#nms-modding

1 messages ยท Page 182 of 1

hushed bronze
#

@hidden shell BTW just a note, biomes do not generally affect terrain. The only thing a biome mod does to terrain is possibly changing the selection weights so to speak, which would just shuffle which forms of vanilla terrain it might use.

hidden shell
#

yes, i know, I was specifically referring to the plants, distribution, etc

#

OTOH, digging the grass mod of yours.

lime mesa
#

And that is why i use Back to Foundations terrain mod

hidden shell
#

also very happy with what you did stars colours and starmap planet orbital placement in nada starmap, after I butchered the changes to intro and slowed down the planets in it

#

...and absolutely loving the savage sentinels, in fact, I think my favorite mod of yours

#

(loving it even more since got the .lua version of it for tweaking the settings even more)

lime mesa
#

Speaking of weird sentinels, anyone have a mod that makes those corrupted sentinels actually creepy and dangerous?

hidden shell
#

@lime mesa terrain editing mods are nice, but kind of make multiplayer with random people from internet close to impossible. Not happening often, but I had some memorable playthroughs this way, wouldn't want to lose the possibility.

#

Hm, with savage sentinels, the corrupted ones are doing what regular ones are doing (shooting you like hell), just with much more HP on their side, as compared to regular ones

lime mesa
#

Kewl

hidden shell
#

possible to tweak them even more via .lua version, albeit you won't do much more without improvements to AI which we can't really have (also, in permadeath with the mentioned savage sentinels, they are not pushovers, either, in early or mid game)

#

the improved space battles mod I just linked - if/when finished, as in, the bugs fixed - will be really revolutionary, I was jaw-dropped what flying stuff is capable of when allowed to use their weapons to the real range and firing patterns with less "start dodge maneuvers as soon as hit for 1% hp") + made to fly in formations more

#

definitely not going to fight much with pirates in non-upgraded starting ship, and even in ugpraded stuff, bounties or pirate ambushes are no pushover, and flying sentinels at higher threat levels are lotta hell deadly against any player ship at full upgrades.

#

In fact, playing with it was first time when I had to remind myself all the dodging manuevers from other multiplayer space sims ("boxing", for example) to even run away properly, and bless the fact that I am doing NMS space with an actual joystick + throotle.

hushed bronze
#

Darn radioactive and Toxic planets have filters that regularly fuck up clouds, but I am on the fence about whether or not I should give a shit ๐Ÿ˜„

lime mesa
#

Aw cool rock pattern

hushed bronze
hidden shell
hushed bronze
vale iron
#

@hidden shell What are the bugs you mentioned in that mod?

#

@hushed bronze Love that muted blue shade

hushed bronze
vale iron
#

The grass. I think the less saturated shades look more realistic

hushed bronze
#

I feel like it may be finished, maybe you could play with it a while and tell me how you feel?
NOTE: THIS IS GRASS COLORS, NOT SKY COLORS

vale iron
#

Sure! What all does it change, so I know what to pay attention to?

hushed bronze
#

there are some brighter occurrences. Thru the generator I made a 3phase darkness cycle, the blue above is almost certainly from the the darkest

#

@vale iron Flora colors, rock colors

#

I will probably take on wood colors too, since they also suck

#

I turned sand to rock colors because beaches in NMS are obviously rock. Maybe its a bad idea, IDK

vale iron
#

I'll pay attention to those. I know I've loved all the screenshots

hushed bronze
#

The generators I have set up can alter the saturation and brightness of whole 64-color palettes almost instantly ๐Ÿ™‚

vale iron
#

They really seem like what I wish the game went for, though I know their view is more retro scifi comicy

#

I mostly understood that sentence ๐Ÿ˜‰

hushed bronze
#

Im only going more in the "realism" direction because their graphics are so ingrained with that style now

#

retro sci fi just doesnt work well anymore

vale iron
#

Good point, they've strayed from that a lot

hushed bronze
#

I try to go too bright and the screen just blow out

leaden palm
#

Exo does ur mod still make it so that the atmosphere is far higher than vanilla?

hushed bronze
#

New one doesn't

#

new one is not posted tho

leaden palm
#

aah so the link u gave there is a brand new one?

hushed bronze
#

thats a grass color mod

leaden palm
#

aah ๐Ÿ˜„

hushed bronze
vale iron
#

Night

hidden shell
#

@vale iron HOORAY, the vehicle lights enabler works like a charm

#

including mixing it with jasondude's changes (like cockpit view headlights for colossus)

vale iron
hidden shell
#

Yea, I got the .lua from the pak and used it to merge with jason's, wanted to test it all in one go

#

BTW, I was having some thoughts about possible logic approach to bypassing the problem with rendering the bases above limit. Given the following:

  1. Bases above limit doesn't render for owner upon reloading save, sans (would suggest they are not saved past the limit)
    ...BUT base itself is somehow saved and icon for base stays + non-existing base counts towards limit, uploaded or not.

  2. They are not visible for others when owner is not present even if uploaded (would suggest can't be uploaded. BUT base icon of "other player's base" is visible, so they are somehow uploaded just like point 1)

  3. (Most important) BUT they are visible to other people that join into owner's group, even after owner reloaded and can't see the base anymore. They can be visited by others indefinitely if in same group
    ------> would suggest the base is somehow saved in the save file, after all, and properly send to other people's on group, including proper rendering of stuff, logic, electricity, etc.


Summing it all up - maybe we could bypass the limit, by hijacking the base data that is "injected" into other people's in group, as they can see the base - then save-edit paste content into the owner's save, so owner can see it again rendering properly?

How even people in group get the bases, including non-uploaded ones? Is my assumption that those are sent from owner's save correct? Do we have any chance of being able to "get" the base config as send to the visiting in-team guests, and then insert it into owner's save, fixing the non-render? If yes, it would allow to bases both above limit, and (if using the coordinates fix in save file) in space. In any arbitrary point in system, in fact.

vale iron
#

The base is saved in the save file just like normal base parts; they just don't render. You can force it to render if you can somehow interact with it, which I've done by putting one end of a teleporter above the limit; when you jump up to that pad, it suddenly renders and stays that way until reload

#

My best guess, given the data above, would be that joining someone's group triggers the game to go get the other player's base and render it at that point, after it's decided what all to render based on altitude

hushed bronze
vale iron
#

Those look great

cosmic jasper
#

do older mods work with current version?

frozen spoke
#

Is there any mod which implements only unused objects and mechanics?

vale iron
#

Euclea or Ultra Base Building maybe? The latter is out of date I think

lime mesa
#

hmmm, cant post screenshots

hushed bronze
#

Indeed. No post for you!

lime mesa
#

dang

steel crypt
hushed bronze
#

hooray for non-boring terrain

smoky wing
#

@hushed bronze Woah, did you get variable alpha working on the clouds in your screens?! Or is that just some distance-fade already in the game?

hushed bronze
#

Yeah it already distance fades.

#

If anything I would want to kill that

#

half faded clouds looks terrible

smoky wing
#

Ahh. Thought ya cracked some secret code ๐Ÿ˜‰

hushed bronze
#

nah its just that the fading is hard to see in the six vanilla skies that are all basically monotone

hidden shell
#

My best guess, given the data above, would be that joining someone's group triggers the game to go get the other player's base and render it at that point, after it's decided what all to render based on altitude
@vale iron

I wonder what would happen if we would insert the base into guest bases via save edit, without sending it - this way, the owner of base, joining guests game, should see the own, uploaded base rendering, due to guest sending it to him now, right?

#

so player A is owner, does base, upload, reloads - base doesn't render. Player B is a guest, for whom the base renders. Player B gets the base inserted into save, see it, but doesn't upload. Player A joins player B game, suddenly (maybe) sees own base rendering again

#

๐Ÿ™ƒ

hidden shell
#

Hm, does anyone remember where to search for stuff like the fuel acceptance of certain engines? In this particular case, freighter's engine hyperdrive?

I want to increase freighters jump range, akin to Lo2Ks "Long Range Freighters" mod, but unlike it, not for free - instead, making freighter accept only hyperdrive core (the one that is made from hyperdrive and storm crystals) as a fuel (if possible, also make it charge 1/5 of the fuel reserve, too). It is ridiculous that those freighters accept regular fuel AND have it charged fully for it, while small ship needs 5 of them to fuel completely, anyway.

vale iron
#

@hidden shell That should be in the tech table

fallow meadow
#

@hidden shell I just did a test with a base that has part of it above the height limit for rendering. The part above that does not render for the owner, contains of a Short Range Teleporter to get up there, some wooden glass floor panels and a landing pad. For the owner of the base none of that renders. If I teleport up, it forces the SRT to render, but nothing else. Mind you, this base is not uploaded.

I then went into Save Editor, changed the owner to my other account, and made it an 'ExternalPlanetBase'. This basically turns this base into a base I am visiting, minus the fact it has not been uploaded, so no 'RID' has been created. The upper part of the base, is still invisible, when teleporting up, only the SRT renders, nothing else. So basically exactly the same as what the owner experiences.

I doubt uploading it will actually make any difference. Also note that the base will only exist as long as I am in the system. As soon as I leave, it will be removed from the save again, as per usual. If it would have been uploaded, it would of course load in again on re-entry of this system.

I am not able to test this in a party, as I have the game only on one computer and would somehow need to run a separate instance for each account to be able to test. Would be interesting to test a party member to leave the system to then return, as this may have a diff result, considering the base will actually unload and be loaded back in (if uploaded).

