#nms-modding
1 messages · Page 220 of 1
...so yeah
does mod builder create a cache somewhere, and if so can i clear it
ive already tried reinstalling and removing the mods
reinstalling mod builder and removing the mods that changed the globals
Nothing is cached to disk, it extracts all data from the game and mods pak files as needed into memory. The meta-data (lists of pak item info but not pak item data) for the game instance you select (GoG or Steam) is cached in memory until the app is closed.
maybe it's done something to the pak files then
which arcs contain ui and character globals?
It opens the game and mod pack files read-only.
oh yeah i know, modding station might have done something though
i used an old version of mbin
Mod Builder will read the header of each mbin to determine if it is from the game or a mod. If from the game it will use the libMBIN.dll in the app folder, if from a mod it will read what version of libMBIN.dll was used to create the mbin and prompt to download that version if it's not in the app folder.
No it doesn't open or use that file.
The only files in the game folder it accesses are the NMS.exe to get the build date, the *.pak files in the PCBANKS/ and PCBANKS/MODS/ folders.
If the game is updated often the update will re-add the disablemods.txt file. You have to manually delete that each time. I assume you are, just mentioning in-case.
So what specifically is happening ?
when i try to open character globals:
at System.IO.BinaryReader.InternalRead(Int32 numBytes)
at System.IO.BinaryReader.ReadSingle()
at libMBIN.NMSTemplate.DeserializeValue(BinaryReader reader, Type field, NMSAttribute settings, Int64 templatePosition, FieldInfo fieldInfo, NMSTemplate parent)
at libMBIN.NMSTemplate.DeserializeBinaryTemplate(BinaryReader reader, String templateName)
at libMBIN.MBINFile.GetData()
at System.Dynamic.UpdateDelegates.UpdateAndExecute1[T0,TRet](CallSite site, T0 arg0)
at cmk.NMS.MBINC.MbinToEbin(String PATH, Stream MBIN) in D:\dev\prj\cmk\Game\NoMansSky\Common\NMS\MBINC\MBINC.p.EBIN.cs:line 46```
when i try to open ui globals:
at libMBIN.NMSTemplate.DeserializeList[T](BinaryReader reader, FieldInfo field, NMSAttribute settings, Int64 templateStartOffset, NMSTemplate parent)
[03:17:20.421] Exception has been thrown by the target of an invocation.
at System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor, Boolean wrapExceptions)
at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)
at libMBIN.NMSTemplate.DeserializeValue(BinaryReader reader, Type field, NMSAttribute settings, Int64 templatePosition, FieldInfo fieldInfo, NMSTemplate parent)
at libMBIN.NMSTemplate.DeserializeBinaryTemplate(BinaryReader reader, String templateName)
at libMBIN.MBINFile.GetData()
at cmk.NMS.MBINC.MbinToEbin(String PATH, Stream MBIN) in D:\dev\prj\cmk\Game\NoMansSky\Common\NMS\MBINC\MBINC.p.EBIN.cs:line 46```
no other PSARC throws these errors
at least not to my knowledge
i tried deleting and then redownloading 59B126E2 via steam but no dice
Ah, I think the latest libMBIN won't decompile 2 of the global mbins for the current pub release - the ones you mention. I found this last night and dropped back to libMBIN 3.65.0.1 and was able to view them.
3.68.0.1 only fully works on the latest exp I think
how would i put it into the releases text file?
like how would i phrase it i mean
just 3.65.0.1
3.67.1, Frontiers, 2021-09-17, 3.68.0.1, v3.68.0-pre1
3.67, Frontiers, 2021-09-15, 3.65.0.1, v3.65.0-pre1
3.66, Frontiers, 2021-09-12, 3.65.0.1, v3.65.0-pre1
3.64, Frontiers, 2021-09-07, 3.64.0.1, v3.64.0-pre1
Then download 3.65.0.1 and put in app folder
Yeah, matching the right libMBIN with the right game release is the only fiddly bit.
Whenever you see those NMSTemplate.DeserializeValue errors it just means libMBIN couldn't decompile. Usually either you are using the wrong libMBIN, or libMBIN hasn't been updated to handle a newer version of a class used in the mbin and you have to wait for it to be updated.

@honest herald if i were to load a scene, would i be using GameComponents to do so?
like im trying to load MODELS/COMMON/WEAPONS/MULTITOOL/MULTITOOL.SCENE.MBIN
just thinking b4 i do if i'm not doing it right or anything
and also how would i phrase that in my Mbin call
@vocal zodiac At the top of MULTITOOL.SCENE.MBIN, you'll see TkSceneNodeData where I'm highlighting:
yeah i see it
Tk implies that it's in Toolkit, which I can verify here:
Since Toolkit.TkSceneNodeData is the type from Mod Builder's p.o.v.:
var sceneNodeData = Mbin<Toolkit.TkSceneNodeData>(
"MODELS/COMMON/WEAPONS/MULTITOOL/MULTITOOL.SCENE.MBIN"
);
ohhh, of course, ahah
However
thank you
i got it :]
lol enjoy
@vocal zodiac The libMBIN API tab is also there to lookup what namespace a class is in. Copy TkSceneNodeData from ebin like Burryaga showed, then goto libMBIN API tab and paste in search box (or just scroll down in class list). The fully qualified name of the selected item (enum, class, field) is displayed in the toolbar.
oh yeah i see that
that tab is super helpful for just finding data structs and figuring out what goes into them
But yeah, in general: if item name is *.GLOBAL.MBIN then in Global namespace, else if starts with Gc then in GameComponents namespace, else if starts with Tk in Toolkit namespace, else if starts with Sn in SketchNodes namespace (currently unused), else likely in NMS namespace (seed, color, vector, ...).
there any mods that do auto sort and slot management?
