude told me how removing the day/night switch should work. I'll explain later. Have to get ready for class first

hidden shell
#

That's great news! Saw your convo on the modding discord channel (thanks for invite Exo, wasn't aware it exist). Definitely waiting for that one, I'm kind of just starting to take baby steps into serious NMS modding (the fact that most tools required heavy hackery to work properly in my operating system of chocie - linux - wasn't helping; sand for NMS save editor which is multiplatform, most tools, including AMUMSS, were windows-only), so help with more complicated stuff is welcome.

hushed bronze
#

@vale iron Ive actually never done lua but sometimes other people offer them up

vale iron
#

Offerings for the mod sacrifices

hushed bronze
#

lol

#

Nobody should use linux casually imo. Its not suited for casual use because stuff like this "required heavy hackery to work properly in my operating system of chocie - linux" is an everyday problem. You will lose hundreds, if not thousands of hours fighting with linux incompatibilities.

vale iron
#

Catlady, are you on Windows now, or still Linux?

hushed bronze
obsidian tree
#

what's wrong with linux? haha

#

side note: I actually build MBINCompiler for linux too as part of the CI run so that I can run tests on it! At some point I will also include the linux release as part of the release so that I can use it for automated tests for NMSDK...

hushed bronze
#

Do note, I only trash linux for casual users.
By programming for it, you already are not a casual user

heavy merlin
#

But on the other side, the less "casual" you are, the more you're likely to want to do, and so the more time you'll need to spend fighting.

hushed bronze
#

but also, the same things in windows dont start fights

#

But again, i did discourage casual use, not expert use

obsidian tree
#

but you can look like a l33t hacker on linux to your non-computer friends by just using bash haha

hushed bronze
#

lol

#

Genius level impressions trick

hidden shell
#

TBH, I don't think anyone should trash person with any level of knowledge for using FOSS operating system, seems silly at best

#

what's wrong with linux? haha
@obsidian tree

Nothing, actually had a very good ride with all the tools, except AMUMSS - for some reason, wine is really disliking the batch scripts used there, so despite author being very helpful, I finally had to hack a windows preinstall environment in a VM to run it

#

the thing is, AMUMSS was too important to miss on πŸ˜‰

obsidian tree
#

AMUMSS isn't working on linux?

#

weird...

hushed bronze
#

You have no idea how many hours I spent waiting for my very intelligent, computer and coding expert best freind to finish (usually by admitting defeat) fighting with some linux nonsense that Windows did perfectly the first time

hidden shell
#

@hushed bronze
You have no idea how many hours I spent waiting for my very intelligent, computer and coding expert best friend to finish (usually by admitting defeat) fighting with some windows nonsense that linux did perfectly the first time

Her,e fixed it for you πŸ˜‰

obsidian tree
#

haha

#

linux for me has specific uses. It's not my main OS and i don't think it ever would be, but for lots of dev stuff it's critical

hidden shell
#

@obsidian tree
Yea, in fact wine can be, sometimes, more strict in interpreting batch correctness than windows is - as in, windows allows more lenient batch coding, so some complicated scripts can flop out

obsidian tree
#

all my work stuff is developed on a linux platform

hushed bronze
#

Honestly it was never that way around

hidden shell
#

I'm in fact a more than a decade exclusive-linux user - despite being rather heavy gamer

obsidian tree
#

and also, I have done some coding things where the code ran like 10-20% faster just by being run on my linux partition than my windows one

hushed bronze
#

Unless there is something you can meaningfully gain from linux it WILL fuck you over repeatedly on dumb hangups and you WILL obliterate many hours fighting with linux for no gain because everything u use it for, Windows does correctly

#

Yea, you gain 5 secs boot time, then lose 8 hours writing a homemade driver, lol

hidden shell
#

I absolutely refused to move to next mixrosoft creations after XP (those were and are terrible), and when XP become basically becoming very outdated, I had the blessing of owning one of the very first mobile computer/phone combos (Nokia N900) that was using mobile variant of Debian. Learned linux that way, and was amazed at how great the stuff works, and just works + how much less absurd obstacles it throws on my way, so moved my desktop to linux over one day. Never looked back.

#

@hushed bronze thats is simply untrue and rather arbitrary, without any examples.

#

In fact, most people's experience is rather otherwise - windows is full of undefined behavior, NIH syndrome, and stuff that works some arcane way "just because".