#

Either way, being a different user to visit a base above height limit, appears to have the same result with everything vanishing.

hushed bronze
fallow meadow
#

I just tested something else, by teleporting to the core of a planet with other things built. The same thing appears to happen, only rendering the RTS. The game also likes to teleport you right back to the surface, but that aside. The mechanic to not render anything appears to work both ways.

hushed bronze
#

u guys are losing months trying to make bases work where they dont, lol ๐Ÿ˜„

fallow meadow
#

Just having fun doing some research @hushed bronze ;-)

#

Now I tried to see how high I can actually go. I have a base at about 350u from planet surface. From there I teleport myself up, just to find that going too high teleports me straight back down again. I do not end up on planet surface but on my base, so kinda straight down until it finds a spot to put me.... lol

vale iron
#

I need to find a way to test if the limit is 1000 exactly or maybe something like 1024, which is a setting in the atmosphere/gravity globals

#

From bedrock, it very well could be 1024, so I need to look for different values

hushed bronze
#

(Paraffinium)

fallow meadow
#

@vale iron You have any values for size of planets and at what distance from core of planet, surface starts to render, or anything alike?

#

The base I have circumferences the full planet at 65000u from the planet core using teleporters, which is at some height from the surface (about 350u). From my base computer I can teleport up 8693u max, without being teleported back. So basically I can get into space at a max distance from planet core of 73693u. If I jump I get teleported back

#

So if I add 350 to 8693, that would make 9043u from the surface or there about. Although the planet has hills and whatnot, I can't really be sure what height it actually is. Maybe I can mess with a beacon and fly up with ship?

dry hound
#

@hushed bronze my issue with those pillars is that they are ALWAYS kinda angled

vale iron
#

@fallow meadow I don't have those numbers but I'm sure we can get them. I'll look when I get home.

fallow meadow
#

Found something in GCGALAXYGLOBALS

    <Property name="PlanetRadii">
      <Property name="Large" value="14" />
      <Property name="Medium" value="10" />
      <Property name="Small" value="6" />
      <Property name="Moon" value="3" />
    </Property>

Although not sure if this is an actual planet size factor, or just to do with how they appear in the Discoveries.

#

My planet is close to 65000 radius and should be considered a 'small' planet, looking at the Discoveries

#

As a factor, it would be an awkward decimal value to multiply with. Likely fits better in hex when multiplied with 2A00 * 6 = 64,512 (no clue yet though)

#

Could of course also just be size as seen in Galaxy Map, which is most likely to be honest

vale iron
#

I know one of the older members on the modding Discord messed around with planet sizes, but I can't remember who :(

#

Should be easy to test though, just increase moon size to 10 and see how big it is

hushed bronze
#

@fallow meadow thats for the galaxy map. those numbers are in pixels

fallow meadow
#

I thought as much, but thanks for confirming

vale iron
#

Can you get an accurate reading of how far from surface to when objects stop rendering?

fallow meadow
#

One last thing I noticed when changing 'PersistentBaseTypes' in the save editor to from 'HomePlanetBase' to 'SpaceBase'. Base did not load at all, so obviously that was wrong. When I changed it to 'HomeSpaceBase', my base loaded fine for some reason. Not that I noticed something different though, but still interesting.
I'm going to leave it at this for tonight ...

vale iron
#

GCENVIRONMENTGLOBALS has some promising stuff

fallow meadow
#

Yes, I found that one most promising too

vale iron
#

Yeah, I did that exact sequence of tests ๐Ÿ™‚

fallow meadow
#

'PlanetFlipDistance'?

vale iron
#

Or PlanetObjectSwitch, PlanetLODSwitch, lots of possibilities, but nothing matches up with 1000u

#

Except SkyHeight, but I tried that once before, it's just for what the sky looks like

fallow meadow
#

Yeah, I am finding it hard to match anything up with my measurement findings in-game

#

Some interesting search results for value="2000" that I will check a next time.

vale iron
#

<Property name="DOFFarFadeDistanceSpace" value="1000" />

#

It doesn't help that some people did their numbers in u and others like to make everything a ratio of 1

fallow meadow
#

I will check what the actual height at which objects disappear a next time. We know where space starts when ship starts to show height at 2000u. So just need to place something there and calculate backwards to where objects vanish

#

You have an example, because I am not quite sure I understand?

#

To me 1u = 1m, at least in Blender.

vale iron
#

Yeah, but some programmers liked to do their things like atmosphere = 1.08

fallow meadow
#

Yeah, a value can mean many different things, depending on how it is used

#

We are looking for something close to 1000, but might as well be 10 if used as a factor for an internal value of 100

vale iron
#

exactly. Oh, did you have what distance toward the planet center stopped rendering? Then we can compare to find out if it's bedrock or terrain level

fallow meadow
#

I considered doing that test, but not yet done it

vale iron
#

Ok, I'll look into testing the atmosphere limit. I already have a base right there

fallow meadow
#

Will be interesting to find the same value compared with height?

vale iron
#

Yeah. I'm betting it's bedrock

fallow meadow
#

You mean where atmosphere ends and space starts?

vale iron
#

I think it's a separate value, where the base items stop rendering on a reload

fallow meadow
#

As for bedrock, I did notice some inner circle of terrain when I was messing with the camera

#

For as far as I know, space starts at 2000u. Objects start vanishing at somewhere above or at 1000. When I tested this back in NEXT it was actually at 1200u for the base I used.

#

Not tested myself since, but have seen 1000u mentioned.

vale iron
#

Yeah 1000u was my estimate, but I want to get a better test

fallow meadow
#

Not even sure if this changes with planet size

#

I can link you a video of those tests in NEXT, but it may have changed, so best to do the research again

#

Back then height would show in ship, which now only shows at 2000u

lime mesa
#

Tested it

#

space starts at 2,200 u

vale iron
#

Ok, I'm within 2 u of the render limit. Now to find a way to get an accurate distance reading straight down

#

If the save game base locations are in U, which I'm sure they are, I measured the limit at 1100 +/- 10u. That's a fairly uncommon value

#

And that's above terrain. I need to figure out how deep the bedrock is

fallow meadow
#

@lime mesa How did you test this value?

lime mesa
#

Was fkying around a bunch, and noticed that the coords in the cockpit show up when you get to that height relative to the planet

fallow meadow
lime mesa
#

Ah, i miss typed

vale iron
#

1100 seems like a strange number; I don't remember seeing that anywhere. I wonder if it's a combination of values, like 400+700

fallow meadow
#

That crossed my mind as well (especially when I saw both those values)

#

Might not be a factor, but a distance relative to something else

#

We are looking for a needle in a haystack, if it even exists. Now to find the haystack first ;-)

#

Anyways, now I got my 2000u marked, I might as well drop to the vanishing point and calculate from there

vale iron
#

That would be a useful verification

#

Hopefully it's 900 ๐Ÿ™‚

fallow meadow
#

I dropped my landing pad 800u, so that should be around 1200u and it is visible. Can not land however, even though showing green, it won't allow me

#

Now let's see how much higher I can go for it to disappear

vale iron
#

Still showing at 1200u after a reload? Is that above terrain or something else?

fallow meadow
#

You saw the image of the SRT at 2000u, right. I placed it there in Blender, then dropped 800u

vale iron
#

ah right

#

We have another issue, though. Terrain level can be negative

fallow meadow
#

I don't have any accurate planet surface measurement, so that seemed my best bet

vale iron
#

It's -153 where I am testing

#

If it's +100 where you are, that would make up the difference

fallow meadow
#

Well, that's why I am not using terrain as a starting point. The 2000u my ship shows seems best, but no clue what it references either

vale iron
#

Or maybe something not terrain or bedrock related at all. Too many options! I'm using terrain because one time I turned off elevation, which dropped terrain, and this whole base disappeared

#

So I figure it's related to terrain height

fallow meadow
#

Other thing I can accurately measure is distance to planet core if you want = 65709u

vale iron
#

How do I calculate that? I guess add the height to the distance from core to base, which I need to calculate?

fallow meadow
#

Still moving up a bit though, so not quite at vanishing point yet

#

You know how a base is located by Galactic Address, right. Then if you set that position at 0,0,0 and Base Computer at 0,0,0 (which is always the case), then you are at planet core

#
{
    "BaseVersion":4,
    "OriginalBaseVersion":4,
    "GalacticAddress":4594859191527742,
    "Position":[
        0.0,
        65000.0,
        0.0
    ],

That last Position above is where the Base computer (0,0,0) is relative to the core

vale iron
#

I just calculated the distance from core to base computer, added the Y value of the boundary, and I'm at 65,888, so pretty similar

fallow meadow
#

Small size planet too?

vale iron
#

no clue on that, didn't look

fallow meadow
#

There are apparently at least 4 sizes (3 for planets, and even smaller for a moon)

vale iron
#

Given the nearly identical values, I would guess it's the same size planet

fallow meadow
#

Not sure if those sizes have a random range though

vale iron
#

I don't believe so

fallow meadow
#

My actual base computer is at 65000, which is about 350u above my planet surface

#

I have 32 teleporters going around the planet. All at a radius of 65000 around the core

vale iron
#

What I did is place a save beacon on the surface and another at the edge of the render barrier, then measured the distance between them

fallow meadow
#

In the image above, my actual base computer is at the top of that circle

#

Yes, at least you have a distance between them which is fairly accurate. It is just that you can't really tell what the height is, unless you know the height at which the surface beacon is

vale iron
#

I know the height of the surface relative to the base computer, and the height of the base computer, so I can get there. Let me double-check that now

fallow meadow
#

Yes, but do you know where surface height 0 is?

#

Because I don't

#

I mean, I can place something there now, based on what my spaceship showed as 2000u

#

just dropping down 2000u should then be surface height 0

vale iron
#

64,767 for distance from core to terrain

fallow meadow
#

Sounds about right.

#

Mountainous terrain?