There are classes in libMBIN, but they haven't been figured out yet so they aren't public.
ahhh
Updated with MBINCompiler 3.68.0 pre1
Increased base Jetpack capacity by 200%
Increased Melee Boost performance
Increased Normal Jetpack performance
so is it like an arcane sorta thing where nobody's sure what's in it or how it works but it does, or am i missing something
👋 Is there documentation for interfacing with NMS? I see this getting started guide but I dont see any sort of docs
is there an updated mod to reduce the timers for living ship parts? I see 2 on nexus mods but both are outdated and cause game crashes upon launch
I believe it's on the MBINCompiler dev's todo list to figure them out, but I guess it's not a high-demand item, so it's likely low on the priority list.
There is no standard runtime interface to the game, almost all mods are just changing assets and config files.
A couple of modders have created runtime hooks for their own tools, mainly w/ the help of Cheat Engine, but nothing public that currently works - aside from one beta by RayRoD TV on No Man's Sky Modding discord.
If you mean interfacing as in creating mods, then there are several tools that can help e.g. AMUMSS and|or NMS Mod Builder.
Gotcha, so we couldnt change the actual functionality of the game
Rather just configs and whatnot
Alas
I'd like to avoid working with anything titled "Cheat engine" 😅
There are ~2000 classes and about ~20K fields used in the 'config' files. Config file doesn't really do justice to the amount of changes you can make.
Oh wow
Jesus
I just wanted to integrate the Spotify API into the quick action menu so I dont have to exit immersive VR to change music
You can view them using NMS Mod Builder, or goto the MBINCompiler GitHub site: https://github.com/monkeyman192/MBINCompiler to browse the classes used in the config files (*.mbin's).
Yeah, that would probably require having custom code executed at runtime, which isn't really supported. You'd have to RE the exe to find somewhere to hook your code.
You may want to ask RaYRoD TV on the NMS Modding discord about it, he might be able to give better guidance.
Harmony is a powerful tool
RaYRoD TV has an app that runs at the same time as the game and lets you change colours in the game as it's running.
Oh neat, I'll give them a ring when I get around to it
You have links for the nexus mods ? I can look to see what they do and what effort to update them.
is there a multi freighter mod thats working out rn?
GDebug - Multiple Freighters option
Are there any HUD mods for NMS third person, that preserve the ship targeting and radar displays for third person flight?
Aby mods that cut down on the hyperdrive time?
as in the time it takes you to warp to a system?
that's entirely based on how good of a system you have, cant make it any faster
No
Shame
Would make getting to a black hole so much faster
in-system warp speed is prolly in most ship speed mods already
Do you mean something that lets you jump farther every jump? Are you simply trying to hyperjump a long distance faster? I think "cutting down on hyperdrive time" is ambiguous.
the animation
You mean the loading screen between systems?
I mean I can give you a mod that lets you get to your system faster, but can't reduce your load times.
that's a loading screen?
like the ship just zooming in the light
Between systems?
yeah
who is unedjis on the nexus?
like does anyone know
wait, @honest herald you're not Unedjis are you
probably not but worth a guess
Has anyone found out how the game determines where it decides to place settlements? Some mod that forces the game to spawn a settlement on the planet your using the Settlement Map on would be great! Spent over an hour reloading saves to get a settlement to spawn on the current planet I was standing on.. lol
i think - and don't quote me, but i think - it replaces the base computer spawn points
i don't know enough about the workings of the settlements to know exactly what it does and how but that's my thinks
ill dip into the code and see whats up
Thanks!
the cool thing about nms is that the game's exe is essentially just a framework that is configured and adjusted by a cataclysm of xml
Thats what I've heard
so i imagine itd just be a matter of looking at what the item does on use and figuring out how that maps (haha) onto the actual generation
One other small request. When ya go poking around in there. If ya happen across the information about what planetary attributes allow/prohibit settlements, that would be great to know as well. 🙂
No
i guessed so
on the first question: ive found what the chart does - it triggers a scan that looks for a settlement (surprise!) and it looks like it's not very particular about planet or anything. need to make sure in placement though, but otherwise looks like a clear-cut thing for the first question
second... one mo
Hmm, okay. It's curious how it works. Give ya a little personal background. When the settlement system first dropped I wanted my settlement on a particular Paradise planet. I had seen on the reddit that there can be several different locations on a planet for settlements. When I first popped my settlement map, it spawned a settlement on the paradise planet I was on. I flew over there and wasn't very thrilled with the location. So I figured just to reload the save and find another spot on the planet....