#

Linux can have own share of problems, but at least there is a reasoning behind them that you can check, argue with, or fork if all else fails. With windows, you're just slave to someone's else "solution"

#

also, any user-programmable computer running any OS can be turned into a system of things existing only to be maintained - in fact, many people fall into trap of doing just that when they are offered customization options. you know, like a person who had only soda water available, and suddenly, gets thrown into a shop full of thousand soda possibilities

#

when you get past that, things just work

#

and I share @obsidian tree's sentiment - I was amazed that most of my stuff, be it professional or games, run more performant even a decade ago by just running under sane operating system, even when running under wine (for some games). Nowadays it is even better, as most things can run native, or close to native, anyway (thanks for pressuring devs, steam)

hushed bronze
#

Honestly, when I watch what regular linux users struggle with on a regular basis, and hear them tell me its actually the other way around. I cant help but feel like you have deluded yourselves with wishful thinking. I am aware that windows has problems, but at the end of the day, it gets it done, and you linux users are trawling theinternet looking for solutions while my shit is just working as advertised.

I wish the evil corporation Microsoft was not the best option. Sadly, it is. I got homework and shit to do and the PC needs to get shit done right the first time, no bullshit. Windows does that. Linux does not.

hidden shell
#

but heck, my whole operating system + desktop environment uses a whooping 132 MB of RAM. No wonder the performance, then πŸ˜‰ (and yes, if wanting, you can turn linux desktop enviromnents into a byzantine contraptions eating gigabytes for no reason, too)

hushed bronze
#

lol yeah Windows does love to annihilate ram πŸ˜„

#

but give it enough and move along, I say

hidden shell
#

No offense exo, but it rather sounds liek you're just lacking knowledge about how to run the stuff under linux and search for justifications about that. Like, the homework, WTF?

#

LibreOffice exists.

obsidian tree
#

libreoffice is awful though

#

LaTeX FTW

hidden shell
#

πŸ€·β€β™€οΈ IDK, it was working awesomely for me, since it said bye bye to oracle.

hushed bronze
#

And then it will fail to communicate with my printer driver or some bullshit and I will spend two days trying to fix it. No thanks

hidden shell
#

LateX have its fans too, indeed

obsidian tree
#

I wrote my whole thesis in tex, so I'm pretty used to it lol

hidden shell
#

Well, the thin g about problems in linux is that you at least learn useful stuff while solving them (if they need solving, cause for solid years most stuff just work out of the box). In windows, you usually learn arcane stuff working only for that single specific case.

obsidian tree
#

I'm kinda glad windows is integrating the linux stuff into their OS more, like WSL I think has more nice stuff coming in terms of how it runs

#

but then, I just use git bash for everything on windows

#

screw cd

hushed bronze
#

Linux users love to turn a blind eye to just how enormous their time losses are looking for solutions to OS-compatibility-related issues.
Do you know how many times I have had to solve a Windows problem in the last year? zero.

hidden shell
#

In any way, since using linux, my It life got definitely much better, and my proficiency - including professional one - skyrocketed, as compared to the pure user/consumer you are when doing windows.

obsidian tree
#

dir instead of ls?? get fucked haha

#

or is that in powershell?

hushed bronze
#
  • dies*
obsidian tree
#

either way, it messed with muscle memory...

hidden shell
#

exosolar, there are no os-compatibility issues on linux. IDK what you are about

#

and if you had 0 problems with windows, then you're probably a consumer of media, mostly. You know, people can have 0 problems with android tablets with provider hardware, if they are not expecting anything creative out of them.

obsidian tree
#

I think once you have any OS set up right for you, it will work nicely

hushed bronze
#

You just complained earlier today that some program didnt run properly in linux

obsidian tree
#

I have windows set up perfectly for me and my dev work

hidden shell
#

no, I was talking that some programs were specifically written with windows only in mind

obsidian tree
#

I don't think I could have it set up as nicely on linux

hidden shell
#

and more of a stated the fact than complained

#

@obsidian tree then mixrosoft released new version making it more tablet-like, make the old one obsolete, and you will have to re-learn it all πŸ˜‰

#

my linux installation is same from the times I was using it on laptop, more than 12 years ago

#

through few hardware migrations from different vendors

#

talk about having stuff set up just like I like it, and absolutely 0 risk of someone deciding I need to let it go.