#

If I drop down from the 2000u, I think it will go below my terrain surface

vale iron
#

occasional steep mountains about 50u across at the top, this is about halfway up one of them

fallow meadow
#

Yeah, that explains the 100u or so diff with my terrain

#

Ok, I think I found the spot within 1u of vanishing. So height for vanishing, calculated using the 2000u beacon, I get 1226u for the landing pad to be visible. If I move it up 1u, it is gone.

#

Of course the calculation is approximated by a few units. I assume it uses camera height or something

vale iron
#

That's 1226 above what?

fallow meadow
#

So I guess it hasn't changed much since NEXT, at least for this planet compared to my previous results in NEXT

#

Above what the space ship height display considers to be 0u

hushed bronze
#

Quack.

vale iron
#

It's a duck!

fallow meadow
#

woof

vale iron
#

let me check ship elevation

#

I don't think it's based on a static calculation like sea level, due to what I said about the elevation making my base disappear

fallow meadow
#

I don't know how the ship calculates height, but it is good as it gets for now I guess

vale iron
#

But I'll see if it's around 1226

hushed bronze
#

one game stat is 1276

#

maybe that is related

vale iron
#

Do you know an 1100?

hushed bronze
#

one of the globals, environment, iirc

vale iron
#

And how tf did they come up with 1276? I think I saw that in environment, yeah

hushed bronze
#

only other suggestion I have for measuring is to go from sea level with an item that has an exact size, like i think the cuboids are 3 or smthn

#

you would have to verify through some fiddling which ithings have clean sizes

fallow meadow
#

<Property name="AtmosphereEndHeight" value="1276" /> yes ENV

#

Pretty close at least, but can the ship display somehow make up for about 50u?

vale iron
#

Where do you get altitude?

fallow meadow
#

But sea level can differ from what I have seen @hushed bronze

cosmic jasper
#

sup all

vale iron
#

Hello

hushed bronze
#

we need explosives

vale iron
#

We always need explosives

fallow meadow
#

But you can check planet type (biome), then check the generation for it and get the actual sea level value

cosmic jasper
#

so i have a list of mods that im considering installing but im wondering if anyone knows if they are compatible with each other and the latest versoon of the game, if i post the list would anyone be able to tell me?

vale iron
#

@fallow meadow If you want to reproduce what I saw, change UseElevation and UseTerrain to False in DEBUGOPTIONS. The render border will change to become lower as the terrain flattens out

#

@cosmic jasper How many mods? If it's short we can tell you if there's a potential problem

cosmic jasper
#

also how do you change debug options? and 6 mods

fallow meadow
#

I could have a look at that @vale iron Does that flatten the terrain to supposedly 0u?

vale iron
#

Oh, that's easy. DEBUGOPTIONS you have to change with a mod or directly change it with something like modding station and recompile it back into the game. At least those are the ways I know

fallow meadow
#

Oh, I know how, no worries

vale iron
#

Yeah, it lowers. There's one other setting to make it completely flat. One sec

#

@fallow meadow That was for Siningami

fallow meadow
#

Oh, my bad

cosmic jasper
#

see ive not messed with nms mods yet, just been playing vanilla

vale iron
#

@fallow meadow In TerrainGlobals DebugFlattenAllTerrain to True

fallow meadow
#

Ok

vale iron
#

I think all three of those are required to get completely flat

cosmic jasper
#

well, unless you count goats save editer seed fidling as modding

vale iron
#

Shinig, what's your list of mods?

fallow meadow
#

Now would that be height 0 ?

vale iron
#

@fallow meadow I can't promise that ๐Ÿ™‚ It is significantly lower everywhere I've tried it

fallow meadow
#

At least it would tell us something.

vale iron
#

It's fun for testing mech running too

fallow meadow
#

Yeah, I know. Nice for base building tests too

#

I should give it a try, because I always end up having trouble finding a suitable location once I am done building.

cosmic jasper
#

of course animuss is the mod tool, and i honestly cant remember what the death to rng is [i think all s class max slots everything found everywhere, and damnit its not letting me upload the screenshot

vale iron
#

Put it in the screenshot channel

cosmic jasper
#

done

#

i forgot about the ss chan

vale iron
#

The tech number increase and max stats for upgrades probably conflict, and maybe the fuel one, depending on how it's implemented

#

Wait, no, the tech number and max stats won't conflict

#

Those are tech table and proc tech table

cosmic jasper
#

hmm, would animuss maybe be able to merge them , and oh, okie

vale iron
#

I don't think you need AMUMSS at this point, unless you have LUA files. If you have LUA, it becomes much easier

#

If you have a conflict with the tech number somewhere, lookup GTech and it might be another way to get what you want. The death to rng, let me look that up

cosmic jasper
#

i cant remember the exact mod name for that one, it was one of the sub files

vale iron
#

Yeah, I found it, long name. I think you're probably good with all of those together

#

As for if they are updated, I'm less sure. The 'for exomech' one is updated for sure

cosmic jasper
#

best bet is just to try and see what happens pretty much?

vale iron
#

Looks like the death to rng is updated. Tech slot changes should be ok. Yeah, just try them and see if they do anything

cosmic jasper
#

alrighty, ty

vale iron
#

np, good luck

cosmic jasper
#

next question, can animuss help with the debug modifications? and i think the everything free mod edits the debug options so think it would be ok if i just edit it through that mod since i have no plans to reup anything?

vale iron
#

AMUMSS is good for merging mods, decompiling mods, or building new mods with LUA scripts. If you don't need those three things, not much to use it for. If you want to edit DEBUGOPTIONS, I can give you a LUA script and you can play with it and AMUMSS to get what you want

#

Then you can expand out from there to other files

cosmic jasper
#

okie, i would appreciate it, also why isnt animumss showing the mod pak files, it looks like its only showing vanilla

vale iron
#

What do you mean, showing? It's just a command line type interface. It doesn't really show anything on its own

cosmic jasper
#

am i poking in the wrong thing? look in ss, also dumb question, where do i put that file?

vale iron
#

AMUMSS will have several folders. All you really need to care about are Builds, Modscript, and BuildMod.bat in the root directory. To use it, put a LUA file in the Modscript folder and run BuildMod.bat; it will output a .PAK file in the Builds folder

#

So that LUA I posted you edit to whatever you want, put in Modscript, and run Buildmod. That will give you a mod for DEBUGOPTIONS

cosmic jasper
#

for some reason i thought there would be more debug options than that, lol

vale iron
#

There are some more, but those are the major ones. I didn't want to recreate the whole file ๐Ÿ™‚

#

There are probably 5x that list, but you would never want most of them

cosmic jasper
#

oh?

#

i have fun cheating games till they break, also what is specials shop?

vale iron
#

That's the quicksilver shop in the Nexus

#

Nexus/Anomaly

cosmic jasper
#

ah

#

what file would i need to edit to increase the speed of expeditions and rewards?

vale iron
#

EXPEDITIONEVENTTABLE and EXPEDITIONREWARDTABLE , I'm guessing. I've never messed with any frigate stuff

#

In METADATA\REALITY\TABLES

cosmic jasper
#

okie, and to edit the galactic trading network store thingies so i could buy anything i want in the game without hunting/grinding for it?

fallow meadow
#

@vale iron Do you have a base or single object placed on a moon?

vale iron
#

@fallow meadow I don't think I have anything on a moon

fallow meadow
#

I think I don't either. Was checking planet sizes from coords in bases and objects

#

I want to try confirm a moon, as I do have one value, but seems small, although possible

vale iron
#

I can make one really quickly

fallow meadow
#

I have the following radii:
Moon: 15k
Small: 65k
Medium: 98k
Large: 130k

vale iron
#

That sounds right. I remember the moon being much smaller

fallow meadow
#

approximately of course. Basically squaring every single coord, then add them all and take the root

frozen spoke
#

Anyone datamined this experimental?

hushed bronze
#

prob

#

but if its experimental you will probably have the full update in a week or so

frozen spoke
#

Yea but....
I'm too hyped man

cosmic jasper
#

so i unpacked the mbin files with animumuss but i cant edit them?

vale iron
#

AMUMSS doesn't do that directly. You need to use a LUA script or get Modding Station

cosmic jasper
#

modding station?

vale iron
#

That's a separate program

#

Sorry, 'Mod Station'

#

You can browse through the unpacked files and find what you want, double-click, and it turns it into EXML so you can edit it directly, then recompile it

#

I don't do it that way, though, so you'll need someone else to help you with that

cosmic jasper
#

i take it you do everything via lua?

#

my brain is derping hard and i cant remember how to dl from github

vale iron
#

Yeah, I do all LUA

hidden shell
#

@fallow meadow, @vale iron and others - awesome research with the around-space bases!

I will add to your findings that - for the base to render for visiting guest above the limit - the owner must be in the system, too. Just checked.

#

it definitely renders then, even when put above space limit - inside atmosphere, but above vanishing limits, it can be interacted with too, for sure (checked that in details logging from two accounts on two computers)

vale iron
#

Can you get a measurement of the render limit? We had either 1226 absolute or 1100 above terrain.

floral sapphire
#

Mod especially geared for VR players, will change your life ๐Ÿ˜Š https://www.nexusmods.com/nomanssky/mods/1563

timid badge
#

Is it possible to create a mod that would allow spawning of creatures? Tired of missing one bastard on every planet

pliant gyro
#

I'm running into trouble when packaging a mod. The mod only edits GCSKYGLOBALS.GLOBAL.MBIN and GCWATERGLOBALS.GLOBAL.MBIN, so they are placed directly in the root folder of my mod. Whenever I package them with Modding Station or PSArc, the .pak created contains a file tree that wasn't in the original folder that matches the file tree for the mod folder on the hard drive. Can someone help me with this problem?

