#nms-modding
1 messages · Page 218 of 1
Well im guessing it isn’t too helpful then because I started the world when frontiers was relewssed
And i tried this, Ill try and go fully offline to make sure but it didn’t really work for me beforehand
One thing that could work as well is to open the save in a save editor and save it again there to try to correct any problems with it. It's a longshot though
People keep talking about save editor but i can’t get it to work. As he said about the save file type changing in the frontiers update, im pretty sure save editor doesn’t work anymore
Atleast for this version
Both save editors are updated for Frontiers
Send me the link, I couldn’t find a updated one
I don't know if I'm allowed to share the links, but you can google 'github Goatfungus' or 'github NomNom' to find them. I think NomNom is more recently updated
Links are in the pins:
<#nms-modding message>
Thanks 👍
Are you on Steam?
Yessir
I might be able to have a look at least
I won't worry about sharing those links in the future then 🙂
I have school in a few but i think i have atleast a little time from now and then
If not i’ll wait until after :(
It seems to be a really odd issue. Looking at the blacked out save, it appears to have been saved Sept 13th, so no idea how it could be outdated
I'll send you a friend request. Then you can message me when you have some time to have a look and hopefully fix the issue
Yeah. So what i noticed is there was a patch that day, a very small update, and it let me play it then, but after i logged of and decided to go back on about an hour later it said it was outdated
So that’s why i assumed it was a corruption issue
Yes, something must have messed it up a bit, but may be able to rescue it, depending on how bad it is
It hopefully isn't too bad.
Im can mess around for about 20-30 minutes,
before i have to go
Any flat planet mods.
Do you mean Flat Earther flat, or no mountains flat?
No mountains 🤣
Thank the small gods 🙂 I have a mod I made a while back I can compile again if you want to try it
Just flat fields, peaceful and relaxing
It feels weird, being on a billiard ball
Can't seem to find anything on the net 😫
Nah, I just did it for testing purposes
Or a terrain editing mod? Are those available or not?
There are terrain mods, but not that make things flat, that I know of
I'll try to find the mod I made and upload an updated version
A flat desert sounds cool, to be honest, if you mind me asking, is it a complicated process to make mods regarding biomes and terrain?
Very much, yes, so much that I don't do it. But flat happens to be a very easy mod, so I made one for that. I respect the biome and terrain modders a lot!
Interesting! Anywhere I could be guided to a tutorial whatsoever? Links perhaps or videos?
There are tutorials for modding in general, but I don't think anything exists specifically for modifying biomes or terrain. Check the pins in...
!moddinglink
Merci @vale iron! If you do happen to release the flat mod, I will be surely trying it out!
You can try this. It used to make planets as flat as billiard balls, but not sure it still works.
I'll give it a try!
I feel like this is the best place to post this:
In recent news LittleBigPlanet's servers were shutdown yesterday without notice, being one of my childhood favourites and wanting to go back to it this year this has been really sad. Some people in the community are trying to code and run their own private servers.
Eventually No Man's Sky will also shutdown it's servers - I was wondering if anyone knows of any attempt to create private servers?
I would love to jump on a play No Man's Sky with a friend in the distant future long after support for the game has ended.
It's also kind of annoying that to play online on the GoG version you need GoG galaxy too. Wondering if this could be a work around too,
honestly idk if the mods i installed are working do they need to be unzipe im kinda dumb
Yes, they need to be unzipped. You need PAK files in the PCBANKS\MODS folder and you need to delete DISABLEMODS.txt
so thats the problem ok
If you don't get a red warning message on load, you messed something up
hmm well im not getting it
no
godspeed
read this https://nomanssky.fandom.com/wiki/Mods
follow it to the word
Damn lol you'd think, everything else seems workable, how'd they hide that? 😄 lol
ty for the reply
YES IT WORKED
@vale iron sorry to bug you, I just updated GBase via Vortex, and it's made an entirely new entry. Lookin on the site, you've put all version in one... so if I just install via Vortex I'm going to have a mess??
sigh... but this is why Vortex LOL
vortex don't handle our way of modding properly
especially when you take AMUMSS into account
just drag the file into the folder
godspeed
I can only pretend to understand, I guess something changed? Well whatever I guess, just a PITA. I have literally never opened the NMS folders and was quite happy to keep it that way
It's also a PITA to manage 10 different files for one mod ;)
I can get that LOL
always been like this
even before NMS mods are hosted on Nexus
Ah ok, just folks like Gumsk were willing before to break it up and keep multiple versions open, but that's a modder-by-modder choice then. I've only ever used Exo's base and this one now, just all seemed very clean and easy how it was
Yeah it was just a decision that I didn't want to update them all individually anymore
I'll maybe keep Vortex for update notices then, if I gotta be manual, I might scrap the app just cuz LOL
Definitely most or all modders do everything manually so I'm biased toward that
Can always just check the site, I have to click the button to do it anyways LOL
"Premium feature" I assume auto-updates are lol
Someone was posting last week about something like fomod installing or something like that to let people choose a file in vortex, but I don't know anything about it
Something I have to figure out and include apparently
idk about fomods
yeah I just did a search and def not user side 😄 lol
since the whole NMS system requires it, it may be better for us to make a program-wide thing
I presume it's basically an index telling Nexus what folder to actually use per options specified
I'll look into it over Chuseok break
what that
Korean Thanksgiving
Yeah
we have like, one day off
It's amazing how many of the same things all different cultures do LOL

Oh we get three, though that screws up the end of the semester
I use Vortex, some modders will use I think FOMOD which lets you pick the one you want in Vortex if there are choices. Otherwise just install using vortex then go into the mods folder and delete the choices you don't want. Vortex does not seem to mind this and will still update and track future changes.
