#nms-modding

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fathom rampart
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Iam mainly looking for their models, the rest us upgradable

honest herald
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Yeah word

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Sorry

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Not sure about that

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You could search for seeds online

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And save edit your weapon seed

fathom rampart
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Thing is i dont wanna go for things people found but finding things myself and maybe share em ^^

vale iron
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Yeah, NMSCE or the different seed sharing discords

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Ahh

hardy auroraBOT
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@leaden laurel Message auto-deleted

honest herald
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Word i mean you probably gotta wander on vanilla generation to help people that way

vale iron
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What, Gunter?! That's an authorized link!

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Crazy penguin

fathom rampart
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what did you link?

leaden laurel
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Ugh, anyways, No man's sky creative and sharing hub discord, have tonnes of seeds there for everything.

fathom rampart
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dm it please :)

leaden laurel
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Probably my bad for linking another discord here, but I figured since it is a proper one I could lol.

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Sorry. ๐Ÿ™‚

sinful anvil
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Its a blanket auto-delete with a few exeptions

paper oyster
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Is there a mod that puts info like the curren region, spectral class, number of planets/moons, etc on one screen?

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Opening all the menus to get that info is a PITA

round sinew
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well, the galaxy map itself, + the expanded solar system info panel can get you all the ones you mentioned, not sure what else you were thinking about

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UI mods aren't common, so i'm not sure how much could be achieved/that's not behind the exe

magic lava
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@vale iron thanks that method for transferring Gamepass Saves to Steam worked perfectly

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As a side note - the Id to ID wasn't necessary - all the names had the same format - all that was needed was the UID and USN replacements, though the USN was the same for both and I didn't need to do that

willow isle
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I'm kinda surprised theres no Freighter mods

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Like skins replacements or add-ons

vale iron
magic lava
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Also, i noted a remark in the comments on reddit -replacing all worked fine

vale iron
willow isle
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Yeah

frail ermine
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@vale iron I installed your Epic Modpack and want to edit the rank progression back to the default. Do you know in which .lua I can find the appropriate values?

vale iron
frail ermine
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okay thx, I think i found it also.

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btw: Your mods are awesome!!

vale iron
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Thank you very much! It means a lot to hear that

frail ermine
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I toned down the jetpack and movement a little bit

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Thank you very much for all the hard work you put in for the community

fathom rampart
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What modpack? Sounds interesting

hearty wasp
leaden laurel
hearty wasp
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still works

leaden laurel
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Oh? Nice. I might try it again.

frail ermine
fathom rampart
frail ermine
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I like it so far, it's a grand collection of cool nice-to-haves and also QoL improvements... a little cheaty though. (;P Sorry Gumsk)

somber sail
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Any good VR mods/settings that remap or add controls?

grand schooner
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what line changes the time till you can hatch an egg?

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I edited interaction distance but because that's the same file as the eggs it counteracted the instant egg mod

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nvm got it

vale iron
leaden laurel
honest herald
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Hey guys, I just heard that there is a mod to enable glass wall base-building options in your freighter... Is that still active?

elder iris
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ive looked at this one

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which seems pretty good

round sinew
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@elder iris yep looks good. it seems to be a terrain generation mod, so keep in mind that when playing with others with this mod enabled, the terrain others see might not be the same you see

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also, when going from using the mod to not using the mod, keep in mind that terrain will change to vanilla settings, which might affect things like base positioning etc

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i'd say that if i want to use terrain generation mods, i'd use a different save just for them, and would both take them out and use another save if i wanted to play multiplayer

elder iris
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theres so many mods that change the world generation though ahahah m not sure which one is the best

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theres this one too

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do you use one?

round sinew
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not atm no

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for visuals, right now i'm using dud's sky colors, argh's water, rotating atmosphere, asteroid fields, relight, to name a few

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duds sky colors is modular, so you can use one or more of its individual pak files

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be sure to sort by last uploaded when browsing nexus mods for example, so you're certain that you're looking from newest to oldest (the older a mod is, the more likely it won't be compatible with the current game build)

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you might also want to check out work from Lo2k, Gumsk, Exosolar, WinderTP

merry wasp
dawn haven
honest herald
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@vale iron Would you mind letting me take a look at how you made black market stuff roll better? I want to see if it's the same as my method for maxing upgrade stats or if important differences can enlighten me.

frail ermine
# vale iron I'm looking at making a lite version without some things people consider cheatin...

Mhh, good question. I think infinite stamina and jetpack are a little too much. This is surely nice to have and convenient if you already have a mass of hours in the game. A slower gameplay is nothing you want if you already have hundreds of hours in the game.By making it infinite and also having the jetpack tuned up to "free flying/ max NITRO! ", how it is now in the mod, you don't have any progression in exosuit-upgrades anymore. This gameplay element therefore is skipped completely.

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No falling damage is debatable. Cuts some survival aspect but you could also like it very much. << (I enjoy it)

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The general enhanced movement speed is great to have, although I turned it down a little bit. Again I want to earn some upgrades for it while playing.

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Everything else is quite okay* for me*. I like it that a lot of things are faster/ feel less grindy, otherwise I would play vanilla.

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By the way: Did you also enhance the life support anywhere? Did Hello Games make normal mode easier? I have the feeling that I barely have to recharge my life support.

vale iron
vale iron
frail ermine
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I looked into GGame Full 6500K.lua, GPlayer Epic.lua and GTech Full.lua and really couldn't find a whole lot tweaks to the life support

fathom rampart
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Is there any good explanation of the procedural generation of stuff (multitools)? Iam stepmodifications(dot)org but iam wondering wether there is more

honest herald
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Oh man guys. Is there any variant on something like Better Planet Generation that doesn't affect the terrain shape?

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I love what they've done with colors and biodiversity, but many of my bases are floating or buried by changed terrain shape, which is less cool.

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I don't mind an occasional tree through my base so much as the entire thing being 200 feet off the ground

frail ermine
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I use Ignacios Biomes together with DUD'S Terra Firma

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And its great

honest herald
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Ignacio's biomes does not change ground shape? I'll try it! Thanks

frail ermine
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This I can't tell for sure... the combination of those two works wonders for me

honest herald
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Actually they do change terrain shape

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Hmmm

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I'm reluctant to use anything like that because it complicates switching between vanilla bases and my bases

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I only want plants and colors to change... Would cause far far less conflict

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Oooooo Ignacio's pack comes individualized...

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Mmmmmmmm

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I'm trying DUD's colors... gonna combine with some of these Ignacio scripts and see what we get.

waxen cedar
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@vale iron is the next set of QS rewards already placeable in the build table?

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Just wondering if those would need a separate patch when current tiers complete

left sentinel
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I believe they are already in game

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can use save editor to teach yourself the recipes

honest herald
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Dear god AMUMSS conflict check takes forever

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Tryin to repack Ignacio's minus the random caves

vale iron
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Though, that screenshot looks like the language files might not be updated for the items yet.

honest herald
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Okay I think I've got Ignacio's loaded. Not bad. AMUMSS home page is Morgan Freeman in Batman, btw...

grand schooner
leaden laurel
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Ahhh I see, interesting. Also would you mind sending me a copy of your mod @grand schooner?

grand schooner
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Iโ€™ll see if I can just paste the pak file here

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there it is

leaden laurel
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Thanks a ton for this. Appreciated.

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@grand schooner do you have the lua by chance?

grand schooner
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I donโ€™t have it in a .lua. I created it in the mod station and it just turns it from EXML to pak

hearty wasp
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Search his posts in either here or the modding server

fathom rampart
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Nice thank you, plenty of stuff to read up on

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Oh they do have a reverse engineering channel

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And they did already research some of the seed stuff, nice

honest herald
frail ermine
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cool, gratz that you could find a work around

honest herald
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I may try to mod Ignacio's for more trees ๐Ÿ˜„

honest herald
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Can someone point me to tree/plant object generation variables?

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Trying to see what can be changed...

left sentinel
round canopy
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does anyone know of a mod that might make it easier to identify/find undiscovered flora and minerals?

hearty wasp
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there may be a mod that increases spawn density

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look for it on nexus

round canopy
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mnn..yeah i don't think one exists. Damn. thanks anyway

hearty wasp
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may just need to look harder

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try limiting your search in the creatures or gameplay category

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if not, then it's truly tough titties

round canopy
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unfortunately that seems to be the case

honest herald
round canopy
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well i meant specifically plants and minerals, not creatures, but still interested nonetheless

honest herald
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Yeah I'm still not sure what's available. I have a mod that seems to be capable of increasing generation rates so I am trying to see if that's the case, and which library does that if so

waxen cedar
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these things come out next

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was wondering if these are buildable yet

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I'll check on save editor

left sentinel
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They are

waxen cedar
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oki

left sentinel
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Says NEXUS parts in the table

waxen cedar
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thx

honest herald
honest herald
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Also not persistent... Just tried. No worries.