#

Haven't had this problem when packaging anything containing a folder tree like "MODELS/COMMON/..."

hushed bronze
cinder valley
#

Quick Scan is broken, just a heads up

hoary drum
#

Thatโ€™s pretty cool

hushed bronze
#

Quick Scan is always broken

#

HG could sneeze and QS would break lol

hoary drum
#

They can blink then the texturing becomes ruined lol

hushed bronze
#

Yep

hoary drum
#

Ugly

#

That texturing thing only looks good sometimes. They literally could have just given the game a chance to do that instead of globals

hushed bronze
#

But that would involve more than 45 seconds of Photoshop work that I can tell my boss took me the whole dayyyy

#

This is why I don't believ Sean is responsible for the worst of what I find. These are all work-and-boss evasion stuff. Sean is the boss, how is he gonna go and lie to himself

#

Someone asked the guy responsible for texture work to do something about the splotchiness, probably and he was like "Fuck it, Ill paste slope 1 over slope 2 and 3 and call it a night and pretend it was sooooo hard and took ages

cinder valley
hushed bronze
#

You, sir, are a bad person

#

you wish death upon us

cinder valley
#

hey im just making things have different "procedural" sizes

hoary drum
#

Yeah there is no way Sean could be making these kind of choices

#

It has to be the people who are working on that part

#

โ€œOh Iโ€™ll just put it in globals it should be fineโ€

#

Hopefully it gets better

hushed bronze
#

Not a chance. Its only been getting worse imo

inner shell
#

I hope they have a QA in charge

hushed bronze
#

A what?

inner shell
#

Or hire a new person to do the job

hoary drum
#

Doesnโ€™t seem like thatโ€™s the case

cinder valley
#

Whats qa lel

#

they don't do dat haha

hushed bronze
#

Quack Alarm

hoary drum
#

I think they mean a tester or something

cinder valley
#

qa = quality assurance

hushed bronze
#

All of them can be testers for their own specific work

#

IK Just, I was joking

hoary drum
#

Apparently not though

hushed bronze
#

because lol none of them even play the game at all

#

obviously. Some of this stuff.... that glitch that cut a graphics slab through your face while landing in the freighter, thats a bug that happens 100% of the time to 100% of players... you can't possibly miss that if you tested your game

inner shell
#

One of the reasons why Sony's studios are successful in their games is because their big bosses play them.

pliant gyro
#

Help the helpless?

robust spruce
#

FYI Eucli-ea will be updated when

1 - Public release is out
2 - We have the tools updated to do our job

In the meantime I'll be hanging out not in experimental lol

#

It loads but will gray your screen for about 15 seconds - no guarantees either so use at own risk!

vale iron
vale iron
#

@fallow meadow I meant to tell you this before but forgot and noticed it again last night. If you weren't aware, the Paragon device is on a different power network from the extractors and doesn't power them. I haven't tried modding them to change the network.

fallow meadow
#

I know the Paragon doesn't power everything, as that would cause issues, so you'd still have to wire them up. Same thing with the ByteBeat and some other objects

vale iron
#

Yeah, doors and switches also, but that's necessary. Extractors is just annoying ๐Ÿ™‚

fallow meadow
#

You just don't require much, as long as it's hooked up properly

vale iron
#

Yeah, I didn't want to wire every single extractor, so I was hoping Paragon would wirelessly power them

#

Then you just need one pipe in the middle of a group and no wires

fallow meadow
#

Yeah, it's not THAT powerful

vale iron
#

It might have something to do with working while you are offline?

fallow meadow
#

That's part of it, yes

vale iron
#

So modding the network might break that, which would be far worse

fallow meadow
#

For those who like to include logic would also be screwed over if it powers regardless

vale iron
#

Hmm, or mod the Paragon to work on the offline network. I can't imagine a situation where someone wants to build a logic circuit for mineral extractors

fallow meadow
#

Depends how you use it, I can think of some creative implemntations

#

Maybe create several varieties with several ranges? That way you can place one as you seem fit?

#

I know that would be more work though

vale iron
#

I thought about that, but I don't like adding extra items. I already wired the one place I was working on, so it's not exactly a priority

fallow meadow
#

It is already a great benefit having one outside of creative

vale iron
#

Going through previously-unknown variables once they are ready, that's a priority ๐Ÿ˜„

fallow meadow
#

I saw Monkeyman with some great news about unknowns ... sure that will solve a lot of questions that remained. Can't wait to see unknowns popup that we have been searching for

vale iron
#

Yeah, like MechVariableForTurnRadius

fallow meadow
#

or the vanishing point or ... or ..

#

yeah, looking forward to seeing some mysteries unfold

vale iron
#

AltitudeAboveWhichWeDontWantYouBuilding = 1100

fallow meadow
#

I think the Mech might remain an issue, as it's likely all in the animations

#

Could mess with the animation paths though, if you feel like it.

#

Nope, I'm sure there should be a typo in there @vale iron

vale iron
#

Hahah, so true

hushed bronze
#

Within 5 planets of testing I found treeless and Jungle hell, lol

lime mesa
#

Give jungle hell world please

#

i want to see that

hushed bronze
#

It was too stormy to see clearly but it lagged me nicely lol

#

I could see the heavy wall of trees in front of me tho

lime mesa
#

laughs in massive gaming pc

hushed bronze
#

Yeah mee too but put afew thousand trees in short range and u die anyway lol

lime mesa
#

Oof

#

can you send a pic?

#

kinda want to see that

hushed bronze
#

Oop I think I know what happened

vale iron
#

That sounds like my nightmare planet

hushed bronze
#

silly error

#

I left four profiles in the giant tree file instead of one

#

so when i rolled it, WHAM

vale iron
#

4x as many as you should have had, then?

hushed bronze
#

ys

vale iron
#

Good times

hushed bronze
#

On top of four other separate profiles, may have been as many as eight sets of trees

vale iron
#

damn

#

DontSetThisVariableTo8 = 8

lime mesa
#

Kinda want to play on that now

hushed bronze
#

Dont worry this mod will be jungle capable. Im just gonna make sure its not broken jungles

lime mesa
#

Oooo, when is it gonna be available?

vale iron
#

INTERIORPROPS\CREATURECHAMBER = Save a creature in your base?

fallow meadow
#

@vale iron Isn't that just a wall monitor? What is the exact location?

vale iron
#

Oh, the little research thing on the walls? TEXTURES\PLANETS\BIOMES\COMMON\BUILDINGS\PROPS\INTERIORPROPS\

#

that has like a baby creature inside?

#

Let's see if I can give myself the xbox helmet. I don't think they added the texture yet, did they?

fallow meadow
#

XO_HELMET has been there ever since Xbox, right?

#

I have tried it before without issue

vale iron
#

Oh really? That's boring then.

fallow meadow
vale iron
#

What about the hero ship trail, backpack, and egg? They only added icons

pliant gyro
#

Will someone help me with a beginner mod question?

vale iron
#

Sure

fallow meadow
#

They have been around for a while. Both HERO and SPECIAL reference to images used for display in the QS Shop

pliant gyro
#

I'm having difficulty packing a mod that only modifies GCGAMEPLAYGLOBALS.GLOBAL.MBIN

fallow meadow
#

The ship trails are coming, the backpack we already have, the egg has yet to be seen.

#

That egg anyway, but images have been there since LS

vale iron
#

Hero egg? I thought it was called something different. And what icon was it using before?

#

@pliant gyro What's happening?

fallow meadow
#

Are you using Modding Station @pliant gyro ?

pliant gyro
#

I'm using modding station, yes

fallow meadow
#

Using the experimental build?

pliant gyro
#

......dunno

#

version 1.3.0.0

#

is that the experimental build?

fallow meadow
#

I meant the experimental that was just released on Steam

pliant gyro
#

oh, no

fallow meadow
#

Ok, then all should be fine for the current default version of the game

pliant gyro
#

I don't really know how to explain what the problem is

#

I have the .mbin in my mod folder. I package it in a .pak.

fallow meadow
#

Basically once you have the files unpacked, you select the file you want to edit, which drops it in a project folder of your choice. You can then decompile the mbin to become an exml to edit. Make edits to it, save, right-click to recompile. Then right-click to pak as mod

pliant gyro
#

.pak doesn't work. Unpackage the .pak, and what I get is a folder tree that is identical to all the folders between my hard drive and the original mod folder

#

Yeah, I've edited the .exml and recompiled it into an .mbin

#

it's just like this "Mod/GCGAMEPLAYGLOBALS.GLOBAL.MBIN"

fallow meadow
#

Well, then select to pak it and it should create the .pak file with some other files. Only the .pak file is needed to put in mods folder

pliant gyro
#

but it's not packaging correctly is my point

fallow meadow
#

Can you put up an image of your project folder, as well as an image of your main settings?

#

You may not have corectly configured it for use

pliant gyro
#

okay, bbs

fallow meadow
#

Now that I think about it, sounds like you are using a .pak that already exists in your mods folder instead of a fresh new creation of a mod? I could be wrong though

#

So what happens is that it maintains the path to include the MODS folder

pliant gyro
#

That's right

#

I'm combining two other mods for compatibility

#

and practice

fallow meadow
#

I am not too sure how to properly go about this. You could put it into the main PCBANKS folder, so it will resolve the path issue, but not quite sure that will work correctly.
Alternatively, knowing this will work, you can actually unpack all the game files instead, then add the actual source files to your project folder and decompile to exml. You then copy paste the exml from your mod(s) over the ones from the source, and make the edits as you please. Then recompile and turn back into a .pak again

pliant gyro
#

That's actually what I've been doing

#

the second thing

fallow meadow
#

If you decompiled the source files to your project instead of the .pak from your mods folder, then it should all work fine

pliant gyro
#

tried putting my mod folder into pcbanks to resolve the path issue, but it didn't work

fallow meadow
#

Yeah, that was what I said first, and not sure that actually works

pliant gyro
#

How do I upload pictures?