An hour and a half later of reloading the save, it FINALLY spawned a settlement on the paradise planet again. If I hadn't already seen the planet could have a settlement, I'd just have assumed it could not.
fair fair! hm
METADATA/SIMULATION/ENVIRONMENT/PLANETBUILDINGTABLE.MBIN
in this table is placement probabilities
so.... to make it simple i guess, bc i only rly have a basic understanding of it all
Gotcha
settlements have a 5% chance of spawning whenever a building node is placed on a planet, which means there is a chance none will be spawned on a given planet
that's 5% out of the pool of all of them, which are basically 100%
So its actually a very small chance any one world will have a settlement
So, basically, any planet that has some sort of building on it already. Can spawn a settlement, however remote the chance.
yeah thats the basic idea
as long as it's not dead, 'weird', or 'half-weird'
id assume half-weird means bubble lushes or frozen worlds with exotic things on it
or egg worlds
Weird or Half wierd? Like Exotic. IE Plated, or Hex, or Fractured, ect
weird like plated and hexagonal, half weird like adjective colour planets i guess
like yknow Doomed Jade Planet or something
Hmm, okay. Had a settlement spot pop up on Dreadworld when I was trying for this new settlement spot. Guess the game doesn't think that is 'too wierd'.. lol
I've come across them from time to time. Dark, flora kinda like an Infested world, but different. Just the occasional Whispering Egg, instead of fields of them.
hm
Thanks for looking around in there and the information!
:]!
oh, i can make a mod that forces at least one settlement to be generated
probably gonna implement that into my It Takes A Village mod tbh
That would be cool!
Could ya make a version that removes the weird restrictions? That'd be neat. hehe
sure yah
Sweet! Looking at your mod right now. Hadn't seen it since it didn't have settlement in the title. I was lazy and just did a keyword search for settlement. Once I find a spot for this new Korvax settlement I have an idea for, I'll give it a shot.
ahah, fair enough
i like to think its pretty good
makes settlements a little harder, cranks up initial investment costs but has better production rewards
I'll definitely give it a shot once ya get the new version up. The only worry I'd have is the increased build time (that's been kind of a sore spot with the community) and that's gonna be alot of aronium for landing pads.. lol
I think I remember ray saying there's a param regarding minimum time for the warp tunnel loading
tbh tho changing it prolly won't change much except with high-end systems
oh yeah it's expensive but like... it is a lot more satisfying, at least to me
aronium is sold in bulk at stations and stuff so its no worries on amount
Gotcha!
@wet oar updated the mod with the new fix
Nice!
anyone know how I can update an outdated mod myself?
I've been trying to use AMUMSS but i'm running into an error turning the MBIN file to a EXML file
install .net 5
if youre just looking for a quick decompile-recompile tool i'd suggest Modding Station https://www.nexusmods.com/nomanssky/mods/320
ive never used AMUMSS myself
MS is just an easy and super light editor and packer
needs mbincompiler exe
Installing .net 5 ending up getting rid of that error and now tells me to use an older version, so once I try that and if it doesn't work, then i'll try that Modding Station one
yeah but amumss is automatic
what older version
the compiler?
oh cos you're trying to decomp an old mbin
what's the mod do?
especially if it's global related
that sucks
It makes the game have big space battles
ahh. probably just increases the amount of active ships or some shit lol
probably
it also includes another mod
anyways it changes the file EXPERIENCESPAWNTABLE
is that not global, or does global mean something else?
that's a table somewhere deeper in the game... hold on let me see if i can pull it up
METADATA/SIMULATION/SCENE/EXPERIENCESPAWNTABLE.MBIN
it pretty much controls ship spawns
yeah with Modding Station you could just copy that across to a new project, decompile and edit away
everything uses the compiler lol
if you're looking to edit raw xml btw i'd suggest using Notepad++
oh
other than mod builder which uses libmbin direct
but that won't help you because libmbin didn't exist till this year or the last
yeah everything needs the compiler but it's likely you're just missing some args or something and that's tripping it up
the newest version tells me to use an older one, a pretty old one says it failed to read from the MBIN file, and an even older one give me a massive error with a stacktrace
because the structs literally changes every single update
you have to find the precise one (or one that's around the time) that was used to make the mod
try tracking down the lastest file's upload date
and then find the compiler version released closest to that date
where can I find the compiler version's release dates
nevermind I found its github
could find it here
oh there we go
I think it worked
The earliest version on github (1.1.0) was released december 2016 while the mod was released in september 2016
but it ended up working
I think
thanks both of you guys for helping me
i do 👀
nice
yikes
almost 4000 more lines in the current NMS file compared to the old and modded one
a lot of the lines are completely different and not just changed values
not sure what I should be changing
Is anyone able to answer a few questions I have about the meaning of some of the things in the code or if I should leave it?
you can just ask
people will answer when they see it and has an answer
such is the magical properties of text-based messaging
alright
should stuff like this, where scale is changed to a vector, be changed?
left is the current nms file and the right one is the old modded file
everything should conform to the current strcture
and you can still try to change the values
would the mod add new lines more than changing values
and also, what do I do if the mod file has a huge chunk of code that the new version doesn't
you can add more entries when the struct is a list
in this case, where it's a vector2f
is not
you ignore em
unless if they're entries in a list
then you can try to remake them
what counts as a list?
for a precise definition you can check the struct in the compiler's git
where
public List<GcBaseBuildingPart> Parts
is a list of entries of the GcBaseBuildingPart struct called "parts"
but whenever something is expandable and repeated in the table, it often can be a list
so you can extrapolate what's a list based on if it looks like a list of entries
most globals don't have list tho
p sure the experience spawn table has a list but you can check for yourself when you see the struct names
@hearty waspWhat do you think "Warp in" means?
what
it's a boolean that is different across the two files
you think it was an intentional change in the mod?
what's the full param name
<Property name="WarpIn" value="False" />
and then
<Property name="WarpIn" value="True" />
you mean like that?
think that just determine if the flybys use warp in anim or not?
could be wrong tho
you can always try it out
when you said ignore them, did you mean leave or delete them?
leave em
it looks like the new version replace a large chunk of code that the old mod has with <Property value="EmptyNode.xml" />
sorry but what is padding?