obsidian tree
#

I guess my uses and needs have changed over the years, 12 years ago I was just finishing highschool and had way less of an idea how to do computer stuff lol

hushed bronze
#

@hidden shell That counts. All these vast oceans of programs that are designed to run in windows. Every time you run into one of those, you have face-planted a roadblock that a windows user never sees

#

You're used to it. This happens to you every day and you don't even feel it anymore

hidden shell
#

TBH, I have yet to see a single case where there wasn't a (non-game related) stuff being FOSS that isn't working better and more reliably than windows counterpart πŸ˜„

hushed bronze
#

I am well aware that, if the program is written to be optimized for either a Windows or linux environment, it runs better in linux

hidden shell
#

also, the maybe most important thing is that from pure consumer of fast food media, you kind of gradually turn into being a part of the development process - either by contacting creators via their git* pages, or slowly starting to do changes by yourself, as you get used to fact that finally you can

hushed bronze
#

How much time have you spent doing that

#

thats my main concern about linux, the massive mountains of time you spend troubleshooting while I ... am not, for a lack of any need

hidden shell
#

also, the stuff about games is a most point for some years, anyway - wine is at the point that it usually runs better under it than under anything crazy microsoft does with their system. Like, I was really πŸ‘€ about all the threads everywhere about people having problems with running stuff under windows 10

#

when it was working as fine as it did before in wine

#

talking about windows-written software for windows πŸ˜‰

hushed bronze
#

Anyway I was workin on this mod that I havent advanced in 10-ish days for reasons πŸ˜„

hidden shell
#

you kind of mix troubleshooting with improving something cause you can

#

it is not like you must

hushed bronze
#

Well, if you enjoy being forced to improve random things, then linux is your dream πŸ˜„

hidden shell
#

but because you, at some point of using linux, realize that you not only can improve something, but also share the improvement with other people.

#

again, it is a difference between being a consumer of media and creator of stuff. I kind of find it strange to see such consumer-oriented perspective in a creator of mods, though

#

it is kind of like you're trying to convince me to use some AAA studio's crap game - preferably, on consoles, cause with NMS, you're forced to mod it

#

after all, you could just hit the power button on console, grab a pad, and consume play

hushed bronze
#

Because I love when all the tools behind my work, function as expected from the start, and I don't have to wage war against them to make it all work

hidden shell
#

sounds just like linux for ages πŸ˜‰

#

But worry not, the thing is... there is free choice.

#

We are back to the fact that criticizing someone from choosing to do the less consumptionist way - even if not being a programmer or so - sounds a bit... Jealous? Silly? Something like that.

hushed bronze
#

That said tho, remember my original statement? I said linux is bad for casual users

hidden shell
#

which is untrue.

hushed bronze
#

Here comes jason

hidden shell
#

In fact, in my family, both me, my son from the age of 5, and my parents born @ 1953 are using linux happily

#

after being windows users earlier

#

and without being forced to do it, I swear πŸ˜‰

obsidian tree
#

"mods taste like people", I don't know what I question most about this name haha

hidden shell
#

I wonder if he means mods as in modifications or mods as in moderators

#

both have charm of its own

hushed bronze
#

I nicknamed myself with "Mods Are Better than People" a while back and he did that

obsidian tree
#

I'd rather not be eaten haha

steel crypt
#

@hushed bronze not any time right now to explain much. I was just talking about it with Gumsk on the mod discord. There are new day /night switches in the bottom/end of the vehicle global. Lights listed there will have day night switch. Remove listed light and that makes the light just be on all the time. There is a cockpit and external light listed for all exocraft.

hidden shell
#

(BTW side note - NMS, since Vulkan, also works with better performance under Linux on same hardware, using Steam's Proton. Up to whopping 10 fps difference. I checked)

#

Sounds awesome, jason!

steel crypt
#

I added a custom light for cockpit view for colossus because there isn’t one in vanilla (WTF) and also added it to that list to give it day/night switch. The inverse can be done by removing a vanilla light from that list.

hidden shell
#

@hushed bronze BTW, a side observation. It is not an accident that business-oriented company like Steam invest so much money and effort into linux gaming. Unlike some (cough gog cough) they have business sense, and know that windows won't be a most significant PC gaming platform in a decade, not by a long shot. they know well what they are doing with their financing of DXVK, wine (proton), and such stuff.

obsidian tree
#

jason: that list you add it to, is that one of the newer files that was added?