#

feeling like a real amateur right now

#

ffs

fallow meadow
#

So basically check your main settings. Set the path where you want everything unpacked from the source. Set your PCBANKS path to the PCBANKS folder of the game files. Of course correct path to MBINCompiler. Then hit ok and then selecting ' Unpack game files' should unpack it all to the ' unpacked folder you have set.

Then all you need to do is select the .MBIN files you wish to alter to be moved to your project folder. Don't select files from the MODS folder if even present. You want the actual source files.

#

Everything that ends up in the project folder will be compiled into a pak. So keep your project clean without adding anything from MODS, just the source files you wish changed

vale iron
pliant gyro
#

I see

fallow meadow
#

Of course you likely used the Modding Station to get the mod unpacked, which is needed to make your edits, but make sure they do not end up in the pak or the project folder for your new mod

pliant gyro
#

I'

#

I'm using a combination of tools

#

AMUMSS, MBIN compiler, NMS Mod Station

#

But for the packaging I'm using Mod Station

fallow meadow
#

I can't help you with AMUMSS as I have never used it, but I am sure others are willing to chime in

pliant gyro
#

It's not AMUMSS that's the issue. it's Mod Station

vale iron
#

If AMUMSS comes into it, I can help there. But I can't help much on Mod Station, so we complement each other ๐Ÿ™‚

pliant gyro
#

How would I go about packing a mod with AMUMSS if I just had GCGAMEPLAYGLOBALS.GLOBAL.MBIN to package?

fallow meadow
#

Is D:\Games\No Man's Sky\ the actual game files lcoation?

pliant gyro
#

yes

#

I mean, that's the root for NMS

vale iron
#

You need LUA files and/or PAK files. Put those into Modscript folder, then run BuildMod.bat and it will combine them

fallow meadow
#

Then I would suggest to not create a folder there for your ' unpacked' files, nor put MBINCompiler in there

pliant gyro
#

but I'd have to build a LUA script to make AMUMSS package properly?

fallow meadow
#

PCBANKS should point to the game folder, everything else should be outside the game location in a working directory

vale iron
fallow meadow
#

Or does AMUMSS require to put it in the actual game folder?

vale iron
#

No, I keep it in a root directory, c:\AMUMSS

#

Actually C:\NMS\AMUMSS, forgot I moved it

pliant gyro
#

Lol, Gumsk, I just read that .Lua you sent me

lime mesa
#

Im new to modding so how do you install a mod

pliant gyro
#

thanks for doing the work for me

hushed bronze
#

@lime mesa You wish, really, really hard

lime mesa
pliant gyro
lime mesa
#

Thanks

pliant gyro
#

np

#

very helpful Exo

#

๐Ÿ˜†

#

@fallow meadow It's still not packaging my .mbins properly

fallow meadow
#

Some new pictures, so I get a better idea of the new changes you made?

pliant gyro
#

I just moved everything to it's own directory.

#

why would it build a directory in the first place?

#

a directory that isn't present within the mod folder

fallow meadow
#

To compile/decompile and whatever, it needs to include reference paths and whatnot. So setting up your Modding Station and references correctly is important

pliant gyro
#

I'm sure those paths are all set up correctly

#

I'm sure because I packaged other mods successfully with the paths as the were

#

but those all had other folders within them, like "MODELS"

#

this is my first attempt to package a file that doesn't have a sub folder below "PCBANKS"

#

So should I be nesting "gcgamplayglobals.global.mbin" in a subfolder?

hushed bronze
fallow meadow
#

I have to say though that I came across a similar issue recently in the NMS Modding Discord where for some reason it was generating the wrong path structure. In that case it was most likely due to use of square brackets in some of their directory names. No clue that person ever got it sorted though.

pliant gyro
#

I'm sure it's not an issue of square brackets for me

#

that's pretty great btw, exo

fallow meadow
#

All I can suggest is to keep everything out of the actual game location, besides the created mods you add to the mods folder. With your main settings then being correct we can try figure out what is going wrong

pliant gyro
#

speaking of which, what file holds render distance for objects like flora?

fallow meadow
#

You might have to unpack the game files again once setup correctly.

pliant gyro
#

actually, that does give me an idea @fallow meadow. I'll try putting my project folder in a root directory before packaging

vale iron
#

@fallow meadow Do you know how to apply the entitlement x-box multitool skins manually? I just have names for them, not seed values

fallow meadow
#

Xbox multitool skins? What magic is that?

pliant gyro
#

lol

#

I swear, something is wrong with this application

#

@fallow meadow what version of Mod Station are you using? maybe I downloaded a bad version by accident.

fallow meadow
#

By the way, the Modding Station also has a config file hidden away in %AppData%\Local\ Might be worth checking

#

1.3.0

pliant gyro
#

I'll dig into that config

vale iron
#

@fallow meadow There are two different 'guns' for preorder; one might be for the upcoming launch. The entitlement files reference them. Oh, and manually changing my helmet didn't work, ended up with standard Gek head. I used ENT_XOHELMET

fallow meadow
#

I had no idea about new preorder entitlements. I could have a look if you'd fill me in on location of said files.
Let me check the XO_HELMET again and I'll get back at you

vale iron
#

METADATA\ENTITLEMENTS

fallow meadow
#

okdk

vale iron
#

There are a few different files in there, but they all seem to reference the same things

pliant gyro
#

more like "Freeorder"

#

That config is pretty bare bones

#

@fallow meadow Thanks for the help, btw

fallow meadow
#

^SPEC_XOHELMET @vale iron

pliant gyro
#

I think I need to learn LUA instead

vale iron
#

I think that's the cleaner option ๐Ÿ™‚

pliant gyro
#

lol

#

I'm good at finding values in code and changing them

#

no so good at scripting

vale iron
#

@fallow meadow Hmm, no dice, still the default Gek head

pliant gyro
#

but you know what they say, practice practice practice

vale iron
#

Yeah, and to be fair, mine is a bit more complicated than needed. You don't need to split the variables out to the top like I do; I just do that so the real script isn't touched when changing values

pliant gyro
#

@fallow meadow I think the problem is with the PSArcTool itself, since that is what Mod Station uses to package files anyway

#

I tried packing the files directly with PSArcTool and it did the exact same thing

fallow meadow
#

PSArc is built-in and has not caused me the issue you are having

pliant gyro
#

packaged them up and created a directory

#

until now, I guess

#

HA, I figured out a work around!

#

I put my .MBINs in the hard drive root, then dragged them to PSArcTool

#

the .pak that it produced had no sub folders when unpackaged again.

#

gonna take it for a test drive now

fallow meadow
#

Give me a moment @vale iron as I am trying to figure out what I did with that XOHELMET. Have to check my other account and load a save where I have it (if I can find it)

vale iron
#

No worries, I'm just wasting time anyway

pliant gyro
#

Success!

#

Thanks again Devilin

fallow meadow
#

You're welcome, although it would have been nice to actually see your problem solved instead of a workaround

pliant gyro
#

that's fair

hushed bronze
pliant gyro
#

What mod are you running for that, @hushed bronze

fallow meadow
hushed bronze
#

@pliant gyro Mostly three mods I am working on now

pliant gyro
#

any that you have posted on Nexus?

hushed bronze
#

One for base colours, one for flora placement, and one for space and skies

#

@pliant gyro Older version of the sky one is up

pliant gyro
#

the flora placement interests me most

hushed bronze
#

"Exosolar's Stratos"

pliant gyro
#

is that Stratos?

#

yeah, I've been running that

hushed bronze
#

Flora is the one I am working on now

#

New one is Stratos and Expanse fused, with a whole lot of other upgrades in it too, like the sunrays at low angles and with an extremely boosted range

#

You can see that in the pic

#

beams coming off of trees two miles away

pliant gyro
#

yeah, I see that

#

I've got expanse running too.

vale iron
#

Thanks @fallow meadow I'll look into those

pliant gyro
#

would like to get Stratos to work with Darker Nights

hushed bronze
#

Expanse is the oldest of my color mods, stands to gain the most

#

Stratos is darker nights

#

Some of the stratos nights are practically black

pliant gyro
#

maybe I have a conflict somewhere then

hushed bronze
#

Are your nights different colors per planet?

pliant gyro
#

yes, but I want them to all be daaaaark

#

it is night after all

hushed bronze
#

No conflict then, just bad luck

pliant gyro
#

lol, yeah

#

but like I said, trying to modify it myself

#

great mod, just want to tweak it a bit

#

as one does

#

@fallow meadow you have mods posted on Nexus?

fallow meadow
#

I don't make mods

pliant gyro
#

oh really....

fallow meadow
#

Well, I mess around with modding at times, but nothing public ;-)

pliant gyro
#

I see

vale iron
#

Oh hah, monkeyman made one of those @fallow meadow . It looks like there are three ways to do this: edit the save to change your character, edit the save to add access to the items, or mod to make the items available

fallow meadow
#

Yeah, I thought I had it added on at least one save, just to have a look long time ago. Can't seem to find it though. Been checking Character Customiser, but not showing up

hushed bronze
#

@pliant gyro If you want black nights, go to the duskskycolours

#

@pliant gyro Delete all but one of those sets, and replace every RGB that isnt 0 with something like 0.12

#

At least for stratos. In vanilla or any other mod except GnomeAnn, you would go through nightsky in a global

pliant gyro
#

@hushed bronze that's good to know. I wasn't touching Dusk settings because I didn't think they were what I was looking for

#

was messing around with NightSkyColours

#

so this flora mod affects size as well?