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So, I've got animals spawning way more, but I cannot find similar fields for plants... anyone able to help me out there?

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Oh man I may have found something...

honest herald
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Booooooo

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I failed

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lol

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Trying to use stuff like METADATA/SIMULATION/SOLARSYSTEM/BIOMES/LUSH/LUSHBUBBLEOBJECTS.MBIN to change stuff like Landmarks[1].QualityVariantData.FlatDensity but unfortunately having no effect on density of objects in lush bubble places, just crashing me ๐Ÿ˜ญ

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Wish I could just find noob.treeGenerationRate and set that.

upper lily
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Does anyone know if there is a new or updated mod for removing the hazard effect overlay?

vale iron
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I think the older one is just a texture replacement, so it might still work fine

upper lily
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Alright il be sure to check it out , heard alot of people say it didnt work but you might be right

vale iron
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If not, report back and I'll look at updating it or contacting the author

upper lily
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No worries Gumsk , Found this one wich seems to work without any problems

honest herald
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So, I've been studying tree placement with and without various mods for hours, and I am starting to be suspicious that the density adjustments are not even working as intended, and that the only functioning aspects of the mods are changing the distribution of kinds of assets or making all of the assets bigger, which gives the illusion of density, but isn't really object density. I do not see definitively more trees using any of my downloaded mods or attempts at making mods that superficially seem like they would affect the density of these objects, since they target fields with names like "FlatDensity" in places like a folder of Biome data...

Can someone please for the love of Google hand me a .pak that definitively, tremendously, massively increases tree density everywhere and thus proves that I am crazy and actually there does exist a working field for tweaking that?

odd crater
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Don't forget to increase the "Coverage" values.

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Density is not enough.

honest herald
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Well, first, just to be clear, I'm also talking about what several other mods, e.g. Ignacio's, are doing, but if you have time to humor me, THIS is what I'M trying:

var placeables = Mbin<mbin_gc.GcExternalObjectList>(ObjectListLocation);

            foreach (var placeable in placeables.Objects.DetailObjects) {
            
                var newCoverage = Minimum(placeable.QualityVariantData.Coverage * 3 / 2, 1.0);
                var newFlatDensity = Minimum(placeable.QualityVariantData.FlatDensity * 3 / 2, 1.0);
                
                placeable.QualityVariantData.Coverage = newCoverage;
                placeable.QualityVariantData.FlatDensity = newFlatDensity;
                placeable.MinScale *= 2;
                placeable.MaxScale *= 2;
                placeable.MinScaleY *= 2;
                placeable.MaxScaleY *= 2;
                
                foreach(var variation in placeable.QualityVariants) {
            
                    newCoverage = Minimum(variation.Coverage * 3 / 2, 1.0);
                    newFlatDensity = Minimum(variation.FlatDensity * 3 / 2, 1.0);
                
                    variation.Coverage = newCoverage;
                    variation.FlatDensity = newFlatDensity;
                            
                }
                
            }
            
            foreach (var placeable in placeables.Objects.DistantObjects) {
            
                var newCoverage = Minimum(placeable.QualityVariantData.Coverage * 3 / 2, 1.0);
                var newFlatDensity = Minimum(placeable.QualityVariantData.FlatDensity * 3 / 2, 1.0);
                
                placeable.QualityVariantData.Coverage = newCoverage;
                placeable.QualityVariantData.FlatDensity = newFlatDensity;
                
                placeable.QualityVariantData.Coverage = newCoverage;
                placeable.QualityVariantData.FlatDensity = newFlatDensity;
                placeable.MinScale *= 2;
                placeable.MaxScale *= 2;
                placeable.MinScaleY *= 2;
                placeable.MaxScaleY *= 2;
                
                foreach(var variation in placeable.QualityVariants) {
            
                    newCoverage = Minimum(variation.Coverage * 5 / 2, 1.0);
                    newFlatDensity = Minimum(variation.FlatDensity * 5 / 2, 1.0);
                
                    variation.Coverage = newCoverage;
                    variation.FlatDensity = newFlatDensity;
                            
                }
                
            }
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None of those adjustments take

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Example of ObjectListLocation: "METADATA/SIMULATION/SOLARSYSTEM/BIOMES/LUSH/LUSHOBJECTSFULL.MBIN"

marsh eagle
honest herald
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I've been trying to find the right one for so long ๐Ÿ˜ฆ If someone could just point me to a single lua that definitively works and produces an insane, undeniable increase in tree density, I would be so grateful.

marsh eagle
honest herald
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I have looked in AMUMSS basic scripts and also Ignacio's and I've run a few other paks

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I'll look through more of these, thanks, I had only begun to explore these, was following various other leads... Can you by chance recommend a specific file or three for this?

vale iron
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I can tell you I've got nothing, so you don't need to look in my folder

honest herald
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I DID notice immediately on glancing at AMUMSS that they have three files for plant size increase and 0 for density.

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That was sus.

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(In the basic examples, not your repo link.)

marsh eagle
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So you tried everything with spawndensitylist.mbin already ?

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DenserForests.lua

honest herald
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Oh wow

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overlooked that completely

marsh eagle
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Then this is your file definitely

honest herald
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Oh, wow. I did not try this because the fields threw me...

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"PatchSize"

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Oh wow

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Could it be that one variable?

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Thanks for the direction, will try it.

marsh eagle
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The combination of multiple changes of these values gives the best result if you want denser AND larger forests.
Fun fact: 4 years ago mods already existed that changed these values but it somehow is forgotten knowledge now seems ๐Ÿ˜„

honest herald
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lol well to be fair I started playing NMS like 3 weeks ago

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I'm late to the party.

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Oh man I think it's doing things. Lmao I have tremendously affected tree placement... lol they're all gone at my base.

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guessing my random test loop overdid patch size on other types of stuff

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Round 2

steel crypt
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I almost recommended the density list but I thought you were trying to do more specific things with the biome files.

honest herald
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Man I looked at it and just did not think that the fields sounded right

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Omg it worked

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Lol thank you @marsh eagle

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Ugh so much easier than what I was trying to do, too.

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Ahhh I love it my whole world is forest now lol

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So you're telling me the whole reason I can't find a forest planet is they didn't allow for the CoverageType to roll Total for forests?

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Man this is so awesome

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My whole valley is a forest now. ๐Ÿฅฒ

proper briar
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Yo could you make a park file for it

honest herald
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Do you want me to include the part that increases animal density?

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I haven't done all animals yet.

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But lots of lush ones are working.

proper briar
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ok thx i tried a few files a while ago but just gave up because most of them just made them all disappear entirely

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just plants tbh

honest herald
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Okay.

proper briar
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what are your specs

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is it still runnin fine

honest herald
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Yes, my game is still running fine

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I have a Ryzen 7 3800X and an MSI RTX 2080 Super Trio

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Please let me know if you have any problems with that file in isolation. I'm guessing it won't conflict unless your other mods affect METADATA/SIMULATION/SOLARSYSTEM/BIOMES/PLACEMENTVALUES/SPAWNDENSITYLIST.MBIN.

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On the subject of that file... @ all the more experienced modders... I do this:

            var spawnDensities = Mbin<mbin_gc.GcSpawnDensityList>(spawnDensityListLocation).DensityList;
            
            foreach(var spawnDensity in spawnDensities) {
            
                if (spawnDensity.Name == "FOREST") {
                
                    spawnDensity.PatchSize *= 5;
                    spawnDensity.CoverageType = CoverageTypeEnum.Total;
                    spawnDensity.RegionScale *= 2;

                } else {
                    
                    spawnDensity.PatchSize *= 5;
                    spawnDensity.PatchSize /= 3;
                
                }
                
            }
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That's fine, except I'm curious why modifying the CoverageType of virtually any other spawn density object in the spawn density list will cause the game to crash.

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I tried modifying coverage of a bunch of other things (because the glowing mushroom trees don't get affected by forest coverage), but any other CoverageType changes beyond making forests Total seems to crash NMS.

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Any ideas?