@dawn haven if you got time try to recompile and post this
really want to know why your compile doesn't work
np
will take a look might have forgotten something on the AMUMSS installation
@dawn haven check if path is good
so there is a channel for cheating in the official nms discord :S
cheating?
what cheating
modding is not cheating
people confuse this a lot due to GTA5 these days
Weird ppl around sometimes 😄
_<
its kind of cheating? As you have an advantage other player can't have
to each their own but i like my QoL mods
and personal edits on gameplay
Not at all.. and anyway there is no such a think than cheats in whole game.. lol 😄 Everything is allowed by devs.. Even "real cheats" with save edits to your multi tool to add damage one shot everything.. 😄
first game i've seen that encourages modding.. cool :>>
So if devs allows those.. they can't be considered as cheats.. but ye.. modding is far away from that usually, lol 😄
I make my mining laser one hit kill walkers
just found it weird at first

skyrim, oblivion, fallout, the witcher,...
mods about QoL, better rendering and performance, better graphics and water shaders etc.. a lot of mods out there that not affect the core game play at all..
just saying
haven't played any of those lol
can i use mods in the online play?
yes u can 🙂
btw you got .net5 installed? last thing i think it might be the issue
what's that? 🙂 so i think so that no..
my friends just explored a dupe glitch/ bug will this be fixed in multiplayer?
nah the dupe glitch is because of MP
need to go for a while now.. I'm checking this out later on 👍
i think the MP is a bit "dirty" implemented
just google .net5 microsoft
well NMS was a SP game
people whined for MP
well coop i think
ah.. I trust for you 🙂 anyways.. laters for now 👋
same thing
aight if that doesn't work ask on the modding discord btw
are there some QoL Mods that i should have?
Any black space mods?
amm i need help with seeds in the save editor
how do i use them and where i find ship seeds
Does this need to be installed for most mods to work? Decided to try modding NMS for the first time, and I crash when I try to create a new save file with literally any of my mods installed.
you need this to run AMUMSS
Yeah, that's what I figured. I only grabbed a few, most being aesthetic mods, in an attempt to get around the fact we just had a huge update, but it looks like they are outdated too.
Make sure you sort by last updated on Nexus mods
try this
should still work
these work also
and they are quickly noticeable changes
Dope. I'm about to teach. I'll give those a try later and see. Thanks, mate.
You may find seeds at these two locations;
https://www.nmseeds.club/Seeds/Search/ship
https://www.reddit.com/r/NMSCoordinateExchange/new/
You will find the editors here;
https://github.com/goatfungus/NMSSaveEditor
and here;
https://www.nexusmods.com/nomanssky/mods/1566
Figured it out already
Just hated the skin I got for the exception ship
Wasn't aware that the Normandy is it's own class of friguets
ofc the badass class
No
Has anyone run into this issue? The ONE TIME I don't back up my save, like a DUMBASS, it says it's incompatible 😭
!moddinglink @undone grotto
Oh I forgot I was in there
can anyone look at a script for me real quick and leme know whats wrong with it, windows key tabbing out works but alt tab doesn't anymore I've tried refreshing AHK
nvm fixed it
Hi everyone, are there any Halo mods? Also are they updated yet for frontiers or they just waiting until everything is patched to have stable mods?
its nice not having to wait for the stuff to grow for a living ship
I'm glad someone updated the mod so I didn't have to help people with one-off updates
Hi?
What do you need to do?
Welp... Long story. I wasted a hell lot of time, literal hours and nights trying to find last mineral on my planet, last step before surveying it completely. I gave up.
But couldn't find any way to know it's location/area via editor, or even just simply mark it as scanned. Is it possible to do so?
Like, make that mineral appear in my scanned stuff menu
There is no fixed location, so you can't use the editor to mark where it is or anything like that, but you might be able to step the quest forward, telling it that you found all of them.
Of course, but maybe I can know area where it should spawn, like underground or surface?
Welp, it is not a quest... Just my personal goal
The process would be: set the quest active in the game, save, exit, open save editor, go to JSON editor, search for CurrentMissionID, use that value to search in MissionProgress, edit the Progress of that mission up by one
Oh, I see
I don't think there's anything like that for minerals
Oh gosh... Welp, thanks for help...
Sorry I couldn't be more
Mate, I literally wasted hours, and cause I am perfectionist, and that is my home planet, where I live, I want to research it fully
And only this fukn last mineral bugs me out
You might be able to step the discovery up by one if you just want to have the display show completed
let me look a little
I honestly have feeling that counter is bugged or something. I have no water, only surface and underground areas...
That is fine
What exactly do you mean?
You sure there is no way to, just, mark this mineral as "surveyed" or smthing?
That's what I'm looking for
Unfortunately, it looks pretty complicated 😦
Yeah, I'm not thinking there is a quick way to do that, sorry
Welp, thanks for trying!
Guess I'll turn crazy looking for that mineral, ahah
do mods work in multiplayer or is it an offline only kind of thing
There will be 4 areas for a rock. Land that is "grass covered", land that is bare rocky type, underwater, cave. The diff areas can have diff rocks. (Sorry if I'm telling you something you know)
check the pins 🙂
ah thanks
That's not going to be easy, if possible. That's getting into proc gen choice. Discoveries etc. I have no idea how you would do that if possible.
Lads holla
got a question - is there any way ot move coordinates of certain buildings spawned on planet?
like tradeoutpost or archive
not unless you change everything else
Is there a mod that gives a possibility to swim down in VR? I don't understand how anybody can even play NMS in VR without the ability to control swimming
You swim the direction your controller is pointing, don't you?
Unless they broke it


caption of the day?
@cobalt condor that only works with world relative controls
@modest mulch turn on world relative controls then you can go underwater and all that good stuff
3.3.b1 BABEEEEE
- Updated with MBINCompiler 3.65.0pre1
- Beta version means the update is functional but not yet complete, including:
- Various object snapping not yet updated, which results in loss of snapping ability and all snapgroups appearing on the object
https://www.nexusmods.com/nomanssky/mods/367
just realised there are new community items so have to update Consumerism too
https://www.nexusmods.com/nomanssky/mods/2062
So, just got back to NMS, reinstalled it fresh. Began grabbing a few mods and suddenly realized Exosolar's gone and gotten himself dead. Every time I try to come back to enjoy No Man's Sky, I find myself questioning more and more whether it's even worth trying to play with mods because the devs keep shoving more updates on the game and then I wind up losing all my progress, again.
I understand why they release updates and the kind of life those bring to the game (and fun they bring to the player!) but at the same time, it's so frustrating.
So... devs for caring and expanding the game makes you like that?
Modding always has a hidden contract that it can go wrong, even when the mod itself is very properly made
I know, I know. It's good for the game, the company, and the players to get more updates.
At the same time, it's personally both gratifying to get more content....and infuriating since I lose all I've built.
I hate vanilla NMS
The warning that comes when you're launching modded NMS game is a reminder of that. I know what you mean, I got very, very frustrated with Scrap Mechanic survival mode, that ruined the creative mode that was the reason I got the game. The market is already full of survivals
Equivalent exchange
I know, I'm just, in this moment, seeing red.
Yeah, same for me with TES 4 or 5. But modded, boy
Well, maybe give NMS a break, wait until bugs are fixed, until modders have some stability on patches to release their mods
I literally just got back. I hadn't even finished modding it out again yet.