#

@hushed bronze you planning on putting a release of that up soon?

hushed bronze
#

yes

pliant gyro
#

awesome

hushed bronze
#

oof its already past 1 am lol

hushed bronze
vale iron
#

Looking good, as always

hushed bronze
#

Didnt even have to mess with sun placement this time ๐Ÿ˜„

vale iron
#

I remember when I learned I could do that, seemed so cool

hushed bronze
#

It is cool

fleet gulch
#

kinda like that vanilla look

robust spruce
#

hell the new shading vanilla definitely looks better

hidden shell
#

@hushed bronze, speaking of proper QA - is this showing proper values you changed in savage sentinels vs the originals in game?:
http://files.serosis.net/CatLady/ROBOTGLOBALS_Savage Sentinels by Exosolar.lua

If yes, why on earth you've reduced HP of sentinels in a mod that was supposed to make them harder, and most importantly, why is it not mentioned in the details of changes in mod description?

#

Don't get me wrong - it is your mod and you can put whatever you want in it. But(t). those random insert changes are making it really hard to debug when something doesn't work as it should, and especially undocumented counter-purpose changes are PITA. This is just a minor example of the need to dissect which mod was causing a de-synced sentinels when playing with someone (his version was having different HP), also the increased (!) spawn time between waves and 4x increase in the amount of resources gathered before sentinels feel offended was causing problems (again, why such counter-productive and counter-intuitive changes in a mod making sentijnels harder? Looks like a big self-insert of preffered playstyle, rather than fpllowing what mod is having on the description tin.

It becomes worse with even more detached self-insert changes - like the "legendary" one in "Dead Wreckoning", that out of blue flattens huge area around naturally spawned mobile computers on ALL planets, resulting in people seeing you as walking underground/floating (to the credit, this one is at least documented, while still totally unnecessary). In case someone forgets that mod not related to bases and base computers at all was doing such random things, finding the issue causer is a royal PITA of binary mod removal dissecting, too.

#

Doing just one thing with one package, but doing it right (The Way of thePOSIX/Liunux, BTW ๐Ÿ˜‰ ) - and leaving other changes for separate mods - is making it really easier, both for maintaining, and for ensuring conflict-free experience without desyncs and suspicious crashes in multiplayer.

hushed bronze
#

@hidden shell A mod with chaingunning drones would be impossible for anyone without 6x shields if they also couldn't be killed...
(at least that was the reasoning at the time, the mod is over a year old)

#

But also, a tiny minority of mod users have any capacity to fuse anything. So a single-file mod has to do whatever it can because the vast majority of users only have the option of use the mod or don't.

#

I did not know about drones desynchronizing under certain conditions, though., thats good to know

pliant gyro
#

@hushed bronze Is GCGAMEPLAYGLOBALS.GLOBAL.MBIN in the core files or is it a modder created file? I can't seem to find it in my unpacked game files.

hushed bronze
#

thats a legit file

pliant gyro
#

Weird. and it's located in PCBANKS, not a subfolder?

hushed bronze
#

same as other globals, yes

hidden shell
#

@hushed bronze for some reason, drone's firerate synchronizes in a way "if it is managed by client A who have them firing fast, it shoots fast, if by client B who have vanilla, it shoots slowly". But, changing their spawn time and alarm time definitely causes problems

#

as for the fusing mod, I think it is long changed - every random person I've been meeting on Nexus and playing with lately was well aware of the AMUMSS and merging stuff with it

#

I sincerely hope all mods past some point will be made in .lua manner, much less headache with the updates (usually, if file structure hasn't changed dramatically, you just recompile via amumms and it "just works"), and well - the syntax used for scripts isn't really hard

#

(and tons of examples in the amumss itself, too)

vale iron
#

And Wberto apparently has a couple of tools in the works that will make it even more attractive

hidden shell
#

indeed, the tool is a godatlassend

pliant gyro
#

@vale iron looking at that .lua you shared yesterday. Noticing the SentinelsHigh & SentinelsLow properties. What do those values affect?

hushed bronze
#

You know how Different planets havce higher and lower sentinel activity? @pliant gyro

pliant gyro
#

yes, but the values seem counter intuitive. The low value is set at 30 and the high is set at 10.

hushed bronze
#

odds probably

#

arent there several sets of that for each star color?

pliant gyro
#

not that I see.

hushed bronze
#

Theres a per-star color version of that, so you may be looking at a deprecated instance

pliant gyro
#

same in the untouched gameplayglobal

hushed bronze
#

SOLARGENERATIONGOBALS

pliant gyro
#

this is editing the gameplayglobals

hushed bronze
#

thats the file that holds mostly-not deprecated stuff, indcluding aggression levels per star type iirc

pliant gyro
#

I see.

#

So these sentinelshigh and sentinelslow properties in GAMEPLAYGLOBALS would be overrided by the ones from SOLARGENERATIONGLOBALS?

hushed bronze
#

More like the one in GAMEPLAY is not referenced at all

#

OFC you can always test stuff but there is a LOT of deprecated bits in NMS files, if you change something that should have an obvious huge effect and nothing happens, it may be a dead var

pliant gyro
#

I'm not seeing anything referencing sentinel or robot probabilities in SOLARGENERATIONGLOBALS

vale iron
#

Yeah, all the stuff he just said :) it's hard to know what's deprecated without testing, as there's not much documentation on it, by HG or modders

hushed bronze
#

I seem to have remembered the wrong file for you thou, sry

vale iron
#

I can look it up. In savage sentinels, right?

hushed bronze
#

Nope

#

What he is looking for, i believe is the control for deciding which planets are classified as aggressive and passive overall

timid badge
#

So I am thinking about getting some QOF mods, any suggestions?

#

Bet there are plenty available

pliant gyro
#

I noticed the properties in that .lua you sent me that edits GAMEPLAYGLOBALS. Sentinelshigh and Sentinelslow

vale iron
#

There's also vicious probability in there

#

The way I understand it working is that high and low determines how many sentinels there are, while vicious determines if they are attack on sight

pliant gyro
#

that's what Exosolar suggested

vale iron
#

They very well may be deprecated, but I think that's how they worked at one point

pliant gyro
#

actually, because the values are inverted, e.g. sentinelshigh is set to 10 and sentinelslow is set to 30, it seems unlikely to determine the number of sentinels there are.

#

exo suggested that it might have been a probability value

vale iron
#

Right, so there's a 60% chance of normal, 30% chance of low, 10% chance of high

#

For quantity

pliant gyro
#

right, makes sense why you would have adjusted them the way you did in your .lua then. High is 7, low is 40.

#

softening things up a bit.

#

well, I'll test it to see if it's depreciated.

vale iron
#

Yeah, just depends what effect you are going for. I don't know that I ever tested that, though

#

Just go to a calm planet, crank high to 100, and see if the planet stats change

pliant gyro
#

๐Ÿ‘

timid badge
#

Can anyone make a mod that makes it possible to turn in missions faster?

#

Takes so long to turn in

smoky wing
#

@pliant gyro The GLOBAL files should get extracted from NMSARC.59B126E2.pak

pliant gyro
#

Thanks. for some reason it didn't unpack with Mod Station.

#

Is there a reference for the core game .pak contents?

hushed bronze
#

@pliant gyro You used the standard "unpack All" right?

pliant gyro
#

yes

hushed bronze
#

and waited 25 minutes or so for it to finish?

pliant gyro
#

yes

#

did it again when I couldn't find GCGAMEPLAYGLOBALS

hushed bronze
#

And steam wasnt in the middle of fuckin with the source folder?

pliant gyro
#

I don't use steam

hushed bronze
#

HERESY

pliant gyro
#

VPN>steam

hushed bronze
#

VP what now?

pliant gyro
#

lol

hushed bronze
#

how does VPN get you a game?

pliant gyro
#

there are ways

hushed bronze
#

I dont think anyone here bites over mentions of piracy, btw.

#

In any case, I assume your game copy runs?

pliant gyro
#

it does

hushed bronze
#

and if it runs it means you should have all of the source files inplace ofc

pliant gyro
#

I mean, it's a legit copy

hushed bronze
#

so IDk

#

No idea why you would be missing files after a seemingly-normal unpack of all files

pliant gyro
#

no, the file was there, but for some reason it didn't join the other files when unpacking

hushed bronze
#

Did you try to do stuff before it was done unpacking?

pliant gyro
#

I'm not missing it after all, I had to manually unpack NMSARC.59B126E2.pak though

hushed bronze
#

hmm

#

So maybe you just missed the one source pak comehow?

pliant gyro
#

but when I unpacked the game with Mod Station, that one didn't unpack

#

yeah, don't know how. I'm sure I followed the instructions properly.

#

because, like I said, all the other files were there

hushed bronze
#

Only trouble ive had in that way is that for some reason google drive doesnt like to upload one specific pak unless you drop it in as its own job

pliant gyro
#

๐Ÿคทโ€โ™‚๏ธ

hushed bronze
#

you do have that source pak though?

pliant gyro
#

I do

#

which explains why the game runs.

stoic swallow
#

how do you install mods?

weary ruin
#

@pliant gyro You know you can use AMUMSS new tool: NMS PCBANKS Explorer-Unpacker.exe to unpack one or more files, one or more NMS paks or, for example, all files in PCBANKS that have 'clam' in the name.... and then send them to the folder of your choice

#

see third item here:

[*]IMPROVED: Handling of PAK decompiling and REPORTING
[*]REMOVED: The need for the user to 'Press Any Key...' when some older MBINCompilers are run to decompile a PAK
[*]ADDED: 'NMS PCBANKS Explorer / Unpacker', a tool to UNPACK any files in any pak of NMS PCBANKS to your chosen UNPACK folder```
pliant gyro
#

I did not know that

weary ruin
#

Tell your friends ๐Ÿ˜€

pliant gyro
#

lol

obsidian tree
#

it's amazing haha

pliant gyro
#

where is this NMS PCBANKS Explorer-Unpacker.exe?

vale iron
#

In the AMUMSS package I believe

timid badge
#

Anybody got some "must have mods available"?