I'm not very knowledgeable with this kind of terminology
let me know if i'm asking too many questions
padding like what you shove underneath a chair's leg when it's unbalanced
i.e. ignore em
alright
weird bug i'm looking to fix... for some reason some events will actually set the maintenance cost to the appropriate amount for certain visitors, rather than modify the maintenance cost
just had this bug come up
so ive always been kinda bugged by refinery realism
im gonna try to make a mod that... i wouldnt say remedies that? i'm not that cocky
but i think it'll tweak it in a manner that makes more sense from a chemical standpoint
@honest herald can i use Id to get an entry in a list?
there used to be a mod that revamped the items and their refinements just to be as chemically accurate as possible
im aware :] i kinda wanna lead on from that but give concessions to certain facets
like, leave certain chemicals as they are and modify others
for example i wanna modify the iron tree to be ionic
iron becomes iron(I), then iron(II) and you can do Stuff with it
i guess
i duno, i need to think things out
but ideally the processing of these materials would lead to higher purity
so carbon can be turned into graphite for example
i also kinda wanna make nanotubes need graphite, just to take the piss
but i know that would be Evil and Fucked Up so i won't
...maybe 
also i realised i could just foreach and check ID with an If statement
i might also use a switch
yeah definitely going to use a switch
@rapid sandal hey, can i implicitly compare strings to NMS strings of any type in a switch statement, or should i first convert the NMS string to program string (and how would i convert it in the switch field)?
i answered my own question
you can
GcRefinerRecipe Recipe = new GcRefinerRecipe {};
// for each Recipe in the RecipeTable:
for ( int i = 0; i < RecipeTable.Table.Count; i++ ) {
// as long as the Cooking bool is false (we don't want to mess around
// with the cooking recipes):
if ( ! RecipeTable.Table[i].Cooking ) {
// get the recipe
Recipe = RecipeTable.Table[i];
// check Recipe.Id:
switch( Recipe.Id ) {
// Frost Crystal -> Glass
case "REFINERECIPE_9":
// change Result.Id to SAND1 (Silicate Powder)
Recipe.Result.Id = "SAND1";
// change Result.Amount to 5
Recipe.Result.Amount = 5;
break;
}
}
}```
check out my cool code
it works!
so i'm having trouble figuring out how 'GcInventoryType' works
In what way ? Generally just look up the type in the libMBIN API tab to see what fields it has, what classes use it, if it is a top-level class for any mbins.
InventoryType = InventoryTypeEnum:Substance```
i'm just not familiar with this
like if i instantiate a new substance for crafting and i want to Type it, how would i put that in
i'm just a little confused is all :9 sorry it's such a minor thing
would it be GcInventoryType:Substance?
The MBINCompiler dev's generally try to recreate the classes, enums, fields as exactly as they see them in the exe. So most enums are declared in a wrapping class for some reason.
Look at the inventory_* scripts, they have code that uses helper methods I created to add items to inventories.
i'm not sure any of them use this GcInventoryType thing
The various methods set the correct type based on the method name e.g. CONTAINER.AddTechnologyUnindexed requires you to specify a technology ID and it will create the correct object, set the fields, set the type, and insert it into the CONTAINER list.
Likewise for AddProductUnindexed, and AddSubstanceUnindexed
The unindexed part of the name means that you don't specify what slot in the inventory the item goes in. Since you can only add items to the defaultsavedata mbin's the game will auto-assign the items to slots when it creates a new game.
sorry, i'm a bit lost, how did we get here? i'm talking about editing recipes in GcRecipeTable
Ah, you were talking about GcInventoryType so assumed you were trying to add new items to an inventory.
So you want to edit existing recipe, not create new one right
So there are two parts to the recipe: the result and the list of ingredients.
RECIPE.Result.Type.InventoryType give access to the resutl
here's an example of my code
// 1 Gold -> 1 Pyrite
case "REFINERECIPE_10":
// change Ingredients[0].Id to LAND1 (Ferrite Dust)
Recipe.Ingredients[0].Id = "LAND1";
// add a new Ingredient
Recipe.Ingredients.Add(
new GcRefinerRecipeElement {
Id = "GAS1", // Sulphurine
Type = Recipe.Ingredients[0].Type, // Substance, as first
Amount = 2
}
);
break;
// 1 Ferrite Dust + 2 Sulphurine -> 1 Pyrite```
it's mega clunkers but it works pretty well
i'm just having an issue with the Type part of this code block
while i can just call back to the first, i want to get a GcInventoryType of Substance in there rather than back-referencing
how would i type that out
Recipe.Ingredients[0].Id = "LAND1"; this will only set the id, it will not update the type
Type = Recipe.Ingredients[0].Type; so this needs to explicity specify the type e.g. Type = GcInventoryType.InventoryTypeEnum.Substance
I'll check, sometimes you need to create a wrapper for the enum
i can just say GcInventoryType.InventoryTypeEnum.Substance?
alright i'll wait haha
ill try that out in the meantime tho
Type.InventoryType = GcInventoryType.InventoryTypeEnum.Substance
oh god doing that just threw like 10 compiler errors
i tried
GcInventoryType.InventoryTypeEnum.Substance;```
sorry about the indents
Also, there is a dedicated channel in No Man's Sky Modding discord for Mod Builder, usually get better response there.
libMBIN.GameComponents.GcInventoryType.InventoryTypeEnum, shorten the prefix using whatever alias you use for the GameComponents namespace
should i use using?
bc i already have using GcInventoryType = GameComps.GcInventoryType;
Move Type.InventoryType to after the construction
what would that change?