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Slash anyone know exactly which GcSpawnDensity object actually affects prevalence of glowing mushroom trees?

proper briar
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IT WORKS MY GUY

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wonderful

honest herald
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Thanks for being the first tester, haha.

small valve
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I don't suppose there's a mod that points out white grass planets, eh?

hearty wasp
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you supposed correctly

cobalt condor
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white grass planets would be hard to detect, they need a pale grass colour combined with a bright sky to blow it out to look white

vernal fiber
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from my experience they are a rare variant of blue grass planets, so you could use that to narrow down planets when scanning through systems

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the other thing you could do is install a mod that basically sets the lush chance in systems to 100%, but of course then you are not in the vanilla systems anymore

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but i feel you on this, searching for white grass planets is a hunt on its own, wish there was something out there

regal plume
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Anyone know the pet ids for abyssal horrors sand worms and sentinels for me to use in save editor?

serene goblet
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Hello experts. Is there a mod that reduces the scanning time of fauna and flora to a less painful degree? โ˜บ๏ธ

Found some on Nexus, but they are outdated.

grim sapphire
serene goblet
honest herald
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Not sure, but it's pretty recent.

honest herald
# grim sapphire Hi <#377229206351773696> , I haven't tried NMS since the week it came out origin...

In general, all the mods that work seem pretty awesome. I prefer mods that do not affect terrain shape, because I like my bases to be vanilla compatible. Mods that affect wildlife generation and colors generally all improve the game. I use Dud's Colors and my own mod for increasing forest and animal generation everywhere. If your mod makes forests grow all over lush planets, I recommend it, haha. I do not know if your linked mod changes terrain. Does not claim to do so. Fortunately, they release a version where you pick your paks, which makes it likelier you could mod in a vanilla friendly way.

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In this game, unlike many other games, a lot of mods allow smooth interaction between modded and unmodded players.

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Changes to terrain are a notable exception... if you change your terrain, your bases will probably look messed up to other people.

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I tried a terrain mod and wound up in the sky on one base and buried underground on another. And, not in the cool, "Oh, bunker base now," way, more the, "Crap, buried alive, good thing I have a terrain manipulator," way.

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Flying is unreasonably slow and barrel rolling is shameful so you will probably want a flight mod. ๐Ÿคฃ

serene goblet
honest herald
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Let me see if I can patch it for you

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Cool if I DM you?

serene goblet
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Awesome! Again... will test it a bit later. ๐Ÿ˜‡

I am a n00b in this. Can I use the .lua the same as the .pak?

leaden laurel
leaden laurel
serene goblet
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๐Ÿ˜„ Man, I need to learn how to do this.

leaden laurel
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Scripts goes into the CreatedModPAKs folder

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It is really simple, once you want to get into it DM me any time and I will help you, I am no expert, but know just enough to get by. ๐Ÿ™‚

serene goblet
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I was about to unpack some game resources the other day. Realized I need to free up HDD space first.

leaden laurel
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@serene goblet also have a look here and bookmark it, so many nice scripts (mods) in there

serene goblet
fallow meadow
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FYI, there is also NMS Modding Discord, where most awesome modders hang out

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!moddinglink

hardy auroraBOT
serene goblet
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Odds are 'Frontiers' will break everything again. Means I will need to learn somewhat. ๐Ÿ˜

leaden laurel
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@serene goblet basically download this, extract anywhere you want, but the desired script or scripts (as many as you want) in the CreatedModPAKs folder and hit BUILDMOD in the root of amumss and follow the on screen prompts.

leaden laurel
fallow meadow
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as you should!

serene goblet
leaden laurel
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@serene goblet I have a nice (or well, nice for me) mod pack I created via Amumss, has some cheatie elements in it, nothing that changes biomes though, if you want to try it.

serene goblet
serene goblet
# leaden laurel

I'll check it out. Any bad surprises in there? Like giant spiders jumping at me at load? ๐Ÿ˜

leaden laurel
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That muddy terrain fix is a keeper though, fixes the muddy terrain look that you get the first time you look at terrain. You can also unpack my pack via amumss and get the lua files you want, by putting it in the same ModScript folder.

serene goblet
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You know that your username is impossible to remember? ๐Ÿ˜‚

leaden laurel
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Nah, I like to keep creatures and terrain as vanilla as possible, as I love group play. Stuff I like the most are things like lod, terrain mods, better landing and mech stuff etc.... Cheatie in the sense of increases hyper drive range and faster refinery etc.... Still got to grind. Although there is a everything is free script in there, I must take it out, gets annoying after a while, to easy lol.

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Correction, free upgrades lol

serene goblet
leaden laurel
serene goblet
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๐Ÿ˜„

leaden laurel
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Also in Amumss, after a couple of updates some scripts stops working. All you need to do then is to go into the games vanilla exml and the lua, see what the lua changed and try to find those same type of values in the exml, HG might often change something from, rough example, SkyColor to SkyTint, then you just replace SkyColor in the lua with SkyTint and it works again.

lime mesa
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How do I find the meta data when I unpack the game?

leaden laurel
lime mesa
hearty wasp
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when you unpack the game you'll see the folder

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so unpack it first

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do it

leaden laurel
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The batch file (*.bat) basically does the following.
forfiles /s /m *.pak /c "cmd /c psarc.exe extract -y @path" pause

lime mesa
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Thx

grim sapphire
leaden laurel
grim sapphire
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like, real MP where you can see people, or where you just see someones base?

leaden laurel
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Yes

grim sapphire
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๐Ÿ˜ฎ

leaden laurel
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People often jumps into a random system I am in, I see others bases etc....

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But, in some scenarios, people are grouped together depending on their region. IE I will see most of Africa, Europe and some of UK at random, because my download location on Steam is South Africa. If I set my download location to New York USA, I would see more US people. However, this does not effect people who group up.

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IE max 4 per group, can still see random none grouped people in a system, at a max of 32 (I think it's 32)

grim sapphire
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can you group up with a friend now? like can I purposefully spawn near them?

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maybe that's what you mean by the groups though

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I def should give the game another shot.... how do these mods even work with such a MP system if the whole galaxy is shared....

regal plume
leaden laurel
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You can also use the anomaly to get to any of your friends almost instantly.

regal plume
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^^

leaden laurel
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Unfortunately the NMS videos on youtube that has to do with group play are a bit dated, by months or years, so some might not showcase the latest content, but there are plenty to showcase MP / Group Play.

regal plume
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How do i enable the xbox helmet on pc through save editing?

hearty wasp
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the ID's prolly in customisation descriptor table

regal plume
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thanks ^^

leaden laurel
regal plume
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hey so, have an issue with the compiler, does anyone know where the exe for the "mbin compiler" is located after you unzip it

steel crypt
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Thatโ€™s dealers choice. It is where you unzipped it to.

hushed bronze
regal plume
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ive looked through the folder, searched through the drives as well, "mbin compiler.exe" literally doesnt exist

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ive got Mbincompiler.sln but no exe file

steel crypt
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I thought the app would either be windows compression or 7zip or something.

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Are you downloading the latest file from GitHub

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The exe not the library.

hushed bronze
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Yes, Like jason said, what you download should be a bare standalone EXE, MbincompilerX.XX.exe
Then put it wherever you want it, and use that filepath

regal plume
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"god you are fucking special"
is the response ive gotten, yeah i downloaded the library without the exe

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thanks and sorry guys

pale stream
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Can I ask about AMUMSS here?

vale iron
pale stream
#

Why did the NMS PCBANKS thing in the AMUMSS change drastically?

#

Honestly I like the old design, simple and understandable

vale iron
#

You mean the explorer? No idea on that, sorry.

pale stream
#

Its all cool

hidden kiln
#

anyone know a good performance mod?

honest herald
#

@hidden kiln Oooooooo, uhhhh, ahhhhhhh lol

#

lmfao I feel like all the mods I've seen probably do the opposite

#

Have you already gone through general PC performance procedures?

#

Seems to be about it for current mods afaik...

hidden kiln
pale stream
#

Any good ship mods?

hidden kiln
#

oh my god, i didn't think my computer could run the game this well

#

thank you, @honest herald

vale iron
magic lava
#

Is that a BSG Viper?1

#

!!

round sinew
#

MOARRR

honest herald
#

I bought my first monster about 1.5 years ago but I remember desperately hunting frames per second for many years before that. Haha

#

Thankful I don't have to do so anymore.

hearty wasp
leaden laurel
#

A pity Gif's don't work here, had a nice on for Thanks Barry (The Flash) ๐Ÿ™‚

violet hedge
#

Is there a mod that changes the view set point for the Minotaur in fp? Itโ€™s so low compared to the actual view screen

honest herald
#

Any bored modders want to help me make a breakthrough? I've got a really cool mod half-working, but it crashes me on bubble planets (maybe elsewhere, not sure, but particularly trying to get it to stop crashing me on bubble planets). The problem is that I am trying to increase FLORACLUMP coverage to Total. That works great for some planets / objects, e.g., lushroom forests look completely amazing. But bubbles and a million other objects are ALSO classed as FLORACLUMP, and I am trying to nail down the likeliest suspects for crashing me. I am trying to decrease bubble propagation but it seems to be only half-effective. I'm suspecting maybe I have to do it in multiple places, or differently, but I'm not sure where, or how. If anyone has experience in these areas I'd love some help. The mod works insofar as I can load, leave and return to my awesome lushroom forest planet, go to a space station, teleport, warp, freighter battle... but when I get to a bubble planet, we're screwed. There has to be a way to reduce system demands of bubble planets (and other high demand weird ones) while still getting lushroom trees to Total coverage...

