#nms-modding
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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.
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
anyone recommend mods that change the look of the game?
@round sinew you made some screenshots and said you modded the game to look like that. were you using the NMS Fantasy sythesis mod?
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
not using NMS fantasy @last widget
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
with reshade filters on top
has anyone figured out minotaur's turning radius speed yet?
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.
i would also like a recomendation for a mod that gets rid of these space dust clouds
@last widget Already a thing
Check out Lo2k's mod page
he has almost a hundred, including space dust canceller
@last widget Clouds too. he and I both have cloud killers
Mine will work in any post-NEXT version
I think his will too, but IDK
Are there any currently working mods that improve, or remove, ship launch cost?
i know there are a couple, but idk at the moment what they called
here u go @sudden wasp https://www.nexusmods.com/nomanssky/mods/50
it was updated this april
so its gonna work
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
and anyone recommend certain shaders?
is there a mod that allows creating underground
@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;
@last widget colourfulness, levels, etc etc
aight, thnx
@last widget suggestion: look up on nexusmods Ger's filmic reshade
sure
yeah, that's it
ok
i think i know why i broke the game now lol
cuz i downloaded the shaders
and put them in the mods folder
look, i wasnt that smart back then
hmm yeah, i don't know how it actually works on windows
folders and where to put stuff
you'd have to look that up
np
Was it ever not? π
LOL it was already broken but now its broken-broken. I removed all mods and shaders and the game still wont work
at this point i need to stop trying to use shaders. last time i tried same thing happened
im gonna start re downloading the game now
yaah shaders simply arent an option for me ;-; maybe minecraft...
@last widget Thanks!
@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.
there are two files. One that makes sure you always have space battle and one that doesnt. you most likely downloaded the second.
correction. not two files.
@orchid tusk when you extract the zip file you downloaded, you get four pak folders
ill dm you an image of the four
you most likely put in either nevermore space battles or rare space battles
you most likely made a mistake is what im saying
@last widget i'm not sure what to suggest, since i don't know much about it either. did you do it like https://www.nexusmods.com/nomanssky/mods/952 suggests under Installation steps?
i have never had my game crash or not load because of shader injection
has anyone made a mod that increases the fog like it was in pre-release/1.0 versions
that adds a sense of mystery to planets since you can't see everything at once
@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
So in other words that move could improve the planetside looks AND potentially fix the distant ocean graphic fault simultaneously
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 π
Congratulations on doing well in the exam
5 of them π
been a long time i did any of those, except medicals for work purposes π congrats Exo
TY π
warp loading screens can be modded right?
think i've seen some mods that mess with that
i always use cockpit camera, thought i should mod my warp loadings from external cam to cockpit cam
Lo2k has a black warp mod, I know
he also has a cockpit cam warp mod
@hushed bronze does this work with your assorted mods? https://www.nexusmods.com/nomanssky/mods/797?tab=description
wont work with grass fix or extra biomes
been trying it a bit, it also seems to drastically alter ground level.
dang what mod
Currently working on terrain. Not released yet. Takes a LOT of work.
I need to install some terrain mods in permadeath; it's not like I have to worry about multiplayer!
i wonder if anyone messed with terrain persistence
Aka underground stuff not sinking
Nobody has to worry about multiplayer. How silly
@fickle maple That is internal code flaws, and not something any modder will ever be able to affect
I am learning stuff about why the terrain is setup like it is. Itβs 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
I've got 290 jumps to go. I need variety :p
Well I can send you what Iβve got when I get a minute, but I would wait because Iβm trying to get a βfinalβ version so bases can be built. Iβm trying not to change it once I get βdoneβ.
Good point
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?
Yes. I think they would?
Oh well, I can work around that
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
Anyone know the property name for photo mode FOV? None of the obvious ideas seem to show up in camera globals
You mean the default it sticks to, or the changeable menu option for it? @vale iron
But the fov is a native option in the photmenu ?
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.
Your next task is to figure out exactly how the wire stealthing works and how to use that on other items π
Hmmm, interesting. I can stealth my player character though. Never tried on objects
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
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
Yeah collision doesn't always like to scale accordingly, although I would indeed assume that being connected is all that would matter.
Or maybe scaling did scale collision with it for those pieces. Then possibly some sort of raytracing is used to check?
Hmm, so maybe something that has collision of the right size, but graphically scaled down to being effectively invisible?