#

or is just a list in the globals?

#

the ONE list in a global haha

#

HG finally brnaching out after over 3 years lol

hidden shell
#

Such a pity that we can't wire it up somehow to a light toggle like the flashlight, but well, even turned ON 24 is better than no way to turn it on during "night" (dusk)

steel crypt
#

A list in vehicle global which is new since the day/night switches got added. It’s at the bottom of vehicle global.

obsidian tree
#

ah, just the headlight names right?

#

and cockpit headlight names

hidden shell
#

@steel crypt Do you plan to add changes to Nautilion to your exomechanic? Like, making it stop turning left/right with mouselook in cockpit view for atlas sake?

#

Damn autocorrection. Nautittilion, lol

steel crypt
#

Can’t do that. It’s in exe.

hidden shell
#

ough.

obsidian tree
#

damn exe ruining everyone's fun

hidden shell
#

It's a fun mess. Minotaur can walk forward and shoot to the side by turning with mouse but holding an opposite turn keyboard button, exocrafts can only have either mouselook turn (3th view camera) or keyboard turn (cockpit), and nautilion have both forced at same time in cockpit.

steel crypt
#

Variable called β€œspecial mouse steer” or something like that. There are some controls for it but it is global to everything using that form. And what uses it is determined by exe.

hidden shell
#

but for some reason, untlike mino, mouselook takes precedence in Nautilion, so turn right with mouse and turn left with "A" = only turn right.

#

I guess that how much steering is applied is hardcoded, too? Like, in Mino, you can turn sharply with mouselook, but much more slowly only with A/D

#

...which means you need mouse steering for any serious usability, otherwise you're slowly turning brick.

steel crypt
#

That’s a very complicated discussion involving probably 50 or more variables in multiple files.

hidden shell
#

🐸

steel crypt
#

Gumsk has worked on it. I’m sorry, I miss you friends but I have been dealing with some serious issues and need to get back to it. I will be checking in though when I have 2 mins lol. Stay cool dudes !

hidden shell
#

Same, keep healthy!

obsidian tree
#

have a good one!!

steel crypt
#

✌️

obsidian tree
#

stay safe over there!

hushed bronze
vale iron
#

Yeah, none of us have found any turn radius settings for the Mino yet, I believe. I also can't find the thrust/speed settings for the jetpack. It doesn't seem to count as a boost device or as a jetpack for those purposes.

#

I'm not sure if I need to delete them individually, do a terminated empty section with the />, or if I can just do this easy way.

#

Just deleted the headlights sections altogether

hushed bronze
lime mesa
#

Where can i get mod?

hushed bronze
#

Nexus, after I finish making it

#

I would have finished a few days ago probably if I didn't get a hard dose of "If this game's devs cant be bothered, why should I?"

lime mesa
#

Ah ok

vale iron
#

Looking good, Exo

#

I'm waiting to do anything on Challenge until I see what this update is

hidden shell
#

I hope it pans out well. I was trying the exo's biome mods few times, but it always resulted on more plain and not-very-varied (if overcrowded with props) landscapes in the dozens or so planets I checked it with, and definitely worse than vanilla ones - but well, that was a beta, after all. Hoping that you will find the correct mix of parameters.

#

BTw, this reminds me that I really need to butcher Dead Wreckoning some - love the mod, but the off-topic addition of the 100% flattening of acres of land around naturally spawning base computers is really ugly. With mods increasing view distance and LOD, those can be sometimes even seen from low orbit... (the ugliest example I came into was a hexagon anomalous planet, where empty, flattened hexagons field was standing out like a sore, flat finger)

#

I guess that cutting the flattening part from the exml's shouldn't be too challenging πŸ€”

#

LAst time I checked it was working splendidly, sans the bugs mentioned in the mod's discussion.

vale iron
#

I was just looking at pirate flight. I can look at what they did for ideas

hushed bronze
#

@hidden shell Yes, my only posted biome mod is quite bad imo, but so many people said they like it that I leave it up

vale iron
hushed bronze
#

Its stopped getting updates when I completely changed how I assemble biomes

#

but that mod was never anywhere near finished thx to a new semester starting up at the time

hidden shell
#

thank you @vale iron - will test it in a moment