#

Happy to share script if anyone is willing to take a look.

#

Your lushroom planet will look amaaaziiiiing... haha

pale stream
#

Is there any particular old mod someone wants me to update?

#

Im fairly new so be patient with me

#

IF anyone wants ofc

pale stream
steel crypt
#

Day-em ๐Ÿ”ฅ

pale stream
#

?

grim sapphire
#

are there any good packs of mods? feels like thee's a wide spattering

#

or related, if I play multiplayer, how important is it that we have the same mods installed? i dont really get how NMS multiplayer is supposed to work

pale stream
#

Can I ask something else about AMUMSS?

#

I have a screenshot but I can't upload screenshots here

steel crypt
#

@smoky wing did you ever finish the night sky mod you were working on? Iโ€™m not trying to bug you. I have been busy and not keeping up with NMS. Thanks.

vale iron
vale iron
#

@pale streamUnless your LUA script is adding sections of code that should have those sections, you don't have to worry about it. AMUMSS only cares about the changes from vanilla in the current version, so it will grab the current version, make the changes you say, then make the PAK

#

If you're adding sections of code, just update the code to match the current version

pale stream
#

Its a EXML file, not LUA

#

From a OLD mod

#

Also

vale iron
#

Right, but if you're using AMUMSS, you're going to use a LUA to tell it what changes to make

pale stream
#

Hold on, let me link the video that tought me how to do this

vale iron
#

Is it using AMUMSS or just compiling the modified EXML with MBIN Compiler?

#

I'll watch the video, I have time

pale stream
vale iron
#

Use the PAK List tab in Explorer, search for the files in the search bar, like the video shows. It will highlight and check the correct PAK and MBIN files for you. You can highlight the MBIN, add it to Results, then Unpack Results

pale stream
#

Thats what I do to unpack

#

I meant I didn't know how use the new decompiler feature in the PCBANKS explorer

vale iron
#

That will unpack the MBIN, yes. If you have the disk space, I think it's a lot easier to just unpack everything and then you can just browse the file structure

pale stream
#

I use MBINCompiler.exe (file)

#

To unpack the Pak files

#

Sorry

#

I mean the Psarc.exe extract feature

#

Then I unpack using MBINCompiler.exe

vale iron
#

Let me check the video again. I don't know how to use Psarc from the command line like they do in the video; I never make mods this way.

pale stream
#

Oh

steel crypt
#

Hi Gumsk ๐Ÿค˜

vale iron
#

I never found anything on pet speed, unfortunately, only the animation speed, which probably doesn't affect actual speed

#

You know, I've always heard that there are different speeds, but have we actually timed/measured to see if it's just appearance? Like maybe some creatures have faster animations so they feel like they are going faster

magic lava
#

Is there any way to change the Ships of Moar so that only a couple are in, and dont replace every shuttle?

vale iron
#

Yeah, Winder added a whitelist feature where you can do that

magic lava
#

Sweet, ill go look at it - instructions in a read me?

vale iron
#

Looks like they are on the mod page

magic lava
#

Nice

steel crypt
vale iron
#

That's an idea I didn't think of. I always hear that the robots are the fastest, but I think like you, that it's probably all one speed

magic lava
#

You still around @vale iron ?

vale iron
#

Yarp

magic lava
#

what ship is that?

vale iron
#

Not sure, I don't recognize it

magic lava
#

me either lol

hearty wasp
#

I source most of my models on sketchfab so basically every model has a credit in the description tab

hearty wasp
hearty wasp
#

anything added will inevitably change the pool

magic lava
hearty wasp
#

yeah I'd go back and add names of the ships on the screenshots

magic lava
hearty wasp
#

but that'd violate the "lower effort" principle

magic lava
#

lol

smoky wing
smoky wing
honest herald
#

Buahahahaha I got it. I have forests of glowing mushroom trees everywhere, and I'm not crashing. Victory is mine this day!

honest herald
#

Does anyone happen to randomly know what the scorched-world leaf-tree objects are called? They're just a single burned up leaf-lookin thing big enough to be a tree. I've been looking in the gamefiles and trying to figure it out. I was leaning LARGESHIELDTREE in METADATA/SIMULATION/SOLARSYSTEM/BIOMES/SCORCHED/SCORCHEDSHIELDTREEOBJECTS.MBIN but it's not working as is, wondering if I've got the wrong ID or the wrong strat.

honest herald
#

Curious for helping others in the future.

hidden kiln
#

i just did the first one

long pine
#

Just bought the game 2 weeks ago, and already successful to make self-made mod/tweaks. Do I need re-pack .pak file & re-compile .mbin file while the game get update?

vale iron
hearty wasp
honest herald
#

Okay thanks, never done that, will Google when I'm home

#

@hearty wasp

long pine
vale iron
steel crypt
#

@vale iron For whatever it's worth, I've noticed some things about pet speed:
Different pets have different initial speeds.
There are 4 diff speeds that I can see for each creature; stop, walk-slow, walk/jog, run.
"Walk-slow" stage is just used for transition between "stop" and "walk/jog".
Therefore, my guess is the controls in the global are multipliers. of the 2 moving speeds a player can control i.e. "walk/jog" and "run".
I don't know what controls the initial/base speed of a pet. I'm guessing?? it might be the creatures speed before it is a pet.
In order to balance the settings in the global, it would need to be tested on the slowest and the fastest pet.

(You said you were interested in this @smoky wing )

honest herald
# vale iron I never found anything on pet speed, unfortunately, only the animation speed, wh...

This code definitely affects pet speed:

            var creature = Mbin<globals.GcCreatureGlobals>(
                "GCCREATUREGLOBALS.MBIN"
            );
            
            creature.RideSpeedFast *= 300;
            creature.RideSpeedSlow *= 300;
            creature.DefaultRunMoveSpeed *= 300;
            creature.DefaultTrotMoveSpeed *= 300;
            creature.DefaultWalkMoveSpeed *= 300;
            creature.DefaultSwimSpeed *= 300;
            creature.FastSwimSpeed *= 300;
            creature.MaxSpeed *= 300;
            creature.PredatorRunMoveSpeed *= 300;
            creature.PredatorTrotMoveSpeed *= 300;
            creature.PredatorWalkMoveSpeed *= 300;
            creature.PredatorSpeedMultiplier *= 300;
            creature.FishSpeedMin *= 300;
            creature.FishSpeedMax *= 300;
            creature.CreatureSpeedMultiplier *= 100;
            creature.PetAnimSpeedMax *= 300;
            creature.PetAnimSpeedBoostStrength *= 300;
#

However, it is definitely not increasing pet speed by the factor I attempted.

#

There seems to be some upper boundary elsewhere.

#

The AnimSpeed part did not seem to do much. I added it as a late test. I believe most of the effect for my land animal I keep testing is coming from RideSpeeds and MaxSpeed, but I also adjusted Defaults and Predator to be safe because it is a predator originally.