So far I'm almost only vanilla, just got a mod for better quicksilver earning, but if you want to play MP regardless sometimes
ouch
Then I found out Exosolar's dead and half his mods don't even work with each other.
and I got my first freighter the night before frontiers, had to wait two days or so to use them
erhm, literally dead or just on a break from NMS modding forever?
He/she's still a person with family and friends tho
Would be one less person dead
that matters a lot
anyhow
one way or another, you'll have to accept a less modded NMS, for now at least, and maybe forever

Anyone know if the glass mods like Exosolar's Glass Fix work ok with the latest version of the game?
Glass was totally reworked and then un-reworked lol
@manic yachtbut maybe try Windrex?
is there a "savegame browser" mod out there? 🙂 I don't want to write/modify anything (I'm new and I want to experience the game as it is supposed to be experienced) BUT I'd really like an "assets browser" so I can check my ships, modules on them, inventory maybe, etc etc...
There are 2 Save Editors out there. Check the pins, there should be one about modding & save editing that has links
thanks! forgot about the pins 😛
Just love the description on this mod, so I had to post it. "Blue is suck" lol
https://www.nexusmods.com/nomanssky/mods/1794
Alright, thanks.
I see the rumors of your demise have been greatly exaggerated.
is glad.
Use amumss lua based mods and the chance is high you can update mods yourself with just one mouse click. Yes all mods will die sooner or later if they have no LUA or C# script. Spread that message to all modders
Hai! Is it possible and if so, known how to save edit a specific class and type of freighter for your save
Like I really want the Dreadnought freighter
not sure if the seed discord does freighters yet
if not just find a seed library or reddit
oh how does those seed things work
Like what are they exactly? I'm just used to hear "seed" on minecraft or other world creation xD How would you use one in this game
ohh
but doesnt it require a new save
nope
oh
yes but how does it work for a world that has already been generated
does it re-generate the part of it you change
it will amazingly change
interesting
do you know if those freighter seeds generates a S class
nicee
oh please take a note that you have to close the game before editing anything
yes
some yes
yh because it doesnt say the class
Yeah, see... the problem there is I never figured out how to use AMUMSS. I also don't know LUA.
even in minecraft you wouldn't need a new game to change the seed
it'll just generate differently
have you taken a look at the NMSSE?
it has an option that lets you change the class
same with NMS except NMS don't save the generation results bar player terrain edits
from c to b and so on
@marsh eagle
No mans sky save editor
i just made it shoryt
- download AMUMSS
- unzip AMUMSS
- set NMS install path in NMS_FOLDER
- put luas in MosScript
- double click BUILDMOD
6.profit
godspeed
what is the nomnom
a save editor
it is the same thing as NMSSE
ohh i see thanks
Not speaking about freighters but if you want to create customly designed seeds join this server, it has a bot that can create your dream ship and give you the seed for it: #nms-modding message
oh okay
And that's not too bad, I suppose, but the real problem for me is if HG drops an update and the LUA no longer works, as I can't fix that.
then you'll be able to download an update to a lua
the same as you'd have to download an update for a pak
except way less often
That's just it, sometimes there's no one who's maintaining a LUA.
I can't do it, so if there's no maintainer and the LUA breaks, I either have to remake the mod by hand, or find an alternative.
yeah, but until that time arrives, you wouldn't need to do any of those
well, no one's stopping you from manually doing everything in exml by yourself, at the end of the day
so I guess you can do that
how do i change what save its editing?
AMUMSS is just a way for you to not need to do it today
rather than having to do it today as well
actuallly idk even, its editing a creative save but i dont have one
or at least it says creative although i dont have save in creative
there is "save changes" optioon
just cick it
and if it pops up anything, just click yes
Like it found two saves yes, but none of them are from today 🤔
its not finding the save files at all
i mean idk where its finding a save file i never had
is it an example?
jeez I cant figure this out
It's finding old saves from two days ago only
I played all day today
and it did save
@dawn haven got any luck on getting AMUMSS to run correctly?
no it doesnt really let me change the folder
how do you guys keep mods working, theres patch like each day .. rofl 
masochism

There a mod to increase how much salvage data u get.... that actually works
what's wrong with the new AMUMSS?
only errors
basically every lua gives an error:
[ERROR]: file does not exist!
`[INFO]: >>> FINAL REPORT <<<
[ATTENTION]: 132 ERRORS detected
[ATTENTION]: ERRORS will NOT produce MBIN files and a complete PAK file may not have been created.
[ATTENTION]: You need to correct the error first!
[INFO]: 0 WARNING raised
[ATTENTION]: 8 CONFLICTS detected in processed Scripts/paks
[ATTENTION]: CONFLICTS will prevent the mods involved from expressing their full effect.
[ATTENTION]: Some CONFLICTS can be resolved by COMBINING mods...
[ATTENTION]: See file 'Creating a Patch for an existing MOD PAK.txt' for further help
[INFO]: Ended AMUMSS automatic processing at 20:24:00
[INFO]: TOTAL TIME to complete: 00:00:52`
install .net 5
ok
it's ok with only the runtime?
.NET Runtime 5.0.10
or we need the Desktop and the Core
hey all, since Frontiers i think, i've been finding these bits of terrain that don't have grass. i would like to try and create a "grass fix" mod. looking for some pointers as to which files i would need to mod to stop this from happening?
@round sinew i dont mind Missing Grass it kinda adds to the asthetic of the game
im new to modding no mans sky. where is the best place to acquire mods?
nexusmods
thanks @round sinew
Is there a mod to sort the inventory? I was just going through and I found three partial stacks of ferrite in my main inventory.
I don't care if it can't swap items or search, I just want to be able ot press a button and order my inventory
if someone made a mod to improve the sluggish first person exocraft camera...
that would be swell
so i'm trying to look at an .MBIN file and decompile it with the NMS Mod Station which I've pointed at the MBINCompiler.exe, but it doesn't do anything
Do you have .net5 desktop runtime installed?
yeah, was missing that, but now I'm looking at the .EXML file like
I dunno what I expected. It's all greek to me
I just wanted to see if I could fix the sluggish first person camera movement by tweaking some values...
but I have no idea what values to tweak or where to even begin
I'm looking at vehicle globals
Hey I wanted to add rhe multi player freighter to my game, and deleted rhe disable mods txt but I'm not getting that warning screen
Did you put the .PAK in PCBANKS\MODS, not GAMEDATA\MODS?