I know that the Floor Switch used to have some weird scaling effects. Scale down and collision appeared to increase instead
I do however think it only checks for certain objects to know if sealed or not
So Floor Switch is likely not one of those objects to check for
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
I guess I could place some floor tiles then take away their model and see if they still protect
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.
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
Thanks! I checked userdata, hoping they had some new 'invisible' value, but no
That would have been awesome
@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?
@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 π
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.
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.
@vale iron Do you know if the Paragon has a game mode restriction?
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.
Ok, got myself FREE POWER @vale iron !!!
Just add the Paragon to your save data (save editor) and you're golden ;-)
You didn't have to tweak the userdata? I thought that had to be a particular value for it to work.
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!
Now to figure out what the UserData does ...
Try changing userdata to 0 and see if it still works. Maybe it just needs to be non-zero
Likely similar to what I posted earlier
I remember trying it once and I had to change that
Remember, it has a charge and rate, so I bet it calculates time passed to know where it's at
Yup, divides perfectly by 4294967296 (100000000(hex)) = 1000 π
So when I guess it has to do with the Storage?
I don't think it has any storage, just 10,000 rate. I'd have to check to be sure, though
If it's 1000, maybe that's range
look at it in binary and you'll see a lot of zeros at the end as well as noticing a factor 16 ... lol
Was a fun night figuring it out and didn't take too long how this 'new' way is used
Although not sure this value increases or decreases or what, but it appears similar to how the crops are now done
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.
hence the 100000000(hex)
<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.
Ahh, thanks for checking; I didn't have time right now
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
Just checked again, with the only change being the Timestamp.
Of course all I got is a single light, but still
I am guessing it can be considered a constant.
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
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
Yes, they will, since it's a stock base piece. You just got around the placement restriction
But if you modded a piece to have extra power, that they wouldn't see
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
oh to store their state, I guess?
At least he added the Message for the Beat Box thing, after I suggested it.
Yes, states are stored that way
Can totally ruin your logic.
0 being ON, 65536 is OFF, but that has been for a while now. Have to check again what new value(s) I noticed
I guess I will suggest to add the Paragon to the Blender plugin. Pretty sure it's useful with building mods too
Come to think of it, that can save me a lot of parts for some builds
Just have to make sure it works in MP
Will test that tomorrow, I'm tired and need to get some sleep
Ah yes, the various switches now have an OFF value of 196608 (Wall, Button, Prox, Floor)
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...
https://www.nexusmods.com/nomanssky/mods/1096
Nexus.com , and someone also made one for space fight difficulty
@ripe hound
@last widget remind me, what GPU are you using? found some interesting info about shader injection and AMD gpus.
thanks!
np
@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.
Hello everyone, any good lighting mods anyone can recommend?
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
@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
@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?
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
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 π¦
Oh no worries, I was just curious if anyone had any active ones that they knew of
Any indoor changes you want? I'm waiting two hours for students to take a test π
No mostly outdoors. Was thinking how light rays peek through fog and trees, something to that effect
yeah, that would be nice. I know Exosolar and one other were looking at fog recently, which would end up helping you
No problem
@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.
Maybe I am just doing it wrong though with perhaps better methods to go about it
I'm not editing the files, just killing the Ambient = "ssssss" entry, setting it to ""
For annoying items
The problem for the teleporters is that their entity files don't have that entry, so it's coming from somewhere else
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
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 ...
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
They are both in the Utility Parts folder
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
@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
I'll check that. Thanks Exo
@round sinew i have a Nvidia geforce gtx 1050
anyone using fantasy mod
@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
@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.
@fickle maple Fantasy mod has some "fixes" for basebuilding too?
For "fix" i mean doing those things that now we do with glitches
@fallow meadow Well if you have ID'd any blank audio you can easily test
And the ol' "" doesnt work?
No clue, as I have no plans to make changes myself. I assume Gumsk is
Might be able to just remove the entry/entries altogether?
I'll need to do a file search for Teleport_Activated_Loop , I guess
I was using the Ambient entry of Entity files, setting them to "". I'll try looking at these files and doing the same
I'm on a train for about another hour, but I'll look after that. I've never looked at those files before
No luck nulling those wav and wem entries, tracking down references, or looking for teleport_activated_loop π¦ @fallow meadow @hushed bronze
unless emitters can have sound. I'll go look at that just to make sure
@vale iron I checked the emitters as well, but just particles from what I can see (Smoke/Sparks).