#

That's all I know for now. @vale iron @steel crypt

hearty wasp
#

MinSpeedScale/MaxSpeedScale in creaturedatatable controls movement speed I'm p sure

#

and MoveSpeedScale I think is either an overall scale or a minimum move speed for the creature

violet hedge
#

So I literally got tired of the color of my ship, trying to change it's color but I don't see what I need to change in the save editor.

vale iron
#

Nice small embed image there

heavy merlin
#

< > around URLs to avoid silly embeds

vale iron
#

Thanks

violet hedge
#

I already read through that, my editor shows blanks on all 5 of my ships, and not sure which is which

honest herald
#

@vale iron Since you can recolor ships via save data, are custom colors visible to other online players?

violet hedge
#

from what I've read, no. Fine by me though.

honest herald
violet hedge
vale iron
#

Use the save editor GUI to figure out the order of your ships. The JSON entries will be blank. You have to copy and paste the provided examples to overwrite what's there.

violet hedge
#

ok that makes sense, I knew I had to be overlooking something. It's been a morning, just went through fixing my win profile folder name after discovering it was named wrong.

merry wasp
#

@steel crypt mind give me a link to your terrain gen mod

violet hedge
#

If I understand this correctly, the ship colors are done in CMYK? If that's the case then I can just convert the hexkey for chrome silver into CMYK and it should be near to the correct color. But do correct me if I'm wrong

hearty wasp
#

colours are in RGB

#

or RGBA

#

don't think colours based on vector values are in sRGB

violet hedge
#

I see what I missed, the fourth value is simply transparency. Hmm, invisible ship if set to .00001?

hearty wasp
#

no

#

ignored

violet hedge
#

Crap, that would be hilarious. Go full xmen style

vapid cosmos
#

๐Ÿ˜‚

honest herald
#

NAILED IT COMRADES

#
            var animals = Mbin<components.GcCreatureDataTable>(
                "METADATA/SIMULATION/ECOSYSTEM/CREATUREDATATABLE.MBIN"                
            ).Table;
            
            foreach (var animal in animals) {
                foreach (var element in animal.Data) {

                    if (element is components.GcCreatureMovementData) {
                    
                        var datum = (components.GcCreatureMovementData) element;
                        
                        datum.MoveSpeedScale *= 5;
                        
                        foreach (var animation in datum.Anims) {
                            
                            animation.MinPetSpeedScale *= 5;
                            animation.MaxPetSpeedScale *= 5;
                            
                        }
                        
                    }
                    
                }
            }

Special thanks to @hearty wasp for pointing me in the right direction.

#

That does it.

hearty wasp
#

the anims speeds up with it right

#

max I tried was like 2.3 so I really couldn't tell

honest herald
#

I think so? But I am playing with a ton of variables simultaneously, so I need to start working out which things are most effective

#

I kept my mods to globals.GcCreatureGlobals in file

hearty wasp
#

I mean if it does you can just lower em proportionally

honest herald
#

About to determine how much they matter

honest herald
# hearty wasp the anims speeds up with it right

Officially, yes, the only code I actually needed is this:

var animals = Mbin<components.GcCreatureDataTable>(
                "METADATA/SIMULATION/ECOSYSTEM/CREATUREDATATABLE.MBIN"                
            ).Table;
            
            foreach (var animal in animals) {
                foreach (var element in animal.Data) {

                    if (element is components.GcCreatureMovementData) {
                    
                        var datum = (components.GcCreatureMovementData) element;                        
                        
                        foreach (var animation in datum.Anims) {
                            
                            animation.MinPetSpeedScale *= 10;
                            animation.MaxPetSpeedScale *= 10;
                            
                        }
                        
                    }
                    
                }
            }
hearty wasp
#

cool

honest herald
#

That speed is obviously insane and was just to prove it works

steel crypt
honest herald
#

Okay, more revelations on pet speed. @hearty wasp @steel crypt @vale iron

You need to use the GCCREATUREGLOBALS.MBIN in conjunction with METADATA/SIMULATION/ECOSYSTEM/CREATUREDATATABLE.MBIN in order to both increase pet speed AND make the transitional animations look good. After increasing animation.MaxPetSpeedScale, you can use creature.*Speed* fields (such as DefaultTrotMoveSpeed) to affect how and when the animal transitions from walking to trotting to running.

#

If you ONLY increase animation.MaxPetSpeedScale, your pet will walk super fast, but doesn't properly transition to a gallop.

#

This is working well for me.

                "GCCREATUREGLOBALS.MBIN"
            );
            
            creature.RideSpeedFast *= 1.8f;
            creature.RideSpeedSlow *= 1.2f;
            creature.DefaultRunMoveSpeed *= 1.8f;
            creature.DefaultTrotMoveSpeed *= 1.4f;
            creature.DefaultWalkMoveSpeed *= 1.2f;
            creature.DefaultSwimSpeed *= 1.2f;
            creature.FastSwimSpeed *= 1.8f;
            creature.MaxSpeed *= 1.8f;
            creature.PredatorRunMoveSpeed *= 1.8f;
            creature.PredatorTrotMoveSpeed *= 1.8f;
            creature.PredatorWalkMoveSpeed *= 1.8f;
            //creature.PredatorSpeedMultiplier *= 2.0f;
            //creature.FishSpeedMin *= 2.0f;
            creature.FishSpeedMax *= 1.8f;
            //creature.CreatureSpeedMultiplier *= 2.0f;
            //creature.PetAnimSpeedMax *= 2.0f;
            //creature.PetAnimSpeedBoostStrength *= 2.0f;
            
            
            var animals = Mbin<components.GcCreatureDataTable>(
                "METADATA/SIMULATION/ECOSYSTEM/CREATUREDATATABLE.MBIN"                
            ).Table;
            
            foreach (var animal in animals) {
                foreach (var element in animal.Data) {

                    if (element is components.GcCreatureMovementData) {
                    
                        var datum = (components.GcCreatureMovementData) element;
                        
                        // datum.MoveSpeedScale *= 10;
                        
                        foreach (var animation in datum.Anims) {
                            
                            animation.MaxPetSpeedScale *= 1.8f;
                            
                        }
                        
                    }
                    
                }
            }```
steel crypt
#

If you're wanting to change the speed of the creature as a pet being ridden only, then it's the ridefast and rideslow variables. I would be changing animation speeds. There is a variable in the global for the transition time.

honest herald
#

I plan to tweak it further, but it's a good starting point.

honest herald
#

Without changing MaxPetSpeedScale, changes to RideSpeed* will be limited.

#

I tried with and without.

steel crypt
#

I never tried making them go that fast lol. I had them going stupid fast though for test using only those two.

honest herald
#

When? I literally just tried using only those two 5 minutes ago and they definitely do not go "stupid fast" in comparison with uncapping MaxPetSpeedScale.

#

They go faster, but not stupid fast.

#

They go truly stupid fast if you mod MaxPetSpeedScale.

#

I mean I can literally make my animal on par with my ship.

#

That's what I mean by stupid fast.

#

It just sprints across the whole map, I can't believe game doesn't crash

steel crypt
#

Okay, I wasn't wanted them to do ship speed lol. Just a tiny bit faster for me.

honest herald
#

Totally fair. I set RideSpeedFast to be 300 times it original value and felt subjectively that it was a maybe 20% increase. MAYBE.

#

If I set MaxPetSpeedScale to be 300 times its original value, I would time travel.

#

10 times its value had an INSANE effect.

steel crypt
#

I set ridespeedslow from 0.5 to 1.0 and doubled the speed. Same scenario for ridespeedfast.

honest herald
#

No way

steel crypt
#

I did a lot of timing distances.

honest herald
#

Sorry, but I just tried that and do not believe it.

#

I would need video proof

#

I do not believe doubling those values doubles the speed

#

I am curious to time it myself.

#

Yeah, just timed it, I made a 13 second run in 10 seconds, so definitely not twice as fast.

#

No possibility my user error was that enormous.

violet hedge
#

Looks like changing the color corrupted the save. I either did too much, or chrome (color) wasnโ€™t compatible.

honest herald
#

Doubling RideSpeed does not double actual riding speed

#

Not without other adjustments

#

But yeah, if anyone wants faster pets, I've got a .pak with a pretty nice balance now. It's not too crazy, but definitely feels better to me. I may pak a few different speed levels. Feel free to DM me if interested.

steel crypt
#

The difference changes depending on the creature. On my small cow like creature a 20 sec run went to 10. On my large strider the 20 sec run went to 17.

honest herald
#

That may be true. I tested a large cat creature and it went from 13 to 10. Could be that other animals have higher default max speeds, and so doubling that RideSpeed value will get closer to (or even succeed) in doubling speed for that animal, but it 1000% does not work for all animals, whereas the MaxPetSpeedScale does.

#

From my tests that went well beyond doubling the fields, I can say 100% for certain that the limit of ride speed increase will be reached rapidly when increasing RideSpeed (times 2 looked identical to times 300 for every animal I tested), but there doesn't seem to be a limit to how much you can increase your speed with MaxPetSpeedScale.

steel crypt
#

Haha I would love to see an animal moving as fast as a ship. That might smoke my pc or at least only render the terrain with no objects.

honest herald
#

Bro I'll DM you

#

5 seconds

#

Okay 1 minute

steel crypt
#

Also on that strider, I donโ€™t think I was hitting a max speed cap on that creature causing it to not double like the small cow. I increased the ride speed settings more and it went faster. It almost seemed like the ride speed settings were multiplying the default creature speed.

honest herald
#

Try the pak I just sent you.