#

Thinking of installing a few, but there doesn't seem to be much

vale iron
#

Check Exosolar and Lo2k. Their stuff is all great.

timid badge
#

Changes too much imo

cinder valley
#

Try my cave mod lol

timid badge
#

Link?

cinder valley
cinder valley
#

EnableFlyingSnakeTails

#

i wonder what this does.

cinder valley
steel crypt
#

The flying snakes used to have tails that moved/whipped like fish. I think they still โ€œmoveโ€ but rigid. I wondered that myself. Iโ€™m thinking it might enable the more moving tail?

hidden shell
#

@timid badge how you can say that Lo2K mods "change too much"? He have, on list of his creations, many essential mods that change one thing, do it right, and are not touching anything else. Mix all you want.

#

The "must have" mod is the modpack that YOU create for yourself and yours

tepid kettle
#

hey yall

#

are the datamined leak true? about OG colors, etc.

cinder valley
lime mesa
#

ah nice

hushed bronze
#

@cinder valley What is encompassed in your overhaul?

Have you decided to keep the new terrain textures in? (havent tested, but it seems to me that swapping out for the previous version's terrain textures should work without trouble)

#

@tepid kettle No, not at all. The guy who posted that obviously has no idea what the fuck he is doing, tbh

cinder valley
#

Never thought about that. Im dping everything. Adding new textures, terrain changes etc. Also messing with sky heights

tepid kettle
#

Oh, why you say that? @hushed bronze
Sorry I dont know a lot about the topic

hushed bronze
#

Because I am all over those files all the time and this douche just went around pointing out files that have been around since launch because he's clueless and has never seen them before

cinder valley
#

whos the douche lol

hushed bronze
#

The guy who posted the video that spread around everywhere and hes just pointing out various deprecated files and ramping insane hype with stupid rumours

#

Honestly whoever does something like that is a jackass

#

LOOK! "RAAAINFOREEESSTS!!!!"

#

DROPSHIP

#

LEGACYBASECOLOURS! OMG GUYS ITS HAPPENEING

#

....douche

#

Now we got all these po' bastards asking if rainforests are confirmed or dropships or some shit

cinder valley
#

Yeah thats bs

bronze flicker
#

Hey boys which mods would you guys recommend?

#

Just some basic modding, nothing too crazy

#

QoL stuff, and performance stuff would be nice, but any mods you guys really like

steel crypt
#

You can try DUDโ€™S SKY on Nexus and DUDโ€™S SKY - COLORS. @bronze flicker

bronze flicker
#

Alright tyvm

#

Got weirded out by so many of nexus' mods being so out of date lol

vale iron
#

There's a sorting option on NexusMods for Last Updated. That's how I always browse it.

bronze flicker
#

Tyvm

tepid kettle
#

@hushed bronze they thing is they updated those files for some reason

hushed bronze
#

No, they didn't

#

They didn't update those files. The novice data digging douche just doesn't know what files were there already or not

tepid kettle
#

Ooh I understand

#

well thanks a lot for clearing that for me!

#

and sorry for asking too much, I dont know a lot about that too

smoky wing
#

@tepid kettle Just to be completely clear... Some of the files referenced in THTDI's video, mostly textures, were technically updated. However, no noticeable changes in them have been reported. It's likely they've just been rebuilt with minor format/compression tweaks, which has happened before.

lime mesa
#

i like the back to foundation stuff

#

not too big, but gives nostalgia

spare patrol
#

Does anyone know if Slots Overhaul is going to be updated for the Living Ship update?

obsidian tree
cinder valley
pliant gyro
#

Gat DAMN!

#

Is there a reference I can use for changing color values?

hushed bronze
#

There may be soon

#

I intend to also put out the excel calculators I use when I put out the color mods I'm sitting on.

#

My plan is to build instructions into the excels with their commenting options, and put them out there. Because I have very little steam left for mod creation at this point.

cinder valley
#

^^

#

EVERY freakin time nms is updated it seems like all mods break

hushed bronze
#

Color ones generally dont

vale iron
#

If you haven't looked at freshly decompiled globals with monkeyman's new MBINC, you really should. I already found the mech turning radius and mech jetpack thrust force. Looking for some building things now.

hushed bronze
#

I only listen to globals. Looking is heresy

vale iron
#

Avert thine eyes!

hushed bronze
#

indubitably.

obsidian tree
#

๐Ÿง

halcyon dock
#

InBOOBidably

#

Whoops innapropriate channel

hushed bronze
#

No. You modded another word. That fits the modding channel

halcyon dock
#

Oh nice,! I am a modder

hushed bronze
#

Mods, we need a new modder tag over here

dry hound
#

I am looking for new modded words

#

To enhance my gameplay

hushed bronze
#

This picture is not modded, but the game is

hidden shell
#

@hushed bronze, when you decide "that is it" for modding NMS, do you plan to keep your existing mods in maintenance mode - as in, keep them updated for working with future versions of NMS, but without adding new features, etc - or you think about abandoning the stuff alltogether?

#

Despite some criticism here and there, I'm a big fan of some of your mods, and some of them are still not lua'ified (stratos, expanses, abyss), so I'm wondering if I should start to get used to playing without them (or lua'ify when possible for easier update in future), or the future usage is as safe as humanly possible to predict ๐Ÿ˜‰

hushed bronze
#

IDK yet, but in the worst case, I would hand them over to anyone who wants to maintain them. Only two have lua's. I don't have anything against lua, just never was a part of my process. In the case that I don't plan on coming back, I am thinking of adding a headliner to each mod declaring that I don't intend to return and that anyone may update/alter/re-upload however they want.

#

That said though, Abyss and Expanse as they are now are practically immune to updates ๐Ÿ˜„

hidden shell
#

๐Ÿ‘

hushed bronze
#

No really, I only make the "pure black" version because I kept getting people asking me if it worked since it was ancient. Practically any other mod as old as Expanse, is dead, but Expanse itself is fine

hidden shell
#

I wonder if the recent possibilities of decoding properly the spirv shaders into their opengl equivalents and back again will have effect of resurrecting some shader mods

#

Lo2K would know better, probably

long turtle
#

I'm posting this in this channel just because I think its probably to do with mods or reshade, but I've been having the game do this recently and. I'm not quite sure what kind of mod could be causing it or if its a mod issue at all. It might have something to do with lighting due to the fact that I've had this occur at the very start of a new game when the loading screen lights turn into the press E screen; in space stations when just turning around; on planets. I thought it could be an issue with reshade thats fixed by putting the game in borderless instead of fullscreen, but its still happening.

https://cdn.discordapp.com/attachments/702130445395165254/720063403942608946/No_Mans_Sky_Screenshot_2020.06.01_-_13.45.44.26.png

If anyone has any info I'd appreciate it. I thought I'd ask before I comb through all the mods to see whats up.

weary ruin
#

This file shows list all the current vs pre-update 'Property Name' that have changed (meaning removed, added or name changed) in GLOBALS with MBINCompiler 2.43.0.2:

vale iron
#

Those should go well with the more natural grass colors. Looks good

hushed bronze
#

Was confusing to find, bark color was in the LUSH palette instead of base like most other lush colors

fickle frost
#

Good morning all!! I was wondering if anyone has any recommendations for stack size mods that go above 9999

#

I was using AidenCharming's but sadly an update broke that one and nothing I've made myself worked, lmao

vale iron
#

Unless they changed it again, they hardcoded the stack limit a few months ago

fickle frost
#

oh damn

#

That'll do it.

weary ruin
#

9999 not big enough? Would 99999 be it? Or 999999? What is the point, I wonder?

leaden palm
#

:p theres never enougth storage

jade phoenix
#

I made my Inventory 100 x 100 squares (just kidding)

hidden shell
#

@hushed bronze I was having a slightly irritating issue with abandoning buildings failing to spawn from time to time (empty flat area where they should be, for example, during mission to kill horrors, but also, sometimes during campaign mission to get antimatter recipe). I traced it down with 100% confidence to "Dead Wreckoning" of yours - to the point that removing this single mod and reloading results in the lost structure popping into existence upon reload.

Any idea which change there might result in something like that?

#

I went through the file, but can't get any idea what of the stuff you changed there might be pissing off abandoned structures spawns. Nothing suspicious caught my eye ๐Ÿ˜ฆ

tidal portal
#

How easy is it to use the save editor and do I need to download anything to use Save Editor, besides the save editor stuff

#

Pls @ or dm me with either steps or link or answer that would be helpful.

weary ruin
#

This file shows list all the current vs pre-update 'Property Name' that have changed (meaning removed, added or name changed) in GLOBALS with MBINCompiler 2.43.0.3 (added information for GcSolarGenerationGlobals):

fickle frost
#

@weary ruin The one I used to have was I think 99999

#

and it was....... perfect. ๐Ÿ˜ญ

hushed bronze
#

@cinder valley probably a better convo here actually

cinder valley
#

lel

hushed bronze
#

Anyway Ive been working with very similar stuff and I wanted to share if youre interested

cinder valley
#

Yeah I don't mind. I'm basically just changing a bunch of values and playing around.

hushed bronze
#

Being named grass fix is a little disorienting I know, but it arose from changes to grass fix so

#

Anyway, it is easy to see how I took (so far just LUSH), and split it into its many parts, rock, shrubs, trees, they all get their own folder because the BIOME File is totally compatible with this approach.

#

And you can look into the LUSH or LUSHHQ BIOME files and see how its strung together

cinder valley
#

DAmn, i didn't know you could do that lol

hushed bronze
#

@cinder valley ALSO, in both the trees files and the biomes files, you can see LOADS of garbage code missing because I found that it is absolutely dead and doesnt even slow down the compiler or cause changes when deleted

#

In BIOMES, just about everything up to the object portions

#

and In the objects themselves, basically anything to do with colors

#

all deprecated nonsense thats connected to exactly nothing

#

Im sure that's not all the deprecated stuff, but its the bulky stuff that was in the way

timid badge
#

Is there any way to make a mod that increases the likelihood of creatures spawning, but not the overall quantity?