I would guess it's more likely in cameraglobals
Thank u, I just saw that pin right before u answered and I didn't realize that's where they had to go
Hey have u ever used the free items mod at all by chance?
yeah, I suspect it's one of these
just not sure which value to mess with
Or if anyone here has
Haven't used it, but I know what it is. Should just be setting EverythingIsFree in DebugGlobals
Damn, I wanted to make a game based off the current one I use, idk if it's that causing a black screen
Or jj better ships or what
Oops, wrong reply. Oh well
Like I get the whole red text
But when I load an already used game it's just a black screen
Shouldn't matter if it's an existing save or not
Yeah I just tried a new save and it's doing the same thing. Whole game just totally black after clicking save and I can press escape to exit the whole game
Mod might not be updated
Hmm, I'll go and check the update dates
What's the date I should look for?
Not sure exactly, probably at least september 8th or so
Thanks. It's probably jjs better ships than. The rest I got (freighters for multi, Free, and fast actions are all Sept. Jj is July)
Last question, while using mods, do u get a black screen while loading or does it show space?
Oh hey it was jjs better ships, look at that
gonna try setting the TruckFollowCam value from 14 to 200 and see what happens
It should behave like without mods, a space loading screen
I'm having a problem getting through the tutorial part of the game and I'm trying to figure out if a mod is causing it. When it has you use the planetary chart, mine comes back with nothing. Anyone know what file is used for this part so I can check what is going on?
I'v been busy.. i'll get back to this when i have time 🙂
up, looking for this fix too, does anyone know ?
You can try the biome object files that have rules for object (grass incl) placement. Looking at the pics though.....ummm does the issue always have straight line borders? If so, I don't think you are going to do anything about it unless you change a setting that by coincidence somehow weirdly affects how the rendering pipeline handles it. If the grass is appearing missing with a straight edge it's because that grid section didn't place/render grass. It's not a rule that is stopping it, but rather the placement didn't happen because something in the rendering pipeline borked it. This issue has existed before. Try to move slowly or turn "planet detail" settings down and see if the issue changes/goes away. AKA see if the issue changes based on what you are throwing into the pipeline.
Anyone else having problems with mods that speed up binocular scanning not working?
any mod that help me to find paradise planet easier ?
no
no
thanks for the input jason! yes, iirc, it seems to be always in straight lines (actually, the second screenshot isn't completely in straight lines) - trying to move slowly, approaching from different angles - doesn't help (like it does sometimes when trying to get the game to render a patch of grass when moving to another area). this kinda looks like what's done in settlements building spots, as if it were "clearing the area for building". i'll try decreasing planet detail setting and see if that helps fixing it. from what you've said, it doesn't sound like it's intended behavior.
Lads, is there any way to determine coordinates of settlemtn spawning system?
like, how many times we have to try and get random result
'd just be easier to just have the game put a waypoint correctly
how?
no worries, just curious
ain't there a mod that gives you waypoint via emote menu
i got a mod that point exocraft scanners to various new things, should probably add settlements somewhere down the line... when i'm in the mood...
yes please
yes please, the settlement chart is bugged as hell
fix the script

Not my script 
doesn't matter, the only thing it says is the script has a problem 
but srsly we won't know what's wrong unless you give more info
upload the report txt
will try when i got some time
Well someone did say these work on their mod builder so there's that
"Masa《t―misc" is prolly why
put your AMUMSS under a path that don't have non-ascii character or spaces
p astonishing for all of em to not work tho, you gotta admit lol
Will try
had that happen to me once to
Ikr like
That can't be a script thing
just a comma i forgot -_-
I mean, it can
I refuse
lots of shit can go wrong in a script
It was the directory
New to modding NMS but not programming in general. How deep can you get into it? Can you call game functions or alter them? Could you alter generation code to add more planets to each system? I
In general, you can not really go as deep as altering code, unless you manage to decompile the executable (assembly) and create hooks, which I have yet to see happen (other than CE with memory edits).
You do easily get access to tables, variables, and values you can alter to change the game play in a way more limited way. Also possible to alter models and textures. Shaders can be altered but quite a messy task. NMS modding is somewhat unique and different.
You could check NexusMods to have a look at what all can be accomplished. I would suggest to check out the NMS Modding Discord for more specific questions, as that is the place where most modders hang out.
!moddinglink
I have. The recent update I do believe the creator has updated for also still works. Issue with vendors that give construction skills
That doesn't work nor does the other free item/crafting one either. I think it's called all eyes on you
Tried a new and current save for both
All right, thanks. I was hoping to make a mod that adds extra information to some displays, like in the teleporter selection, have the bases show what system they ar in for instance, but unsure if that lvel of detail can be accomplished as I'd have to access a lookup/generator for the system names.
So what's the working free mod pls
A large part of the UI is accessible, but I am not sure how much you can actually accomplish to change/add
My current free mod crashes when I open some of the unlockable blueprints n stuff
Anyone have a mod for freighters. I struggle t be on long enough t find a capital let alone an a class
And better freighters seems to crash me
you can just NMSSE and change the class to S also t Capital class
hey all, just downloaded MBIN and Modding Station. Loaded the .net 5 runtime for terminal apps. I'm getting an error still though that it can't find hostfxr.exe
do I need to download that separately? error message makes it look like it should be part of the .net5 runtime... or did I install the wrong runtime package?
oh, just realized I didn't reboot after .net install. Will try that...
just follow the installation instruction and take a look at the requirements
Thank you
Has anybody made a mod that adds the submarine from Subnautica yet?
wich file are my gamesaves in please#
thanks
I added the ship mod where you can get different ships from other games/movies etc. can people that join my group or people in general like in the Anomaly see my modded ship? Or do they only see a regular ship?
Oh didn’t see sorry. I didn’t get notified 😆
How come they see a shuttle when I see the modded ones with different classes? I saw an explorer, a fighter so far
No I meant , like you said shuttle. But then what if I take a modded fighter instead of a shuttle? Will they see a shuttle or a fighter too?
they'll see it as if you don't have the mod installed
because they don't have the mod installed
here's an easy exercise, uninstall the mod
and take a look at your ship
Yes I understood that part. But you said shuttle.
that ship is what everyone else see
because they don't have the mod installed
is that understandable
So my question was, what if I took a fighter, will they see a fighter or they will still see a shuttle
Is it a shuttle by default *
a vanilla fighter or like a modded ship that looks like a fighter
Oh ok 👍🏽 now it’s clearer to me
Thank you
that's a question
Oh ok mb. I meant for example I see a modded ship and when I see the details it’s a fighter. Will people without the mod see a shuttle or a fighter?
shuttle
Oh ok so it’s by default
because it'd be a shuttle in vanilla
again, just uninstall the mod and you'd see what it looks like to everyone else
So whatever I take it will be a shuttle in vanilla.
it's not complicated
Ok, so now my other question that got me curious: what if they have the mod, will they see the same ship (since it’s same model) ? Or they will see a different ship?