Not sure you can specify a sub-field in a list constructor like that e.g. Type = would be fine, but Type.InventoryType = may not be
ahh fuck it, ill just do it the way i was doing it.. hacky but it works
thank you for the help regardless
all this can be a bit frustrating
var recipe = new GcRefinerRecipeElement {
Id = "", plus whatever
};
recipe.Type.InventoryType = GcInventoryType.InventoryTypeEnum.Substance;
or
var recipe = new GcRefinerRecipeElement {
Id = "",
Type = new GcInventoryType{ InventoryType = GcInventoryType.InventoryTypeEnum.Substance }
};
Also, as I mentioned
Recipe.Ingredients[0].Id = "LAND1"; this will only set the id, it will not update the type
so you may also need to add
Recipe.Ingredients[0].Type = GcInventoryType.InventoryTypeEnum.Substance; in-case the prior ingredient wasn't a substance
I agree that having the enums nested in both the field and class is a pain, but that's the way it is in libMBIN so we have to deal with it
maybe i could just construct it outside of that and have it ready-to-go
Sure, you could create GcRefinerRecipeElement objects first then add them to the list(s)
or that 🙂
i know camelCase isn't proper but i just fancy it cuz it helps me remember
coding standards are per user, not judging
I'll look to add recipe helper methods like I did for the inventories
that would be handy
fortunately none of this is executed ingame
new GcRefinerRecipeElement {
Id = "GAS1", // Sulphurine
Type = typeSubstance,
Amount = 2
}
);```
compiles fine!
enumerators are weird
it's not the enum, it's how they are wrapped in libMBIN that's odd
ahhh, okay
gotta love working with the arcane arts
did u kno that they planned to implement planter maintenance into farming
im just looking at the game data rn and i found maintenance components presumably for the planters you can plop
You mean like soil de-wormer ?
yeah
@rapid sandal how would i go about adding my own lang files? just for names and the like, yknow
like if i needed to create a new name for a refiner recipe, i'm aware that it already has a preset way of working that it does things by but i'm concerned i'll fuck up the localisation if i don't just make a separate file
so i'm wondering if i could just make a file or would i have to modify an existing one
I don't believe you can change TkLanguages.LanguageEnum, as it's defined in the exe. You'd have to modify the existing lang mbins, the Normalize_Names scripts does this.
So I do not believe you can add a new language - correct. But you can modify existing language mbins - correct
so just look at the Normalize_Names script and go from there?
Drop over to No Man's Sky Modding discord and the MB channel, or DM and I'll give you the Normalize_Names script, it's not in the current app version scripts folder
I can't upload files, use emoticons, or paste images here yet, so It's harder to provide support here.
im on there now
@fallow meadow The only pin I could find was for the link I already had. Is there a more updated post or message that details how to do the transfer?
When using NomNom, make sure to use the latest version. It now has the option to do the transfer for you instead of following a complicated process yourself
Ah, ok. So basically just download the thing, point it at my save file, and tell it to do it and it’ll do it?
That's so clutch. I had a Beautiful home world that I was Vibing on back when I could afford game pass I’m really excited to see it again
Will I need to have game pass currently to access the original save file? I don’t currently but I do have a trial code so I could just use that if I need to go get it.
how big of an issue is that glitch where bases show up twice? Is it two separate instances that I have to keep track of? (ie, changes I make to one will not affect the other)
i think the doubled-up base thing can be circumvented by deleting bases from xbgp to clear the uploaded copies, then restoring the save from backup, then doing the transfer
The potential issue with bases is with those uploaded for the one platform, which then become copies on the new platform. You then re-upload on the new platform, but those bases then exist on both platforms in the exact same location. Not a visible issue due to the platforms being different and you not being online on both at the same time for anyone to see it (most likely). The problem exists however and can be resolved, by going back on the previous platform after having transferred to the new, to then actually delete the bases you had previously uploaded for the old platform. Then no duplicate bases actually exist anymore.
lol, that sounds easier
although the "upload" copy can persist for a while (days, i'm told)
Will I need to have game pass currently to access the original save file? I don’t currently but I do have a trial code so I could just use that if I need to go get it.
What is the other platform you are transferring away from?
Pc gamepass
the subscription lapsed
Yee
Then NomNom should be able to access those saves, unless on another system? You just have to point to the paths
Ok cool
As for how big an issue duplicate bases are ?? Well, if I am playing on Steam and want to see your base on Game Pass, I am only able to when you are actually online on Game Pass, from what I understand. So considering you transfer and not get on Game Pass anymore, I will never get to see your base for it. I should now however see your base on Steam, because that is the same platform as mine, so being online is not a requirement.
However, Game Pass players will see your base, even if not online, but they will possibly also get to see your transferred base from Steam, only when you are online on the new Steam platform. So there is the issue ...
As said above though, it can be solved by getting back on the previous platform (Game Pass) after you have full transferred to Steam, to then make sure you manually remove all uploaded bases in-game
Has to be done in-game as well, because else they will remain on the server
@stray ivy And if you are looking for the actual button that creates the transfer, it is the tiny little icon in front of Destination ;-)
What actual issues does that create? Like if I have a friend on game pass they see it twice?