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
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
It's also weird that I was able to get rid of the Nexus Teleporter sound, but not the other two
But that one has an Ambient entry
The Nexus is new and I found the event right away. That teleporter is done differently
Yeah, everything about that one is different
Did you know it shows legacy bases, while the others don't?
There are many different ways to reference audio.
I have heard of it being somewhat different, but legacy bases no
How can it even? Many legacy items have been removed or disabled
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
Was the base still intact as well, or just the location?
Yep, all was normal
Hmmm, even legacy parts?
That I don't know
I can imagine locations, but to get legacy parts to somehow work they must be doing some trickery
deprecated legacy items I mean, because many are still functional, some still available anyway
I'm guessing he either had some missing pieces or was just using non-deprecated parts
Most likely yes
I think he mainly wanted the planet location, anyway
All I heard is that featured bases apparently are available at the nexus in any mode
oh interesting
Makes me wonder what happens if I set the 'featured' flag in my save to true
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
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.
Who knows what weirdness lay in the nexus teleporter!
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
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?
Or, I don't know, integrate with the workshop?
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
Base sharing is easy though, but I doubt if they have any plans, it will be through Steam
Visit base, open save editor, copy base, alter location and user details ... done
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
I know that is the tool we would currently use, but it shows how easy it would be for HG to implement it
Oh agreed on that point
It should be easy
Why is the Mech set to DriveOnTopOfWater, but it definitely doesn't?
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?
Ahh good point, possibly related to wheel existence
the 'virtual' wheels I mean
No, never did try
Maybe they act as floaties :)
I am wanting a new project. Maybe I'll work on that. I want something more widely useful though
Then again, our vehicles with wheels don't float either
Most of those are set to False
ah ok, so it may indeed explain
Only the sub (also no wheels) and hovercraft
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
I think you'd be stymied there, with the save file
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
If you could get it to work, you'd be worshipped
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
hahah, tell me you didn't manually test that
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. Noβone 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.||
Yeah, that exactly! Thanks
I'm just wondering for lore purposes. I'm pretty sure something this year is going to involve the g-word
No idea, but I assume they'd avoid it as they have done with gender
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
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
Dangit, can't mess with the animations. Might have to work with the old version instead.
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?
@vale iron
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.
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
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?
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.
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
I had one file with several, but I lost it. I need to find it again
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
Sure if you don't mind. I'll save them in a document
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
Got it, thanks
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.
I'm not even sure exactly what it was I wanted to do with all this info from months ago
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
Thanks π
Maybe I'll make a button that toggles everything
I probably was hoping to get something going with bases in space
Ahuh
Bases that are not like the Tardis
Although still cool to carry bases along, just not visible until you enter
Sadly, I don't think the freighter mechanics will help at all with standalone space bases
What is that?
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
why dividing by 4 or 8?
for number of cubes?
A room is 4 high and 8x8 wxl
Actually a bit larger, but thats where they connect at least
Getting sidetracked, sorry
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
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
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
Looking at it now, I had to work myself around a bridge collider (BRIDGE_COLL.020)
That's probably what I was just meaning π
Without base building boundary box
That black box is the base building boundary. The highlighted part is that bridge collision I just mentioned
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
Well, how would you land without activating the trigger to load the base?
I have my 'outdoor' area on the starboard side just behind the collider
By leaving through other means π
Ah ok
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
Yes, I know and done that too. The hangar and hull (freighter exterior) get unloaded
Here are the two trigger boxes in the hallways towards the freighter base, both part of RefDoorFront4
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
That's helpful!
Here's my current freighter base. That short wall line on the left is right up against the collider you mentioned.
Here is a BaseDetailTrigger, right inside that globe in the center of the bridge itself. Not looked into that one much yet
Oh, I would guess it lowers base detail while you are in the map view?
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
That would make sense
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.
Here is the HangarA Locator (entity)
Pretty much dead center in the hangar
Same location for HangarInterior (INTERIORHANGAR.ENTITY)
Here is the BridgeInterior (HANGARCONTROLLER.ENTITY)
I think that pretty much covers it all
I believe that the HANGARCONTROLLER deals with most of the base/bridge/freighter loading/unloading
BASEDETAILTRIGGER.ENTITY (part of BRIDGE.SCENE) is indeed changing detail
@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?