Ok ok thank you
DUD'S SKY - COLORS updated v3.67.1
Added custom procedural color blending for several grass types.
Added custom planetary ring colors.
https://www.nexusmods.com/nomanssky/mods/968
Do you have LUAs for your mods? They conflict a lot and it's a mission impossible finding all the properties you modded
you can just put the pak in ModScript and the lua will be applied on top of the pak's files
problem solved
Well not entirely true, if MBIN Compiler is not updated. In fact there's a pack that can't be extracted at the moment
if the compiler ain't updated you ain't getting that mod /AMUMSS work anyway
Well so now is unusable Dud'sky mod, because there is a .pak that can't be extracted (don't remember which ...GLOBAL...)
we need to wait the new version of MBIN Compiler
yeah and the compiler ain't doing the thing on vanilla files either
anyone here know of a neat mod that could prove useful in building high altitude/low orbit bases
cheers homeslice
Any1 know got s class freighter in their system that they spawned in or something
what
there's a way to force freighters to spawn as S class, if that's what you're asking
Yeh trying to get one
What you mean save your edit?
Oh I’m on console
not sure if NomNom can transform saves back into the console format
unless you're on PS5
in that case it's just not gonna happen

but you can look up NomNom in the mean time and see if you can get the save out, edit it, and put it back into your console
if you want it so bad
On ps5 rip
Ps4 is possible withsave wizard but ps5 is another league
:)
@modern torrent You download the mod from NexusMods, then you browse your game files for a folder called PCBANKS
gotcha
You open the PCBANKS folder and look for a folder called MODS
remove/rename DISABLEMODS.txt too 🙂
If that folder is not inside PCBANKS, create it, make sure to use all caps
also the MODS folder doesn't exist by default in PCBANKS, be wary of the false MODS folder in the earlier directory 🙂
will it be in the steam folder or will it be in another folder??
yup, steamapps/common/No Man's Sky
gotcha
anyhow just drop your mods (.pak files, not the full zip if they're zipped) into the newly created MODS subdirectory in PCBANKS and you'll be golden, if you see a mod warning at NMS bootup, you did it right
done
and will this make it so I can't get achivments or anything??
if so thats REALLY going to suck
because I am VERY close to getting 100% of them
I mean, I appreciate you helping out, but a bit awkward not being able to myself
Devilin will you make it so I can send you a friend request/message??
I don't think that would be needed?
I just want to tell you something real quick
Something that really can;t be done here?
yes
You may find this helpful; https://www.youtube.com/watch?v=_xLzz219bCk
ah nah I got it already, built a massive space tetrahedron and it gave me a very slight dopamine boost
Any mods you guys would suggest getting?
it's in #the-louvre now
nice
i might just install this mod and a couple other because this one is a complete overhaul https://www.nexusmods.com/nomanssky/mods/2053
has anyone here tried this mod out
@pliant jay some guy told me you could spawn s type freighters
Could you help me
DUD'S SKY - COLORS updated v3.67.2
(Overhauled all dark space variants.)
(Made vibrant planetary ring colors more rare.)
https://www.nexusmods.com/nomanssky/mods/968
awesome! Was waiting for this!
not sure about you could spawn it, but you can edit it to be an S-class
on console but someone told me von could force spawn s tier freighters
well, you could force spawn an s class freighter
but you could also just get any old freighter, make it look like whatever you want and set it as an S class
which is considerably easier
I just realised something that you dont have
necessarily to exit the game to save editing
Has anyone found a way to modify the files of storage containers? E,g, change the slot amounts
like this?
before
after
Yeah! I need that program
However that does not change the actual slots, just the graphical size of the window
Ahh I see, thank you
looking for help with these awful controls for the Exocraft. Wondering if any modders have been able to separate the camera controls from the steering? Presently they are tied together. What a mess !
Natural Steering
search on Nexus
is there a modder 'Lo2k' that frequents here. He is the author
Why don't you update?
the mod is for older version I think.
last updated in June
ok the mod seems to work, but not for controllers, only KM
Ah
oh wait NM it works ! i had to reset controls to default
Nice
seems to have strange side effects though
with the Natural Steering mod, the Exocraft Roamer seems to really suffer from rotating on its own center axis when we turn which pretty much makes the vehicle slide all over the place. We can literally sit there and just spin in circles without moving forward or backwards. Was this something that anyone else observed, or is there perhaps a setting I can tweak to fix this?
With controllers I think the issue is that when both the forward/backward and the left/right share the same stick that's when things get wonkey. If we remap forward/backward and the left/right to separate sticks then it works fine, but then we are left with the same problem of the camera being tied to one of the directional controls.
? im not sure what you mean.
Hello Games messed up huge on this one, and the modders are trying to fix it 😀
what I mean is that we have limited control even with mbins
natural steering only let user use an alternative control scheme which HG implemented
and it's precisely because it don't work well in all cases that it's not in vanilla
this could all be solved if the forward/backward could be mapped to nothing, and we could simply use accelerate and reverse to move, but the game wont let us map anything to forward/backward that isn't on an axis (actually it wont let triggers even be used despite that they have an axis).
yeah
and we can't solve that

not with controllers, at least
tbh tho you can prolly do something with Steam Control
cos I'm p sure you can remap anything with Steam control settings
i might write an AHK script and an special DS4 windows profile to accompany it that might work, but it would require toggling when using exocfrat
godspeed
Hi! Anyone free to help change my class s freighter class? I realized that I prefer the Venator-Resurgent class instead of my current Sentinel-Dreadnought class. 🙏
Can't you use a save editor
As in are you on a console and not knowledgeable with the process
I really don’t know how and haven’t tried yet. 0 experience 😅
Some guy just told me to head hear
If you're on PC it should be fairly ez
it's easy but changing class wont change the stats
They prolly just want an aesthetic change
I got all cargo maxed up already. just wanted to change the looks haha. any guide where I could start of?
Appearance is based on the seed
Change the seed, change the look
Google an NMS seed library
And past the seed onto yours in a save editor
Can I do this while the game's running or do I have to exit first?
Alright, thank you!
You can also do it with the game running
Just have to reload your save in game after you save in the editor
Awesome! It worked well. Thanks all
Hey y’all I was told to head here to try and get the expo 1 rewards unlocked
Is that something I need to download?