#

There is no mod like that on the nexus

cinder valley
#

Yesh I might play around and move things around. I hate HG's organization skills

hushed bronze
#

@cinder valley Be very careful about how the properties open and close though, if you make a custom mini OBJECTS file like these you will probably have different categorical configs than the source file

#

You can see in the "BLANK" files.

#

one of the reasons I keep them around in duplicate

#

Basically like if you have a file with Landmarks in it and remove them, you would also need to make sure it closes properly, the " /> bit

#

VERY easy to miss many times before getting used to paying attention to that

#

@timid badge i dont think theres one posted like that but it maty be possible

timid badge
#

I made one 2 years ago for my own use, but it also increased the amount, and I can't recall if that was intentional or not

#

I just want to get rid of the "creatures that never want to show" issue that this game is plagued with

hushed bronze
#

well if you basically already know how to do it....

timid badge
#

2 years ago yeah

hushed bronze
#

animal systems have not really changed

timid badge
#

Is the modding station still up-to-date? I believe that is what I used

#

But the one I have downloaded is outdated

hushed bronze
#

theres a new one that is basically the same with some simple upgrades

timid badge
#

Got a link to the new one?

hushed bronze
#

and ofc unpack the current files

#

yeah just go to modstations nexus page, the newest is there

timid badge
hushed bronze
#

it may be named "modding station" if you do a title search

#

yea

timid badge
#

Sweet

hushed bronze
#

He didnt go out of his way to re-dress up the page, just dropped the updated one and moved on, lol

timid badge
#

Well at least he updated it, not every modder sticks with their creation for ~4 years

hushed bronze
#

indeed

#

it wasnt broke tho ๐Ÿ™‚

timid badge
#

Update didn't screw it?

hushed bronze
#

since its not itself a mod it doesnt have the same weakness vs updates

#

MBINCompiler is what has to change and MStation just plugs in whatever MBC u give it

#

if you got the current one, you're golden

#

(and ofc current game files unpacked too

#

NMSMS itself is practically immune to the NMS updates

timid badge
#

So I just hit a wall, how in the world do you download from github again

hushed bronze
timid badge
#

Assumed the libMBIN was necessary too

hushed bronze
#

assuming you mean to mess with the experimental's files. If not go for the 2.42. but that would seem sill rn with the update scheduled officially for tomorrow

#

no I never DL libMin

#

it may be needed for advanced features or something but MS dont need it

timid badge
#

Beginning unpacking, let's see what happens

timid badge
#

So, what to do if the compiler doesn't wanna open the Mbin?

#

Well I ended up finding a mod that does exactly what I want

#

And it works amazingly well

#

Never found it cause of the stupid name lol

tidal portal
#

When modding always makesurr that you have saved to the half min before crashing game

#

Also can we get a mod that skips time in game?

vale iron
#

Wow DebugOptions got all sorts of mixed up

hushed bronze
#

Debug options was already mixed up lol

#

shuffle twice they always say

tidal portal
#

Hey guys ik we have mods for practically everything but one we need is for skipping SOLs

hushed bronze
#

@torpid helm Contrasts does NOT appear to cap at 1. Interesting that one would be 0-1 and the other would not

torpid helm
#

well, it's easier for brightness get full white or full black, I guess?
Contrast could be normalized as well

#

it's a slightly more complicated math, though

hushed bronze
#

yep I can see that

#

still odd ๐Ÿ™‚

#

Going for contrast 5 now

#

Didn't even get to try the negatives yet

#

I believe these correlate to the actual tile types, not the terrain types

#

IE Sand, Dirt, rock, like that

#

and not categorically like "Beach", "Mountain", as I suggested before

#

@torpid helm I havent tested yet but I suspect I can use the negative contrast to constrict each tiletype's variation filter to a small range, and then using brightness I can organize them hierachcally, where the highest of one texture's variance cannot or can only barely intersect the lowest of the next

#

like a default noisemap might have from black 0 to white 1, but with contrast negative, it could actually range from 0.45 grey to 0.55 grey

#

then, with brightness, I could take the next one, and if I want it to dominate always, set it a bit brighter with a simila r negative contrast, so that its range is say, 0.57 gray to 0.67 gray

#

This is my hope anyway

torpid helm
#

yeah, I think it works!
so, maybe you can make the transitions less aparent

hushed bronze
#

with all that I have seen so far and all I understood about texture blending already

#

I could make the transitions practically nonexistent

#

but before I can do that even if I am right I will have to ID these other 8 or 9 tiletypes

torpid helm
#

yeah, but it needs tweaking, some overlapping texture might look odd

hushed bronze
#

It looks very odd, thats why Im tryna kill it ๐Ÿ˜„

#

Some intersect makes sense between say, Dirt (gentle slope) and rock Steep slope

#

its awful between dirt and grass Those need to NOT TOUCH

#

at ALL

#

Anyway ill have my contrast test gif up in a sec based on 0.25 bright

lime mesa
#

Oh gosh

#

low contrast looks better

hushed bronze
#

Anyway I forgot to mention that it appears to me that all tiletypes independently run an instance of their own macrovariation, with the modifiers in the file editing the instances' different characteristics

#

@lime mesa Yes I agree, but this test series is all about understanding the mechanism to manipulate it to my whim ๐Ÿ˜„

lime mesa
#

Ah

hushed bronze
#

Here I can see that the underlying filter maps are intersecting, grass and sand, where the higher the contrast, the sharper the merge

#

Just that would look awful but I am hoping I can use these mechanisms to isolate certain terrain types from each other

#

If they both have low contrast but their bright is different, and say sand is much brighter here, then grass should vanish completely and no purple remain on beaches

#

Im very hopeful

#

I feel like I can get this to do what I want

#

Holy. Shit. I suspect Ive instantly IDed them all

#

<Property name="TileTypesFile" value="METADATA/SIMULATION/SOLARSYSTEM/BIOMES/LUSH/LUSHTILETYPES.MBIN" />

#

(not confirmed)

#

Two sets of things exactly the same size, bottom one already a confirmed parallel

torpid helm
#

you are probably correct

hushed bronze
#

Compare wasnt really necessary, just needed to get them side bys side

#

This would also map every other biome's copy, if its true

#

Theyre often a bit different

#

Grass is second..... I have a test in mind....

obsidian tree
#

@hushed bronze it looks like there is an enum that may fit this pattern What are you looing at in particular? It may be that I can add an enum to the array and make everyone's life easier....

hushed bronze
#

I dunno what u just said, lol

hushed bronze
torpid helm
#

man, the default looks really bad.
there's no reason to have the sand texture and use it like this.

hushed bronze
#

Well Im workin throu... Contrast is a bit different than I thought it was, photoshop's contrast proves I just didn't have a correct idea of what it was

#

unrelated, grass spawns too low elevation in this dynamic

#

should be correctable tho, simple it has min max spawn heights in object files

amber flint
#

How does one mod NMS?

hushed bronze
fickle frost
#

!!!!

hushed bronze
fickle frost
#

Do I need to remove the Extra Biomes one first?

#

also thanks for throwing a wrench in my quicksilver farming ๐Ÿ˜‚

#

I was bored anyway

hushed bronze
#

Extra biomes would interfere with the lush planets, but if you put the grass fix with an extra _ in the front of the name it should dominate in cases of matching files (not very many and not including the blending upgrade which will work either way

#

Also Grass Fix's Lush portion is actually part of Extra's replacement anyway

fickle frost
#

Cool

hushed bronze
#

Anyway Im headed to sleep n stuff

fickle frost
#

Good night!!

#

I'll share if it does anything totally wild.

#

And thank you!

hushed bronze
#

YW ๐Ÿ™‚

obsidian tree
fickle frost
#

omg @ Exo you turned my home base purple ๐Ÿ˜‚

lime mesa
#

lol

#

photo? ๐Ÿ‘€

fickle frost
#

Yeah gotta figure how how tf to move the sun

lime mesa
#

lol

lime mesa
#

haha

#

cool

fickle frost
#

.....might need to recolor my whole base now tho. ๐Ÿ˜‚

hushed bronze
#

@fickle frost Fresh outta shower, did a quick tuneup I had in mind,

... and feel free to spam my DM with pix if you wanna ๐Ÿ™‚

vale iron
#

It's like a Samuel L. Jackson suit

fickle frost
#

Will do!!! Possibly. Once I finish wrangling these other files lmao

#

we're having creative differences.

frozen spoke
#

Has anyone decompiled crossplay?

fickle frost
#

In the process

#

but not yet

#

Por que?

fickle frost
#

anyone online who mods textures because i'm about to tear my hair out.

obsidian tree
#

what are you trying to do?

fickle frost
#

So I used to have this mod that removed the weather warning overlay

#

It was GREAT

#

But it broke back in December or so, and I'm trying to recreate it.

obsidian tree
#

was that a texture mod?

fickle frost
#

I thought so.

#

It edited the files in TEXTURES\EFFECTS\FULLSCREEN\HAZARDS

#

So hypothetically, I should just be able to create a mod replacing those textures with a transparent .DDS? or.... no.

#

idk I don't do texture stuff ๐Ÿ˜‚

obsidian tree
#

well yeah, if you just want to change the image, then replace it with another image which is just transparent

#

there is a photoshop plugin that allows you to edit dds files

#

and a few other programs can do it too

fickle frost
#

Like so

#

...wait I can't UL files yet

#

sigh

#

there.

#

it ain't workin though