You would possibly see duplicate parts, and also running into ownership issues, depending on which base it considers 'yours' at that moment (visiting old, or owning new). Two bases exist at the same time in the same location.
Ah even if I'm just using steam and not logged into game pass version?
Got it
So what’s the best way to delete it? Just delete all the parts or do I just delete the base computer or what. Sorry it’s been a while since I played
Actual deletion so it no longer exists on the server, is done through the base computer. Whether you wish to delete parts first to get resources back is up to you. I guess, considering you are likely not planning on using the save/account anymore, resources are not an issue
Gotcha thanks
I have a question
is there a way to take a set of mods that conflict and make them not?
use AMUMSS
AMUMSS?
oh
ok I have the download
im not sure what to do it gave me a bunch of stuff
a pak file is like a zip file. mod's are mostly distributed as pak files. conflict happen when 2 mods contain the same edited game item (e.g. mbin), the game will only load the item from one of the mods.
if you create your mod using a script that describes the changes to be made, then amumss will allow you to run all your mod scripts a make 1 mod pak. this allows 2 scripts to modify the same mbin, but hopefully they will edit different parts. this is considered 'merged' because the edits from both scripts were applied but there is only one output mbin.
so, amumss only helps if you have the lua scripts for the mods you want to merge. more recent mods will often either include the lua used to create the mod in the pak itself, or provide the lua as another download on nexus.
Any mapping mods been created yet? 😄
https://www.nexusmods.com/nomanssky/mods/363?tab=files Anyone have experience w/ that mod by chance?
in-game mapping is impossible without extensive memory reading
i.e. basically impossible outright
Ahhhh okay I've always wanted some sort of map for the planets :/
which folder do i place my mods into? trying to add a creature mod
Make a MOD folder in PCBANKS folder
yep , i put the vortex folder in there ya?
its supposed to let me tame anything but doesnt seem to be working
Got rid of the disablemod txt?
Shouldn't be a folder I don't think (haven't tried that mod) extract to that MOD folder
oop seems like it activated
time to catch the beasty ive been seeing fly around muh base for ages

is it possible to make a mod where ring shadows are visible from planet surfaces?
man, there are so many visual changes i wanna make to make the game look better, but i have no idea how to do it
Fwiw, from a stellar perspective, rings don't usually cast shadow
They're too diffuse and spread out and far from the surface to do so meaningfully
https://www.nexusmods.com/nomanssky/mods/1868
anyone using this currently? do you know if it shows up when you ride/summon normally untamable pets to others? I notice that it's been updated since Frontiers, just wanted to see if anyone else has input on it before I install and start using it heavily, i have not modded nms before (and this is really the only thing that I want that is not in the base game) but don't want to mess anything up ^^
you'll know if it doesn't
cos it'd break your connection to the server
so anything that is not able to be synced with the server just forces you to close online connectivity? @hearty wasp
at least anything with net replication component data, aye
i.e. anything that can move dynamically
so, i assume this means starships as well?
Is it possible to delete save beacons in a specific system, in the raw JSON?
Someone here suggested it might be, for save points, but there's a save beacon I placed that isn't showing up on the HUD and is still blocking placing more
What language is most common for modding NMS?
You currently have two main choices: .lua scripts and use AMUMSS to compile|execute, or C# scripts and use NMS Mod Builder to compile|execute.
C# 👀
or you can edit the exml's directly

I'd always advise people to mod in exml before going AMUMSS/Mod Builder
because knowing the structure is important to understanding how the derivatives work
But... C# go brrrrrr
on a serious note
I currently don't have the time to get into modding another game, i was just curious after seeing this channel, but when I do I'll be sure to start with looking into exml before go straight to c#.
tbh you'll need to read some exml to see vanilla values anyway
Does anyone know of a good UI mod (or several good ones that work together)? Things I'm looking for (on PC, mouse and keyboard only): sortable (alphabetical, category) lists in inventory and teleport interfaces, smaller "tiles" for these menus, the ability to type in values in refiner menus and shopping interface. I haven't found one. Is this stuff moddable or hard-coded?
For an example of the kind of thing I think PC players need in NMS, take a look at SkyUI for Skyrim. The current UI seems to be a mediocre compromise to make everything work on both controller and k&m.
There are a few but they're just "make it more black" and "click faster"
Black GUI
colourless inventory
small cursor
better scanning icons
colourful starfields
clean ship space map
GNU Unifont
anyone have a good mod
there are many good mods
if you could be more specific about what kinda mods, maybe I can recommend you some
can i mod the windows store version of NMS?
Yup
Oh I only use the save editor
Sorry
But I'm sure you'll get a response soon
ooo thx
Probably a stupid question because I don't really mod anything, but can you mod the Xbox version?
no
Figured
hey can anyone help me install mods
check the pins
(not dropping google to be snarky, its just a very simple install process)
Nearly all NMS mods worth mention are found at https://www.nexusmods.com/nomanssky/mods/
i checked through the pins myself in an attempt to help but couldnt find anything clearly marked 'how to install' ^^;
yeah should get the nms wiki "Mods" page pinned
If you decide to use Nexus, the Vortex tool should be simple for beginners when it comes to file management, after a few minutes of serious learning that is. Note that due to file structure of NMS, don't expect to install 200+ mods like RimWorld or Skyrim.