Okay which one would you go with to unlock past rewards for expo?
both are fine
Okay thank you for y’all’s help I’ll try and mess with it when I’m off work
can you not mod the game pass ultimate version on windows?
unless something has changed since I last looked gamepass encrypts all game files
Well dang. That sucks. So if I bought the game on steam. Could I move my save file over to there? I don’t want to loose all my progress, ships and money and all
That should be possible - I think NomNom can do save file migration
not 100% sure of the process myself though
Question
If I have a mod that lets me build all parts from Land to underwater and vice-versa (for example from Exosolar's mod if im not mistaken) and then I uninstall the mod, do the buildings part still there or those get erased as well? or might it can cause crash or bug or else?
vanilla IDs are vanilla IDs
object placement are based on IDs and coords not terrain
@silent locust You'd be looking for ANMSMEMSPC on Nexus Mods if you wish to mod GamePass. It may possibly need updating:
Also see Pins: <#nms-modding message>
@spring vessel Modding Game Pass PC is possible (see above)
@drifting tusk I would suggest NMSSE if on Steam, if on another PC platform, try NomNom. See pin for link:
<#nms-modding message>
what is nmsse?
no mans sky save editor
You can't or the Save Editor can't?
I'd consider it a tool, although truly powerful, which is useful to fix issues/bugs at times
What's the name of the void egg where it starts saying stuff like "The hunter // the reflection"
@drifting tusk Are you on Steam?
yes
%appdata%\HelloGames\NMS type that in search and go from there?
should i download this tool on nexus mods site? i use vortex
No, you don;t want it in Vortex, it is a standalone tool
sorry i have no idea what im doing and im sure i gonna mess this up
oh ok but its on nexus site?
As long as you have a backup of the saves, you can mess up all you want with those, to just revert at will
how i know i have a backup of the saves?
Well, you create a folder you can easily find again (desktop) and then browse to the save folder, copy the full HelloGames folder, than paste that in the folder you made for it
Call it NMS backup folder or something?
gonna dm you a picture since i cant here
Hang on, I'll have to send you a friend request
Alright, we'll get this fixed step by step in DM
Is there save editing for ps5 yet?
@hushed bronze Delicious 😉
is there save exporting for ps5 yet?
where do i down load one of thses?
sorry just got home from work
Is t here a mod that lets me be unpaused like I was in a area with other players? that way when I tab and such out of the game or hit Esc and what not the world still lives and breaths around me
oh man I got really excited because I ran that and it showed it worked and when I fired up nms I got the warning mod message, but I dont think my mods are working
NeptuneX3 has uploaded an updated Beyond Basebuilding for Frontiers
https://www.nexusmods.com/nomanssky/mods/1096
That may depend on your mods?
FINALLY Dark Space v2 isn't on the trending page anymore!
nope you are correct it works!!! that mod I had just had not been updated yet so it didnt work. Thank you so much!!! Any prefered mods I should be looking at?
Personal preference and I am actually not usually playing with mods myself. I'd suggest to just browse and make sure to sort by 'last updated'
Does installing specialist terminals trigger the specialist missions, or is triggering those dependent on the Overseer, or both? Wondering if I could save edit in the terminal blueprints to launch those missions.
this my personal preference mods. I think 1 or 2 of them will get your attention, so im going to share it.
Interesting you mention it, as I was just sort of running into that in trying to help @drifting tusk
@lean saffron They were at the mission of Ghost in the Machine, where you go back to base and triggering the Construction Terminal to be unlocked upon arrival. However, they were in MP which likely kept them from actually getting that terminal. This terminal is supposed to eventually kick off Expanding the Base as well as finish up that last step of Ghost in the Machine.
Just getting to know the BP for the Construction Terminal is not enough. You can find a Gek or get it and have it become the Overseer, but it will not do anything and basically still be stuck. The Progress value of ACT1_STEP9 (GITM MissionID) is at this point 30. It actually requires MissionID OVERSEER1 to also be set to 0 (from -1). That should then properly kick off the Overseer and Expanding the Base, which will lead to finishing up GITM and getting the other terminals.
So I would be careful just getting all the terminals, because it is skipping progress for possible multiple MissionIDs, which may be part of requirements elsewhere.
is there a mod so let you interfact faster with E
so u just press E instead of hold it?
There's an in game setting for it in the controls section
Ah, that's very helpful, thank you! Going to experiment and see if I can still do it, with the OVERSEER1 value in mind. I wonder how difficult it might be to locate the other specialists and set them to 0 as well. Sounds tricky.
A few of those look old. IIRC rotating atmo was a shader trick, which likely would not work in modern editions. Do you know for sure if it works?
Shader trick you say?
@left sentinel cant see any issue on this in control settings or any of the menus xD
Hey look its that guy who managed to achieve a shader trick in modern NMS
Guess I'll have to add that to my growing list of things to investigate, just to see if it's even viable now
You'd have to go through the COREMISSIONTABLE if you wish to figure out any of those steps, values, MissionIDs.
Hrmm, looks like @hearty crypt updated the palette-related stuff for BTF, but removed the terrain portion?
Maybe it was a mistake? Meant to add another file but replaced the other instead?
Maybe. In any case he has a ping now so if it's an error it will come to attention soon 🙂
is there a mod to change the primary ship inside a space station? for faster selling? its boring to change back to freighter -> jump into a ship -> go to space station
@smoky wing Hey Argh! I have tested the terrain file and it was not working so I have deleted it. Planning to update terrain once again soon.
no afaik
unless you use cheat engine and maybe make the game thinks you're on a planet
even then the game may break some
Is it even possible to do it as a mod? Maybe as a extra button where you can claim the ship?
thank you
np
prolly not
Ahh, thanks for the update
Is there a mod that replaces the entire soundtrack with nothing but HOME's music?
Or something where you can input your own soundtrack?
is there any mod to make s class freighters more common?