@last widget i did, found some people having troubles but with was with an amd card; i have a nvidia myself
@vale iron Did you get landing pads to function on the freighter? They just didnt work when I tried it
u can create new Capital Ships too?
2 Things I would really Love in NMS, not only as a mod
- to Favor planets and systems and hide unneeded systems
- to have procentural buildings, spacestations etc
@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
alright bk, thanks for your help
np
Pizza is always so helpful
Is there a mod, that allows you to build on the air, because then it would be much easier to build an orbital base
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
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.
@last widget Its just because you didn't say the attack's name right. (anime logic)
I HAD TO RENAME THE DXGI.DLL TO D3D11.DLL
U DID IT YAY
Butt how would you ever guess that wtf lol
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
enjoy
:)
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?
i've had to work out some things on my end, but take a look at the instructions provided here (https://www.nexusmods.com/nomanssky/mods/952), see if that helps
where did i..
what was it..
can't remember exactly.
i've seen something somewhere about that subject.
trying to trace it back
thnx
what are ur favorite mods that work with multiplayer
Any of them
@round sinew once u track that discussion down, gimme a heads up
Finally got around to posting a viable-complete version of this:
https://www.nexusmods.com/nomanssky/mods/1500
Very nice
MOD's are bad, m'kay!
did we ever get anything out of datamining the more recent updates
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
Band name βShards of Shitβ
10/10
anyone know a good mod to not have base building say invalid position
No, sorry
@wispy vortex https://www.nexusmods.com/nomanssky/mods/1096
does that work with mod manager installation? because once i installed it i was still getting invalid positions
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
@hushed bronze working on anything atm? just curious
Glass mod is excellent. Good work, @hushed bronze .
Party terrain π
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
@steel crypt what's that thing in the background in that first photo? Looks like a giant worm thing
oh its part of the terrain π looked like something else on my phone
@steel crypt aayy you're getting the hang of it, it seems!
@cinder valley Look closer itβs 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.
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.
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 π
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 π
for all three types, at least
This is spectacular!
This is the small one lol
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
I use this one for the 64-color blocks found in the basecolour palettes
Here's the Sky version
The entire right side past the hard black line is final output code for sky palettes
I'm no modder but that looks like a shit ton
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
Awesome
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
Oh I'm quite aware.
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
well I'd say its not too shabby π
(PIX)
A lot of my work right now is around the graphics settings, too
All that sunbeam stuff is not part of color themes, for example
That bottom photo! That's incredible
I haven't seen light fall like that since before AR
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
Aw sick
but besides that ofc was changes to the rays own properties too
color and density stuff
Also the rays can stream for what.... a mile?
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.
As nice as the picture is, check this out.... Do you see the critical graphic fault here?
https://discordapp.com/channels/146101654981312513/674205093888917515/708146311572095018
Oh
As for clouds, afraid it functions on a noisemap, and the only real fix is to inject it with mega resolution
huh
In that photo up there,
Is that a monolith you're parked on?
Or a terrain thing
The last one?
Oh this
Exotics with actual color variation? Impossible
Is there a mod that removes the build limit?
@barren pine No, there is no known way to do so right now.

Why is there a build limit anyway?
Performance starts to decrease significantly when there are too many parts
..... because HG asset designers have no clue how to plan the geometry of the parts
hmmm
Not even kidding, the silo for example is like 20,000 polys
with lights
and numerous meaningless duplicated entities
heck
hock
Huck
why they do that
When it comes down to it, theyβve kinda been playing it by ear and making things work as they go along, for the whole development process. I would imagine that thereβs a lot of stuff thatβs just done really weirdly or different from the standard.
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
heeeeey @round sinew , u ever find that conversation that had to do with renaming that one file for vulkan games?
oof
i can't remember which search terms i used
alright
been trying some others i guess, but coming up empty
its all good :)
anyways, i'll probably stumble on it when i least expect
i kinda already accepted that im not gonna use shaders on nms, but if you do find it, hook me up ;D
sure, you bet
is there a mod to shove as much processed meat to chronus the fatso?
not that i'm aware of
Hi Peoples, when your Frigates reach "S" class, do they still increase their numbers?
I think there is still a low and high end of the S class category, so maybe in some areas
Thanks, just realised in wrong section for this question.