When I find a set of coordinates on the coordinate exchange Reddit and I plug them into the no man’s connect app they never have proper version compatibility. Why is that? how can I get it so that I can use the connect app the teleport somewhere because I’m too early in the game to access a portal and I just want to set up my base on a paradise planet
DUD'S SKY updated v3.68.1
(Updated all mods for compatibility with NMS v3.68)
(Added proper cruise control to _MOD_DUD_SpaceshipFlight_v3681)
https://www.nexusmods.com/nomanssky/mods/507
DUD'S SKY - COLORS updated v3.68.1
(Added more custom procedural color blends for plants and grass.)
https://www.nexusmods.com/nomanssky/mods/968
no i meant the shadow of the planet being cast on the rings. its visible in space, but when on surface, the shadow disappears
some people -_- i'm just home after work, update is out since today
or maybe they just install mods wrong
that bet's true ~75% of the time
true dat
mod doesn't work... reply **did you check for compatibility **... answer wait there could be compatibility issues? Me look at my descriptions + sticky post.. why do i write this shit even
but for now i give the the benefit of the doubt as it's a 7.3Gb patch tbh
Besides base parts stuff, the only file to really worry about from 3.67 to 3.68 is UI global.
I don’t know if there is parts issues but there were some base part files. (I don’t mess with that.)
On my color mod one time:
“Don’t download! Broke all my bases”
Ummm yeah that’s a NOPE
game does crash with current mod load
Anything using the UI global will be an issue
i have small starmap mod, has had more issues then my bigass craftable upgrade mods mod
XD
but some time i ask why i do make this tbh
They’ve been messing with UI a lot lately.
oh well i'll recompile and see
What’s weird is I’ve got a couple of donations that are from people that said the mod sucks. Hmmm maybe it was pity donation lol
i don't think i've gotten donations enable tbh
XD
My favorite is a dude that told me my mod is “soul sucking darkness”
😂 I mean what the hell is that?
on what mod?
DUD’S SKY. Not the colors one, the QOL mods one. It doesn’t have anything to do with light or color or anything. Lol
oh then ig et him
night are sometimes
DARK
but that both a compliment and not one at the same time
But it wasn’t on the color mod. It was another mod that has spaceship flight and exocraft stuff etc.
beats me then 😄
I asked him what that means and he said “don’t do that to people”
It just got more confusing dude.
All paranoid and shit. Got the fear from a mod.
would not be surprised at all
Gotta love how Dark Space V2 stayed on the hotpage for almost four years after the last time it actually worked XD
Darn thing was comment disabled so nobody could just post that it was busted, and people kept upvoting it for some reason
... best.. mod.. eva
It happened because for whatever reason, article writers listing best NMS mods mentioned it several different times
Thats my theory anyway
silly journalists
idk wish NMS ahd a mod podcast now and then
We'll have to make one in a few more years when NMS stops changing every 10 minutes 😄
but i don't get my own mod popularity
Like yours arent getting popular or you dont understand their popularity?
Tell me what they are rq
im like... what how why...
that best way to show XD
unique exocraft is so much fun and actually really good but somehow crashed ship starmap has overtaken it by a ton
maybe it's my naming sense
People love finding crashed ships because its game-able
need more clickbaity titles
well sure i kind get that mod
still exocraft edits are like a black and white
But yeah, flashy names can help. Whats unique exo do?
edits speeds + bosot of all exocrafts
making them unique
but also, exo are generally unpopular because the vanilla forms are so useless that most people develop their whole playstyle with exos being entirely excluded
So your crashed ship maps help players do something that a majority of them do addictively, and unique exo enhances something most players have been outright ignoring. That doesn't mean one mod is better, but it explains the difference in attention that they get
i know
Jusrt think, the top mod is almost always L02k's "Faster Clicks"
its the simplest dumbest little mod but it addresses an obnoxious pain point that players are always glad to kill
HG usually takes hints from mods like that
_>
take a hint, HG, two second hold clicks are lame
my text speed is set to 0.00001
zoom zoom
yeah 0 likes to be a dick sometimes lol
yes yes skip skip
read the story 4 times now
skip
yes shopkeeper you sell upgrades i know
no need to waste 10 secs
WHAT HE SELLS UPGRADES???
"This alien seems interested in the prospect that you might buy off his only starship, thereby stranding him on the station forever"
Yeah yeah OPEN THE MENU
true
||doesn't matter i reset the uni anyway they are stuck only for 16||
did nexus mod change?
don't see the my files option anymore
_<
is possible but maybe you just got logged out?
the site was entirely downed earlier there may be tech issues
will clsoe browser
oh well
will recompile tomorrow
one of my mod take like 10mins to recompile
can't be arsed by it rn
XD
which mod is that
craftable upgrade mods
that doesn't seem right...
you accidentally leave the entire models folder in there or what?
Oh wait is it a LUA op?
it has a lua
it the lua compile that takes that long
the only exception were a few test-only sky mods with over 2 million profiles in them, making files 140MB or something
I had a mod called Glass fix that alters 80 mats files, compiles in about a second
like i said addign and removign with lua take a while
Im told all the new base parts have new mats files that would have to be adressed for them to work with the old mod though
each add/remove is like 5 secs
edits happen allmost instantly
nexus seems down for me now
oh well
There's been some other sites having issues at random for me today so it might be a backend thing
Does anyone use a fast refine mod that works? I tried some but it didn't feel like they were working.