There's that mod and also one that just makes the conflicts more common
SO I built a teleporter in one of the bases a little too close to some chairs, and now I cant delete it. Is there a way to force delete built objects in bases?
thanks
and why cant i upload screenshot here?
yup. you can just erase the whole teleporter from the json, done it a few times with some stubborn save beacons
thumns up thanks
👍
is it possible to move technology from one ship to another?
like if I buy a second ship, can i transfer my tech over to new ship ?
using save editor, yes
ok
what happens to tech that you have blueprints for ? I assume you can simply reinstall it ya?
another question. What version of the game introduced the settlements?>
👍
Definitely learn save editor it works wonders for moving and making technology. Also if you want more S classes or even different ship appearances save editor lets you change class, set stats to insane amounts (hyperdrive is goated), and you can change the seed of your ship to anything you want. You can also use it to reroll for new seeds across multiple ships on multiple saves. I’ve used this feauture to find rainbowish living ships for example. Oh and you can also edit json data to give yourself any title you want and it’s extremely easy. I have the mxml codes for every title if you need any in particular
wait, you can unlock title with NMSSE? how to do so?
can any one here update/merge a mod i try to do it but it will just not work and i dont understand it at all
sweet
altho i had an issue with the mbincompiler
had to update it cuz it was throwing an error
install .net 5
oh yeah i have, its fine
can you install mode in gamepass version?
What mod is this?
patch for slippery terrain - should work and stop slippage, i basically just increased walking forces
@untold hound think you wanted this
not really a mod
the traveller using NMSSE to make its character bigger i believe
Thought as much.
I think ce can do this too
but ce can do a lotta shit
@mossy perch find the tab that says “edit raw json data” and scroll down in there until you find the section headed with something like “unlockedplayertitles” and you should see a bunch of codes like T_(something). To add new titles just find your lowest title and add a comma to it, enter down to the next line, tab 3 times, and then add your title using the same format as the above titles. T_CENTRE_PERMA is the code for The Immortal and T_OLD is the code for Iteration 1
I can make a vid of me doing it so you can see better if you need any more help
You can also get all the retired anomaly quicksilver titles like the 16th and friend of polo and stuff
Also how do you change character size in save editor? I haven’t found anything that looks like it does that
think it's in the customisation section
heads and shoulders knees and toes section
should be a scalex and scaley
Oh yeah I found it thanks
Do mods exist that increase stack size?
Hey I've just download the steam version of nms which mods would you guys recommend 😀
Is there a mod to get exotics and money?
you can just edit money with save editor
Oh I have one more save editor question. Is it possible to mix and match bodies with heads? Say using the gold gek mask on a gek or using a gek body with a vy’keen head?
How do install mods
Oh you can very easily mix and match bodies and heads wow
I’ll put my gek in screenshots
Oh nice, thanks. Is that a fairly easy thing to mod? I've been looking into poking around with that. Have to make more room on my HD to unpack all the stuff first.
oh yeah i mean with the NMS mod station its easy if you know what youre looking for
just use deductive reasoning and plenty of ctrl+f when you're looking through those XMLs
@vocal zodiac I may have to poke around then, thanks for the tip! Knowing what file to look at helps a ton. I loaded your mod and it does seem to help on the smaller hills.
Can anyone tell me what aspects of a freighter the "Home" and "Model" seeds determine?
I believe one is crew and one is ship
thank you mate. I will try figuring out by myself first. And if cant do it, then i will ask for your help again
Updated with MBINCompiler 3.68.0 pre1
Fixed snapping of more objects
Re-ID'd Vertical Blastdoor 2 2X / 3X so they don't disappear on load
Refined Basic Wall snapping
https://www.nexusmods.com/nomanssky/mods/367
nice
what do you guys reckon, would a save beacon actually create a waypoint if it's in outer space
@tiny silo i found a similar mod you weere looking for
Thats one of the most common mods ever, theres like 7 of those every update
It does and you will die for using it
but its tricky to accomplish
i... would die for using it?
Basically you can drop a basecom in a freighter with hax, and then you can teleport to it but you will be in deep space with no escape options
death
yeah, that's not what i'm worried about
People been tryna get things built in space for ages and it never works. Only buggy bits and pieces have ever happened
i just need two waypoints with controlled coords so i could accurately measure ship speed and how much of a difference attachments really make
ONE thing you can do is use a mod of solarsystemgeneration.global or w/e its called, move around the planets. Then drop your parts, then move the planets back by removing the mod, certain things like communication balls will linger in sopace
saw some guy trying to do it with low orbit bases but it's impossible to control variables in-atmosphere so i suggested adding waypoints in space to remove those atmospherical variables
no you are never gonna get anything that useful in true space. sorry.
mainly i was thinking if i added two save beacons on a planet and manipulated the co-ordinates to move them out of the atmosphere
unfortunate
Could this actually be legit?
Anything more than 1000u above terrain level won't render. It's still there, but no collision or rendering
Like able to find it or is it modded
aye, this is known, gumsk
Closest thing is to just burn toward a planet and use video capture to compare time to how many u's get travelled since it reports that pretty accurately
but save beacons don't need to render to generate a waypoint, aye?
@vale iron how
Oh, I see what you are trying to do. Sorry
similar effect with what you see with phantom bases built too high
Save edit the hyperdrive range or put a bunch of modded hyperdrive stuff in the other tab you can't see
very obviously modded
Some dude said he found it as a battle reward
he is bullshitting
Lol
180000 hyperdrive range, yeah no
#nms-photomode-gallery got me very confused
Warp to center instantly
Something like 6400 is max range for vanilla freighter
yup
so I need some help. MY Roamer exocraft has suddenly stopped functioning properly. I have all the upgrades maxed out and now it won't move unless I press the boost key. Just W alone will not move it forward much.
I don't think any of the mods I have are affecting it, but here is my list of mods installed. I also did try making my own mod with NMS Modding Station and MBINCompiler, but I couldn't get it working and removed the Pak file I created. I also just verified game file integrity via steam.
any theories as to why my Roamer is moving so slowly?
when did it stop moving? give us a timeframe..! also did you install any mods in that timeframe
I did not install any mods other than the one I tried making myself. it was a .pak file that I then removed after it did not have the desired effect. re-installing my game seems to have resolved the issue and my exocraft are now operating at the correct speeds again.