How could you, I trusted you
Fatso
π’
wow
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.
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
You havent seen it? The vanilla wire hider fails to do its job on a regular basis
Ahh. I wouldnβt know since I havenβt done basebuilding in ages
Except for my freighter. But thatβs just setting up a farm
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
Yep. Iβm on the same boat. Nothing to really make them worthwhile besides getting an ungodly amount of units or just to look nice
Has anyone extracted all the models and sound files from this game yet?
"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
Looking at the gamedata folder, I can understand why you think that. P.S. Thanks for making the stellar map bearable
@edgy ivy depending on your prior experience you may have some options https://discord.gg/22ZAU9H
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
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?
So anyone ever figure out if all of these 'sections' in VOXELGEN are important? Lots of stuff repeats.
afaik they are, just hg devs be lazy
cool. Cool cool cool
noiice
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.
Anybody know a mod that increases the likelihood of creatures spawning, without increasing the total number per planet?
@hushed bronze Are you hanging out?
@hidden shell You're looking for ^SMALLLIGHT (Save Editor) / SMALLLIGHT (BASEBUILDINGTABLE)
@fallow meadow thank you! you're rocking to the rescue, as always.
BTW, here is the mod I was mentioning as one in the works, by dearest Lo2K:
https://www.nexusmods.com/nomanssky/mods/1557
build camera limit increased to 2k (or whatever one want if using lua version with amumss)
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
The atmosphere heights are from sea level, just to note that
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
@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 3.33u) = 1098.9u
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.
I found out when I disabled elevation in DEBUGOPTIONS and my sky base disappeared
poof
@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
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
Thats basically the whole project so far
Thanks! I'm bored and procrastinating, so I might put something together
cool π
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.
Donβt overdue yourself. You wouldnβt want to suffer from burnout
Will also check dat out
@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
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.
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)
@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
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
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)
I just modded to take away the suffocation, freezing, and space radiation. Hard to test if constantly recharging
Unless someone want to build a purely decorative one, or, IDK, do a giant co-op project of connecting planets with lanes π
I haven't done any multiplayer testing, so I can't say anything on that
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
Good point. I always forget about creative
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)
I never tested uploading one of these bases, so not sure there either
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
I assume the check is client side for base owner only
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
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
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.
I used my freighter address as a reference to get the rough area, if you are doing testing
Comms are not local to the freighter base?
seems so
I never tested those, but very interesting.
Are they actually part of the freighter base, or forced to BaseBuildingObjects?
There's a freighter location entry in the save
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)
Or actually, maybe neither, but pure server side?
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 π
out of 10k of them
I disabled those bastards in my base building mod, they are such trouble
Well, that's why the comms may actually be pure server side
They seem related to the discovery services and naming
I think they are, given the fact that they remain through base removal
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
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
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
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
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
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?
@hidden shell If I don't know the name, I just check the Save Editor > Discovery
good tip. Thank you.
Interesting, how it is missing the actual 'edit' interaction when built on a freighter. I had to add the 'Message' through the Save Editor
Now let's see what happens if I move the freighter
Moving does not appear to affect the Message Module. Still works as expected
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)
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
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
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
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
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?
no idea, we do in vanilla? Isn't it mod unlocked?
Yes, it is available on freighter in vanilla
πΈ
Just doesnt work or store any freighter base resources, but it is there. Will always say inventory full though ...
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
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
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
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'
yes, the freighter base loss sounds like SNAFU, quite uncharacteristic - before trying for first time, I took it as granted it stays
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
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)
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
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
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 ;-)
π
Worth messing about some more
For science!
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
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
They have yet to do the server part for freighters I guess
was really surprised next day when I wasn't able to call mine again in the same system
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.
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
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
hello modders π
is there a way to disable screen shaking during pulse drive flights and planetary approach?
hello modders π
i have never in my life heard anyone say that
I see that in a spiteful context in GTA lol
can anybody recommend any mods that boost fps without making the game look too bad?
this mod works very well
you can barely notice the changes, other than that it boosts your fps
I dont like suggesting that mod because he obviously ripped off others' work to make it
Wait. Didn't you fix the geometry stuff on industrial parts @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...
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
Damnit HG, push that internal update to experimental so we can see what's broken!
@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.
I wish I had known that. I converted it two days ago, too
π
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.
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)
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
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 π
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.
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)
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?