#

It also mods character movement, ignore that.

steel crypt
#

Not at pc right now but Iโ€™ll try it later. Thanks

honest herald
#

No worries. I think it hits a secondary speed limit eventually, but I have no idea where or what that secondary speed limit is. But the achievable speed is best described as completely batshit insane.

leaden laurel
#

Asked this in NMS modding now, but taking my chances here also. What building mod could allow me to build planks underneath landing pads, or possibly allow planks to snap to landing pads?

honest herald
#

Did you try Beyond Base Building?

#

Also... this is NMS modding?

#

Haha

leaden laurel
#

I thought of it, but that's the one that has custom parts also?

honest herald
#

Custom parts? I wasn't aware of that

leaden laurel
#

Nah, I meant like the NMS modding discord. ๐Ÿ™‚

honest herald
#

It enables you to use base parts in freighters

#

Can you link me to that? This is the only NMS modding Discord community I know.

leaden laurel
#

TBH there are so many base mods, I get confused which does what lol

honest herald
#

Would be nice to have access to a second set of brains.

#

Better Base Building among other things enables new snaps

#

Between parts that ordinarily don't snap

leaden laurel
#

Sure, I will DM you.

honest herald
#

Also allows certain stuff to be placed closer.

#

Thanks

leaden laurel
#

@honest herald sweet thanks, there is a LUA also, NICE

magic lava
#

!moddinglink

hardy auroraBOT
leaden laurel
merry wasp
#

@slate veldt but do send me the descriptions, im free this weekend ill try to even add a coffee recipe

#

also i've you got a modding idea and need help feel free to ask around

slate veldt
#

I know the sprites thing was a joke, but are you actually needing artwork for something like that?

merry wasp
#

i could use the milk sprite

#

but that would be weird no?

slate veldt
#

I can do art projects pretty decently in style of the game. Can you actually add more sprites in or do they need to replace current ones?

merry wasp
#

you can add

slate veldt
#

Ok, do you know the size of the vanilla ones?

#

Also, the filetype

merry wasp
#

again no expert on that side of thing i did use someone else artwork for on of my mods (with their permission)

#

but gimme sec

slate veldt
#

Any chance you could send me a couple image sample files (thats ok to do, right?)

#

Idk whats allowed to be shared from the game files tbh

merry wasp
#

for as far as i know

slate veldt
#

Oh ok, yeah, maybe send me the milk image as its referenced as well as idk, something similar looking

#

Maybe the descented pheromone bottles

#

Mostly as a reference for sizing, etc

merry wasp
slate veldt
#

Milk and honey should be fine

round canopy
#

okay I think i gotta ask here since the person that was helping me had to go. I'm trying to mod in a slightly increased max number in the amount of tech upgrades you can have installed. There used to be a mod for this but it's been outdated for a while. I thought i found the correct line to change this in GCGameplayGlobals.Global.Mbin, which is "MaxNumSameGroupTech" but changing this value didn't seem to do anything. I'm not sure if maybe i just did it wrong or if it's not even the correct line

#

ahhh nevermind...turns out it was a load order conflict

grim sapphire
round canopy
merry wasp
#

mod still exists

round canopy
merry wasp
#

also gusmk made a mod like that

round canopy
#

I more wanted to dive a little bit into how making mods works anyway so it was a learning experience too

merry wasp
#

you using lua?

round canopy
#

uuhh no

merry wasp
#

fyi from tech not overloaded

merry wasp
#

but you'll need to work with AMUMSS then

grim sapphire
#

I haven't installed any NMS mods but it said that

round canopy
merry wasp
#

my first starting project i made was inventory size overhaul

round canopy
grim sapphire
hearty wasp
#

yeah you can get games for free on the internet

grim sapphire
#

I mean, I already have NMS. I thought I'd try a modpack

hearty wasp
#

since even if you downgrade legit you ain't getting a server connection

#

yeah or you can just use the other ~500 mods that are up to date

#

but if you like doing hard things, more power to you for sure

round canopy
#

yeah i'm not really sure how to help there

grim sapphire
#

are tehre any up to date things in a pack that you recommend

#

or should I just install a bunch of random ones

slate veldt
#

I recommend Dud's Sky Colors and probably ArghWater. Those are both good vanilla+ experiences that are both up to date.

hushed bronze
#

Arghwater is amazing but it runs into trouble with certain PC setups and graphics overrides sometimes. But if it works, it works, it's not a back-and-forth mod

grim sapphire
slate veldt
grim sapphire
#

alright, I'll give it a shot

#

thanks for the feedback

#

Modded Minecraft is buggy AF but it makes vanilla MC seem like a game for toddlers

hushed bronze
#

But usually minecraft mods (at least for new players of MC) is done by server admins, server-side, and management and testing of those mods is done by experts who are familiar with MC's inner working

#

they arent typically just thrown together by some first-timer

grim sapphire
#

i guess that implies NMS isnt?

twilit smelt
hushed bronze
#

Rebuild entire base 1 foot higher lol

twilit smelt
hushed bronze
#

Actually that wouldn't even be hard to do instantly if you crack open the ol save editor, find your base's base computer coords, and nudge it up a little

twilit smelt
#

yes, i had thought about trying to accomplish that one of these days

hushed bronze
#

Whole base is built from the computer as the reference point, so move the computer, move the whole base

twilit smelt
#

i was prepared to have to add a couple bumps to the z value of each part, so you may have convinced me to do this sooner than later

hushed bronze
#

The coords of the computer are oriented relative to the planet, not the ground, though, so it can be a bit of guess-and-check to figure out which way is actually "up" but its still simple ultimately

#

Just drop the original coordinates into a notepad so you can copy it back later if it gets troublesome

twilit smelt
hushed bronze
#

IIRC the base core is called "BASE_FLAG"? Sanity checks welcome if anyone remembers more clearly than me

slate veldt
# grim sapphire alright, I'll give it a shot

Since it's been mentioned a bit more, Dud's Sky Colors includes a water mod as well, so you can actually hold off on ArghWater for the time being.
I recall you mentioned the Redmas Fantasy mod, but since that mod is being overhauled, I'd hold off on pursing that for now until the updated version is released. We're likely getting another major update before that happens, so there will still be new stuff to mess with in the meantime.

hushed bronze
#

Actually DUD's is colors, Argh is shaders, they're compatible

#

DUD's globals component is overridden by Argh's shaders

slate veldt
#

Ah, ok. I just removed the water changes in DSC to avoid the issue altogether but the water looked fine in DSC too

hushed bronze
#

That said if you're wiping out the secondary effects with Arghwater, I personally like my own "Exosolar's Abyss" more (1,000 colors) ๐Ÿ™‚

steel crypt
#

@hushed bronze Just FYI, I have a water color mod and a water effects mod currently. The water effects mod and Arghwater do not play well together. It will work but the water is going to be moving really fast. I personally use Arghwater and not my water effects mod.

smoky wing
#

@twilit smelt Heh, sorry for drowning your piers. ๐Ÿ˜Š The water surface in vanilla is actually being rendered too low, and fixing that unfortunately causes these kinds of issues.

grim sapphire
round canopy
#

the mod author for the Fantasy mod you linked is Redmas

hushed bronze
#

@grim sapphire Redmas is the author behind the entire "Fantasy" series of mods. Sometimes he has some contributions from friends in the mix

grim sapphire
#

Ahh

vital ore
#

sorry if this is a dumb question but would the Argh water effects mod cause a performance dip? Trying to decide if i should try it or not.

vital ore
#

ended up trying it out and damn, not only does the water look nice, you don't hover/float over it like with the default water

round canopy
#

it MIGHT but it'd likely be negligable

slate veldt
vital ore
round canopy
#

yeah

merry wasp
lunar dew
merry wasp
#

it shouldn't

#

been using that thign for ages

#

it could stop working after update

#

just disable it and your game should work fine

lunar dew
#

alright ill try it, thank you

merry wasp
#

np

merry wasp
#

@slate veldt my tempalte work is done rn ๐Ÿ˜„

hearty wasp
slate veldt
merry wasp
#

idk

#

like i said not my forte ๐Ÿ˜„

slate veldt
merry wasp
#

thx

slate veldt
#

@merry wasp I can try making another test sprite that strictly changes the dds.
The previous one I sent was exported as dds after i modified it, so that might be why amumss doesnt like it

merry wasp
slate veldt
#

weird weird weird

merry wasp
#

currently making my lua noob friendly

#

๐Ÿ˜„

slate veldt
#

well, im gonna run an errand and ill come back and try messing with the other image you sent to make a beverage or something, idk lol

slate veldt
merry wasp
#

ill add it

#

i hope i didnt make typos when changing my lua ๐Ÿ˜„

slate veldt
#

nice!

merry wasp
slate veldt
#

now just gotta figure out the sprite issue

merry wasp
#

its an Asmuss issue

#

i think

steel crypt
#

I have no idea what the dds issues y'all are dealing with is about but I know sometimes .DDS vs .dds can make a difference with some programs. Don't know if that's relevant.

slate veldt
#

That's good to know.
I'll see if I can force paint.net to save it as DDS instead of dds
trying to change it manually didn't work for whatever reason

steel crypt
#

You using windows? You should be able to change it in the file explorer if you have the explorer set to show extensions and don't have a weird file permission set.