I still think the exocraft should be faster though, by like 20% maybe.
the mod i was trying to make was to change the responsiveness of the first person exocraft camera, but I'm clearly not skilled enough to pull that off and the lack of mods for that seems to suggesat most people don't use the first person camera in exocraft.
sweet
yeah i mean when i wake up ill have a look at the thing and get back to you
i like 2 mod so its kinda my jam.. a lot of the time with this shit its just acceleration on an object
oh i constantly use the exo ca, and yeah its shit
i think its something in camera globals..?
the default camera in the first person mode in exocraft is super sluggish and slow. feels like my character is drunk.
ya i feel it
while in third person, I can whip the camera around as much as I want
i ended up making my own mod for fixing movement cuz they broke it recently
you cant walk in a straight line on a grade
turns out it was just a matter of looking at the player globals and changing the braking force
don't think I've seen that issue
yea its a weird one
i like walking around so i noticed it right away
you veer off course really fierce and it was bugging me
so i added my mods back in and the issue has reappeared, so one of these mods is definitely messing with exocraft speed.
try your atmo hover one
and the mech enhanced
just pop em out one at a time snd see if that changes
doing that right now actually
those seem the most likely
well, actually, the last mod I added (besides my own) since I found this issue, was the exocraft canon fix mod.
https://www.nexusmods.com/nomanssky/mods/1596
this seems to be the culprit. gonna check the mod page to see if anyone else has reported this issue.
also, is it just me or are there a lot of mods that seem to have been abandoned since the Next era and never received updates?
oh thats interesting. i guess its just bugged out
and yea i mean thats what its like in most non mainstream modding communitiee
ppl put out stuff and the pool of ppl willing to do stuff like this decreased, ppl lose interest etc

I can make that mod for you really quickly if you want. I've already got one that does that and more, so I could jsut strip it down @sharp musk
doing which thing? faster exocraft or better first person exocraft camera?
I've found a few "fast exocraft" mods but they all seem to mess with too much. I don't need infinite boost or infinite fuel. just like 20-50% top speed increase would be fine.
I meant the cannon fire rate, but I could do that and the speed quickly; just name the amount of increase. The camera I'm not sure on, would have to dig around for that
what were the values you went with for this?
also, I'm thinking a 30% increase in the base top speed (before proc gen upgrades) for all exocraft would be a good start.
["SPECIAL_KEY_WORDS"] = {"ID","UP_EXGUN1","StatsType","Vehicle_GunRate"},
["SECTION_UP"] = 1,
["VALUE_CHANGE_TABLE"] = {
{"ValueMin","0.95"},
{"ValueMax","0.99"},
}
},
{
["SPECIAL_KEY_WORDS"] = {"ID","UP_EXGUN2","StatsType","Vehicle_GunRate"},
["SECTION_UP"] = 1,
["VALUE_CHANGE_TABLE"] = {
{"ValueMin","0.9"},
{"ValueMax","0.95"},
}
},
{
["SPECIAL_KEY_WORDS"] = {"ID","UP_EXGUN3","StatsType","Vehicle_GunRate"},
["SECTION_UP"] = 1,
["VALUE_CHANGE_TABLE"] = {
{"ValueMin","0.85"},
{"ValueMax","0.9"},
}
},
{
["SPECIAL_KEY_WORDS"] = {"ID","UP_EXGUN4","StatsType","Vehicle_GunRate"},
["SECTION_UP"] = 1,
["VALUE_CHANGE_TABLE"] = {
{"ValueMin","0.8"},
{"ValueMax","0.85"},
}
},```
Do you want the boost speed increased as well, or just the normal speed?
is the boost speed added to the top speed normally? or is it relative?
Boost speed is instead of normal max speed
so when you boost, it just temporarily increases the max speed? I guess I don't know enough to tell if the boost should be increased when modding the normal top speed to be higher. like would the normal boost still feel powerful enough relative to the new top speed?
also, would this mod interfere with the mech movement mod?
Possibly, but I could merge it with my own. It depends how they did the mech changes
For reference, normal roamer max speed is 21 and boost max is 40
If you increased by 30%, you'd be at 28 and 40
then maybe go ahead and increase the boost by the same a mount so they're still different by the same amount. also, maybe 30% isn't as much as I thought. I like the boosted speed the most, so maybe bump the numbers for all the exocraft by 10 (not 10%, just +10)
so for the roamer, make it 31 and 50
and the same +10 increase with all the others on both the top speed and boost
sorry I feel like a karen ordering an unnecessarily complex drink at starbucks 
I think a % is better, as for example the Nautilon base speed is 15, so you're increasing that by 10 would be a 66% increase, but the Pilgrim top speed is 30, so you'd only be increasing that by 33%
It's ok, I offered to help 🙂
so doing a percent increase on all of them works better so that the values scale more normally?
well, let me test the 30% increase and see how it feels
ok
I gotta remember these are base numbers and I have max proc gen upgrades on all of them too
I'll see if it conflicts with the mech mod too
well, the mod author of that other canon mod stated that the proc gen upgrade actually decreases the rate of fire when it's not supposed to.
Yes, the default cannon mods are backwards. As are shield upgrades
A C class shield upgrade is better than an S
No, because they affect the same file, only one of the mods would work.
I don't have a handy script for maxing the proc tech values. Do you know if that mod came with a LUA
idk if this the right thing to ask but, does someone have a mod that lets you to skip directly to the purge mission? I know one, but it seems like it does not work.
no Lua
Hmm, I have one that skips some starter stuff, but not all the way to the purge
I just wanted to have a save for each game mode, but do not want to play from scratch again
The max value one is the one I'd need
How far is it?
why skip so much when the meat of the gameplay is in the midgame?
The one I have just skips all the stuff up to the Nexus I think
max value?
You said you had a max value procedural upgrade mod. I would need a lua for that to combine with the cannon one
i mean, i have been through that for like 3 times (2 safes got broken), sooo
oh no, I meant I've installed all S tier proc gen mods for all my exocraft and capped out at the limit of 3 per inventory per tech type
I think we were getting "game mods" and "proc gen tech upgrade mods" mixed up.
so I installed those mods you made @vale iron
testing now
Oh, hah, yeah I see what you mean. I know there is a game mod that makes all the proc modules max value
Oh, those are made for experimental version, but I don't think those files changed between public and experimental
so the exocraft do seem faster but the canon firerate remains unchanged.
I'd like to test the exocraft with a 40% or even 50% increase.
You removed the other cannon fire rate mod, right?
i did. I removed it when I realized it was breaking stuff
Hmm, I don't see anything else that could be conflicting with it
It will take me a while, but let me setup a test environment for the cannon mod
well, with how little damage the exocraft canon does compared to a max upgrade S class multitool, it barely metters. I can delete sentinel walkers with my scatter blaster and plasma launcher in like a quarter of the time it takes the exocraft canon to do so.
Oh, I apparently still have my roamer setup to test the cannon upgrade. Convenient
lmao
oh yeah please let me know if those cannon upgrades are still bugged or not
I can tell that modded, they should definitely fire faster. About to test unmodded
@left sentinel @sharp musk Oh yeah, it's definitely still backwards, and that mod worked in my testing. Normal firing was about 2 shots a second, maybe a little less. 19 upgrade mods without proctech changes was about about 1 shot every 2 minutes. With proctech changes it was like a machine gun
Such an easy thing to fix. Would take an intern 15 minutes to fix and test