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
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 π¦
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.
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
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
ok, I'll focus on mech only
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)
I love how I have access to all these wheel and underwater settings for the mech, but never what I want.
(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
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?
]: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.
The mech doesn't have the day/night switch for the headlight, does it?
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
Because each exocraft has a named headlight. Could maybe switch the names to the mech headlight. I think it's always on
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 π
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
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
π¦
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 π¦
@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
The mechs 1st and 3rd light switch with day/night. If you are using one of exosolars mods, remember itβs never βnightβ.
@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.
Is your graphics -> base building setting on Ultra?
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
?
@smoky wing yes, it is in ultra. Is it know issue with the highest settings?
Like, if I go to a planet with the mod, will the fauna/flora be the same etc as it would normally be?
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
@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.
@hidden shell you donβt have to add another light. You can just remove the day/night light switch for the vanilla light. Itβs 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.
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.
@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.
@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 π¦
At least for making the switchable light work with a dusk-only mod
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 π
@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?
@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
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.
@vale iron Ive actually never done lua but sometimes other people offer them up
Offerings for the mod sacrifices
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.
Catlady, are you on Windows now, or still Linux?
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...
Do note, I only trash linux for casual users.
By programming for it, you already are not a casual user
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.
but also, the same things in windows dont start fights
But again, i did discourage casual use, not expert use
but you can look like a l33t hacker on linux to your non-computer friends by just using bash haha
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 π
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
@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 π
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
@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
all my work stuff is developed on a linux platform
Honestly it was never that way around
I'm in fact a more than a decade exclusive-linux user - despite being rather heavy gamer
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
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
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)
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.
but heck, my whole operating system + desktop environment uses a whooping 132 MB of RAM. No wonder the performance, then π (and yes, if wanting, you can turn linux desktop enviromnents into a byzantine contraptions eating gigabytes for no reason, too)
lol yeah Windows does love to annihilate ram π
but give it enough and move along, I say
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.
π€·ββοΈ IDK, it was working awesomely for me, since it said bye bye to oracle.
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
LateX have its fans too, indeed
I wrote my whole thesis in tex, so I'm pretty used to it lol
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.
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
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.
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.
- dies*
either way, it messed with muscle memory...
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.
I think once you have any OS set up right for you, it will work nicely
You just complained earlier today that some program didnt run properly in linux
I have windows set up perfectly for me and my dev work
no, I was talking that some programs were specifically written with windows only in mind
I don't think I could have it set up as nicely on linux
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 π
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.
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
@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
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 π
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
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
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
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 π 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 π
Anyway I was workin on this mod that I havent advanced in 10-ish days for reasons π
you kind of mix troubleshooting with improving something cause you can
it is not like you must
Well, if you enjoy being forced to improve random things, then linux is your dream π
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
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
sounds just like linux for ages π
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.
That said tho, remember my original statement? I said linux is bad for casual users
which is untrue.
Here comes jason
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 π
"mods taste like people", I don't know what I question most about this name haha
I wonder if he means mods as in modifications or mods as in moderators
both have charm of its own
I nicknamed myself with "Mods Are Better than People" a while back and he did that
I'd rather not be eaten haha
@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.
(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!
I added a custom light for cockpit view for colossus because there isnβt 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.
@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.
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
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)
A list in vehicle global which is new since the day/night switches got added. Itβs at the bottom of vehicle global.
@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
Canβt do that. Itβs in exe.
ough.
damn exe ruining everyone's fun
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.
Variable called βspecial mouse steerβ 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.
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.
Thatβs a very complicated discussion involving probably 50 or more variables in multiple files.
πΈ
Gumsk has worked on it. Iβm 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 !
Same, keep healthy!
have a good one!!
βοΈ
stay safe over there!
hey look a picture
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.
@hidden shell See if this works on the mech
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
Where can i get mod?
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?"
Ah ok
Looking good, Exo
I'm waiting to do anything on Challenge until I see what this update is
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 π€
@vale iron, taking a look at this for challenge pack?:
https://www.nexusmods.com/nomanssky/mods/1537
LAst time I checked it was working splendidly, sans the bugs mentioned in the mod's discussion.
I was just looking at pirate flight. I can look at what they did for ideas
@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
@hidden shell Here's a version for all exocraft. Again, needs testing, no idea if it works.
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
thank you @vale iron - will test it in a moment