#

If you can't, upload it here and I'll change it.

#

@slate veldt I have a little experience with textures in NMS. If I can help, just lemme know.

slate veldt
#

yeah, its actually showing as DDS in file explorer now, so idk

steel crypt
#

What issue are you having?

slate veldt
#

i think @merry wasp said they couldnt get a known good DDS to work correctly either, so it might actually be an amumss issue

merry wasp
#

sec

slate veldt
#

or whatever the tool is called (amumss, asmuss?)

merry wasp
#

Asmsuss was workign correctly

steel crypt
#

The game might be loading it but it's not the right format.

#

Is the file the same exact file size as the original unmodded one?

#

You modded milk to make it right?

slate veldt
#

its slightly smaller file size, but same pixel size

steel crypt
#

That's an issue.

slate veldt
#

i used MILK as a template to modify, then saved as a new DDS

steel crypt
#

If it is the right format then it will be exactly the same file size if the pixel count is same.

slate veldt
#

ah i see

steel crypt
#

Can you post the original milk file for me?

slate veldt
#

its up above

merry wasp
steel crypt
#

Lemme look at this real quick

merry wasp
slate veldt
#

Yeah, so paint.net's compression methods are all different it seems from whatever HG used, so ican't get it to be the same file size

merry wasp
#

could be an issue on my end too

#

running quite a few mod but it's loaded last but you never know i guess

steel crypt
#

See if one of these work. try GGG first.

#

Sorry scratch that.

#

haha try those 2 . try GGG first.

slate veldt
#

I also have an 85.5kb version

steel crypt
#

There are diff formats that will make that same size. Also there are options in each format.

#

If the size is small enough it can sometimes be a lil diff size too if using mipmaps especially.

merry wasp
#

GGG aint working

#

wouldn't be surprised if it was on my end tbh

#

XD

#

so feel free to try that pak

steel crypt
#

stupid question, but you renamed it to "PRODUCT.MILK.DDS" before trying it correct?

#

Or no, you are using a custom named file right?

merry wasp
#

oh i just point to a file

steel crypt
#

right okay

merry wasp
#

should do the job

#

works on my other mod

#

so could be just a mod conflict

#

ain't merging rn

steel crypt
#

yeah was just making sure the pointer and the file name were the same.

merry wasp
#

should be

steel crypt
#

DDS

slate veldt
#

.dds vs DDS

merry wasp
#

your file is in lowercase tho

slate veldt
#

maybe the code needs to be uppercase?

merry wasp
steel crypt
#

you grabbed them before i reposted after i fixed it.

#

they need to be DDS

merry wasp
#

alrighty then

steel crypt
#

I fixed it above with repost sorry

merry wasp
#

good thing its a small script tbh

#

XD

#

if it were my craftable upgrades mods mod i'd be waiting 5min each time i recompile the damned script

#

well that works

steel crypt
#

GGG?

merry wasp
#

yeah HHH is blue

#

๐Ÿ˜„

slate veldt
steel crypt
#

Okay, one sec i'll tell you the format stuff. youre using pain.net right?

slate veldt
#

yes

#

that one above is with mipmaps

steel crypt
#

Okay, I can tell you that NMS uses diff format stuff and format options for things. This might work for some NMS files but not others.
GGG version should be (if I didn't get mixed up...lol) :

#

after you choose the name you will see a "save configuration" window. get there

slate veldt
#

this is what i used above

steel crypt
#

BC3 (Linear, DTX5)
generate mipmaps checked (on/yes)
I use Super Sampling (but that's not critical)

hearty wasp
#

Why do you need mipmaps for icons

steel crypt
#

I don't know if they are used or not, but NMS's DDS has them

hearty wasp
#

Does it just not work without it with the codec lol

steel crypt
#

my guess would be that they might not be used? but just trying to follow the NMS format as close as possible to avoid that issue if it is one.

merry wasp
#

ill give it a spin

steel crypt
#

Hell, you know more about if NMS is doing any kind of LOD shite with 'em. @hearty wasp You're the texture dude ๐Ÿ™‚

merry wasp
#

woop

steel crypt
#

๐Ÿฅณ

slate veldt
#

ima ping gleam now i think

merry wasp
#

alrighty

slate veldt
merry wasp
#

will post the lua so anyone can add new recipe's

hearty wasp
#

But textures are BC7 or BC3

slate veldt
#

if i could, i would have used krita, but it doesnt open DDS

hearty wasp
#

Icons mostly BC7 iirc

steel crypt
#

They can also be volume maps

slate veldt
#

so was the mip maps setting the only thing holding this up?

steel crypt
#

aka 3D

#

No the format was the issue

#

You were using BC7 sRGB

slate veldt
#

Should it have been BC7 linear?

steel crypt
#

No.

slate veldt
#

or am i still going with BC3

steel crypt
#

BC3 (Linear, DTX5)
generate mipmaps checked (on/yes)
I use Super Sampling (but that's not critical)

#

It seems to me that there was originally some BC1 stuff which I think is all gone now? And now as Winder said, there is BC7 stuff (which is the newer files) and BC3. There are also some textures used for 3D LUTs that are a weird BC3 volume array texture. I don't think anyone has fully figured out the ground textures yet?

merry wasp
#

Anyhow @slate veldt here's the lua, if you have any questions feel free, still waiting for new food descr, but that will be a different lua

slate veldt
#

Good to know!
Well...guess I'll work on a couple more sprites for beverages this weekend, time willing

steel crypt
#

Jolt Cola

merry wasp
#

๐Ÿ˜„

#

just an fyi each new food = new lua

slate veldt
steel crypt
#

yes

#

I guess you are obligated to make a "Gek Milk Bar" now.

merry wasp
#

haha

#

geknipmilkbar

steel crypt
#

well it would stank for sure

merry wasp
#

some coked up geks buzzing around

#

anyway that took longer then expected

#

but hey it works now

slate veldt
#

seriously though, the look is uncanny

merry wasp
#

Pffffffrt can

slate veldt
#

art department definitely had some inspiration there

#

need to make some grahberry soda

steel crypt
#

Weird cuz I never seen that before. I'm used to the early 90's glass bottle.

merry wasp
#

mod-builder is handy af to look up stuff

steel crypt
#

that was a direct rip lol. coder had a can on desk. there is no way that's coincidence.

slate veldt
#

Ok, so i have some easier parameters to work within at least.
256x256 size, and need to use the paint.net settings above

slate veldt
#

which is more likely to be the case, since Jolt is somewhat obscure imo

merry wasp
#

anyhow if you got questions bout the script lemme know roar

steel crypt
#

I'm old, I don't know of these things lol...I only remember drinking the hell outta the original Jolt. Was in a Coke type glass bottle. "All the sugar, twice the caffine"

slate veldt
#

for sure. gonna try out the pak later too

slate veldt
steel crypt
#

In about '88/'89 there was this lil store in the Galleria (big mall) that sold Jolt. Would get Jolt and drink a few and then throw stink bombs into the glass elevator and film people with a rather large VHS camcorder in the elevator holding their noses.
Later dudes, be back in a while. Gotta hang with daughter ๐Ÿ™‚

viral badger
slate veldt
#

Sorry, it stemmed from a discussion on the in-game artwork.

Meanwhile, main chat gets this: #no-mans-sky message

viral badger
#

No worries.

Can't be on at all times, thanks for pointing it out ๐Ÿ‘

hushed bronze
hearty wasp
#

I'm p sure that's not true since I moved the base computer for my Tatooine base without moving the entire base

#

bases are just entries under PersistentPlayerBases and location data should just look like this

#

or this, to be more appropriate

#

the computer's just an object under the base at near 0,0,0

slate veldt
merry wasp
#

no

#

that was old one

#

you can use the lua is you have ASMUSS

#

or ill generate it for yo

#

there you go @slate veldt

#

recipe should be

slate veldt
#

Many thanks! I still don't have amumss so that helps a bunch

merry wasp
#

you should ๐Ÿ™‚

#

also for the alterante descriptions mod

slate veldt
#

I recall having an issue with it last time i just can't remember why

merry wasp
#

will work on that tomorrow

#

the fck did i jsut type

#

brain was flipping

#

anyway

merry wasp
#

btw for those new food description how many languages are you guys thinking of supporting?

slate veldt
#

Ooh had not even thought of that lol.
Dangggg

#

Well, gg lol

merry wasp
#

well it ain't that much of a diff as i think most languages would be i think english/french/dutch maybe?

#

german too i guess

honest herald
#

Remind me never to make a mod with lots of text.

merry wasp
#

well you could also just say fck it

#

english only

honest herald
#

๐Ÿ˜‚ jk, I respect the commitment

merry wasp
#

if its new added/new text its easy

#

changing is a bit more work i guess

#

but only a tiny bit

honest herald
#

Haha tiny is relative of course

merry wasp
#

this is text i added

#
  • commands/code to add it into game
#

so new text

#

not much work

#

modifying multiple languages might be a other story

#

but will test that tomorrow

#

๐Ÿ˜„

#

could be i just have to change that ADD to Replace gotta look at the lua files examples

honest herald
#

So this mod only adds a single item?

#

I was not sure how many lines of text would need to be translated in how many places.... Late to the party lol

merry wasp
#

C->S class freighter mods

honest herald
#

Ohhhhhhh so you reuse the desc for a range of items?

merry wasp
#

well yeah

honest herald
#

Wise, translation time otherwise would have been pain lol

merry wasp
#

it's easier to update

honest herald
#

Absolutely

merry wasp
#

basically this

honest herald
#

I don't know the context sorry for eavesdropping badly lol

merry wasp
#

np

#

added custom food item for roar

#

template lua is up here

#

feel free to use it ๐Ÿ™‚

honest herald
#

Sorry, roar?

merry wasp
#

roarinflames

honest herald
#

Ohhhhh

#

Got it

merry wasp
#

won't ping him now

#

for the lua if you're interested to take a look

honest herald
#

Thanks. I'm reluctant about adding entirely new items that wouldn't be understandable to the game without the mod on

merry wasp
#

meh

#

if mod is disbale it become soemthing like "old tech"

#

game has a fallback for it

#

at least for tech at least

honest herald
#

Oh really?

#

Well that's less bad

merry wasp
#

haven't tested for products tbh

#

should check

honest herald
#

Some games just spit out gibberish

#

question marks or whatever

merry wasp
#

oh

honest herald
#

Kinda hate that

merry wasp
#

yeah i get ya

#

but that only happens when it breaks

honest herald
#

Fair fair

merry wasp
#

so if the mod works properly you won't notice

#

for this mod i had to make custom freighter mods to get around an issue

#

anyhow

honest herald
#

Craftable custom freighter upgrades? What do the upgrades do?

merry wasp
#

act like normal upgrades

#

you can just craft em

#

instead of only able to buy them

honest herald
#

Oh

#

Cool

merry wasp
#

anyway i'm off

#

if you got modding question there is a modding discord

#

!moddinglink

hardy auroraBOT
honest herald
#

Thanks! Peace man.

vocal python
#

start wars

magic lava
#

Amazing

merry wasp
weak furnace
#

Thanks again. Gonna check this out

lime mesa
#

hey guys i have a question.. does anybody have problems with the euclid ea mod from sean, i dont know its the game or the mod?

merry wasp
lime mesa
merry wasp
#

!moddinglink

hardy auroraBOT
merry wasp
#

try asking there

lime mesa
#

thx

merry wasp
#

mod author of euclid EA is more active there

vale iron
#

Gepic would conflict with euclea

lime mesa
#

thx for ur help, can u say me where i ask about grafix settings

lime mesa
vale iron
#

Name euclea later in the alphabet and it should work fine with gepic then

lime mesa
vale iron
#

Yeah that should fix it

lime mesa
vale iron
lime mesa
hearty wasp
#

anyway just fucking use AMUMSS

lime mesa
hearty wasp
#

search on Nexus for AMUMSS then

lime mesa
#

yes i do it

lime mesa
hearty wasp
#

if you can move a file to a folder and double click you can do it

#

just read the instructions

vale iron
hearty wasp
#

ah

#

yeah just use amumss

hardy auroraBOT
#

@formal bridge Message auto-deleted

hushed bronze
#

Fellas gettin auto deleted like its goin outta style

hearty wasp
#

prolly just links

twilit smelt
wise tusk
#

Hey guys, do you know if there's any mod out there that lessens the quantity of stars in space that appear after the Prisms update? And getting back the old black, plain texture for the hangar at space stations? I really dislike those changes ๐Ÿ˜…

steel crypt
#

There are no more or less stars after the Prisms update. The stars are brighter if thatโ€™s what you mean? Iโ€™m not aware of any mod/mods that do these things.

wise tusk
#

DRAMATIC STARFIELDS
The variety, quality and number of stars in the sky has been significantly increased โ€“ a dazzling reminder of the vastness of the universe.

#

copied from the Prisms update page ๐Ÿ˜›

#

so yeah I wish I could get the old, clean, space. It reminded me to those classic sci-fi book covers in which space was just a colored nebula, with only a few stars glowing

#

I've never modded before but I'm thinking on learning just to reverse those two things haha ๐Ÿ˜†

steel crypt
#

That might be in the notes, but Iโ€™m looking at the code. You are dealing with shaders at that point. Not an easy thing to mod in NMS.

wise tusk
#

So you're telling me there's a chance

#

๐Ÿ˜† ๐Ÿ˜† ๐Ÿ˜† ๐Ÿ˜†

#

Now I think I understand why are there so few texture mods

#

Like for example, no one has created yet a mod that changes all the textures with a .png from Shrek ๐Ÿคจ

#

That should be mandatory

hearty wasp
#

was my reference for Intelligence Enhancer

#

actually

#

it should still work

#

and I have the pak

wise tusk
#

hol' up, I just searched for your mod, are you the guy who made the Sean Murray mod?

hearty wasp
#

ye

wise tusk
#

you absolute madman, kudos to you

hearty wasp
#

see if it uploads

#

there we go

#

harambe

#

have fun

wise tusk
#

every dick out for harambe procedural

#

man old memes are old haha

hearty wasp
#

p sure the original mod page on nmsmods no longer exists either

#

so this maybe the only copy left

wise tusk
#

ah, a relic from ancient times

hearty wasp
#

oh wait it's still here

#

p sure the majority of the textures will still work

#

but some icons may not since the compression may have changed

#

but yeah a lot more meme mods back in the early days

wise tusk
#

I'll check this out. And I'll try and find if I'm able to get the old flooring on space stations.

honest herald
#

Asked this on the modding Discord, but just in case someone lurks here and not there:

I have a two-part question about camera stuff. (A) Has anyone here noticed that you cannot look up when standing in shallow water? (B) Have you found the field setting that causes that?

Known: It's NOT CharacterUnderwaterCam => VertRotationMin (or Max) because (A) I already change those values to +/- 89, (B) that camera takes effect after you are literally under the water. When floating or standing in the shoreline water, a different camera limitation takes over that prevents you from looking up.

#

Haha, thanks for throwing my pic in "the Louvre", that's fun. @magic lava

magic lava
#

๐Ÿ˜„

#

Got 5 hearts, nice

honest herald
#

Gracias. ๐Ÿ™‚

magic lava
#

I'm playing later on I hope - if you are still looking for people to test the mod

honest herald
#

Sure!

hearty wasp
#

so your best bet is to get a previous version and transplant the old textures/mats into the new one

#

I know this because my custom roads use em because I liked the old black glass look

#

and now they're just... weird metal

wise tusk
#

yeah, that's what I had in mind. I mean that would be what I'd do for modding Skyrim, which tools I know well, but with NMS I need to start from scratch ๐Ÿ˜…

#

I'll find a way, regardless

merry wasp
#

damn forgot to clean some code up

#

that should be it

hushed bronze
#

I am effectively "retired" as a modder for No Man's Sky. If anyone wishes to assist with continued updates to any of my posted mods, here are your options:

  1. Contact me on discord at Exosolar#5120 and I can give you permissions to make changes and uploads to my existing mod pages.
  2. Just use what I've done to make your own new mods, which can be based loosely on mine or practically identical. You may contact me on Discord (Exosolar#5120) if you would like some help understanding what was done and why in the original mod.
magic lava
#

why for

hushed bronze
#

No particular reason, but I haven't actively done any modding in at least a year. Declaring it properly just makes sense

#

I started working on an updated sky mod a while back that utilizes the enhancements made in Prisms, but I didn't finish it, and probably never will

magic lava
#

Shame tbh

hearty wasp
mellow zephyr
#

How do terrain gen mods play with multiplayer?

regal plume
#

anyone have the data for sandworm pets

#

i can do 2 of 3, you want a quad?