I don't know how to do that but thanks.
Yeah this stuff is too complicated for me.
What are the best QOL mods nothing with alters gameplay as im playing COOP
I'll alter your gameplay
What
:x
Instant actions, (fast refiners), instant text display, ladders won't grab, shorter timer mods
btw why no gamepaly changes, this doesnt affect your partner anyway
i want to avoid "hey i see a "point of interest" near "modded thing" and they go "what's "modded thing"??"
just don't get things that alter proc gen
You can try DUD’S SKY on Nexus.
Also you can try DUD’S SKY - COLORS. It changes colors of things. (Won’t match in multiplayer unless other players are using mod but it’s only colors not terrain or objects or anything) @ancient idol
ty
Hey! Anyone has the seed for the sandworms?
whoof.... need some help with c# programming
erm
i'm wondering if i can use a variable to point to a known element in a class
have you ever used stack overflow? thats what i'd do is go there, write a question, tag it C# and etc and ask
but i dont write C# but i am a programmer and my guess is... any variable declared in a method is local only and cannot be accessed outside of that method. you would have to pass variables back and forth and or create some sort of global var or some other way to store variables in 1 spot and access them in "all" or other spots...
how does installing a mod actually affect the game? Something change about the anomaly or how network works in general?
because I'm thinking o a simple qol mod, nothing more, but I don't want to do it if it changes overly much
take a look at the first pinned post here
can you post the line in question?
since we also see objects spawning below bedrock or in the air (when they are supposed to be burried) I am wondering if it is a generic issue with setting surface levels of terrain and water and the texture thing was just an unsuccessful workaround
@nocturne dune I would use NMSSE:
https://github.com/goatfungus/NMSSaveEditor
If you scroll down the page, you see 'latest version' after the images.
Download the exe, which is a self-extracting archive. So put it in a folder you can easily find again and run it to have the files extract there. Then it requires the main .jar file to run
Your save files can be found here:
Save File Locations
GoG: %appdata%\HelloGames\NMS\DefaultUser\...
Steam: %appdata%\HelloGames\NMS\st_<Steam64ID>\...
Game Pass: %LocalAppData%\Packages\HelloGames.NoMansSky_bs190hzg1sesy\SystemAppData\wgs\...
Linux (Steam):
$HOME/.local/share/Steam/steamapps/compatdata/275850/pfx/drive_c/users/steamuser/Application Data/HelloGames/NMS/st_<Steam64ID>/...
Note: When sharing saves in a report to Hello Games, it is best to create a package/archive of the full folder shown for your platform above (.zip/.rar).
Shared by: @fallow meadow
Just copy the full NMS folder somewhere you can find it again
If not installed just yet, then yes. Make sure to get the 64-bit version.
To check, you can open a Command Prompt and type the following and hit enter to see if Java is there:
java -version
Let me know once you are about to run NMSSE
@fallow meadow didn't run...LOL
Do you see the extracted files?
yes
I may have said it wrong, is there a .bat file?
yep
run that, the one that does not have 4G in the name
Can you verify java, which I explained above and copy the text or show a screenshot?
running as admin is not needed
how do you open and command prompt?
just click start or search and type 'cmd', it should show
it closes immediately.... hhhmmm
That is odd and likely why NMSSE is not working either
Let me see what I can come up with
or try open cmd as admin?
i did...didn't work....searching for solution online despite i'm in UPS mode now....power outage
Might be your windows having an issue.
You can try running SFC and DISM by following instructions here:
https://support.microsoft.com/en-us/topic/use-the-system-file-checker-tool-to-repair-missing-or-corrupted-system-files-79aa86cb-ca52-166a-92a3-966e85d4094e
If you are having power outages, you may want to try at a later time. If so, just @ me again
hey so how do i go back to the pathfinder version of nms
Steam?
Basically not, but there is an alternative to what used to be possible with Steam
Look for SteamRE/DepotDownloader
Windows Resource Protection could not start the repair service. 😦
Can you open PowerShell?
alright got it
yes...i did all at powershell...scannow doesn't work...LOL
while the DISM is successful
Follow instructions from there and do some searching on how to prevent Steam from messing it up again by trying to update. (edit manifest, to fool Steam in thinking it is updated already)
sfc /scannow is not working either?
Something seems wrong with your windows install
These system tools have been around for ages and should always work correctly or something is wrong ... or as you say, 'different'
maybe because i had it cloned?
I am not quite sure what to say. I am however afraid that if you wish to use NMSSE, you will have to do a windows repair to get this functioning again
idk.... forget about that golden starship trail then.... 🙂
thanks for the help though
Fine with me, just trying to help
I could suggest to try the alternative Save Editor, but I am afraid it will also run into issues
yeah i know...it's just a trail though but yah...bye2x 2100 qs
If you ever get it sorted, do not hesitate to ask for help again
yah will do
It's a line from the shader, and wouldn't mean much without a lot more context. It calculated the waterline based on an exponential scaling of the water's approximate depth. The approximate depth calculation itself isn't entirely accurate either (varies considerably with player's POV) which exaggerates the error more. I changed it to a very quick linear fade instead.
I see, so the depth itself is already innacurate
Yes, though the exponential-based fade is still wonky with better approximations (which I added). That's what I was saying I was puzzled about, why they made the fade exponential not linear.
the system cannot find the file specified
shit
after double checking the ids i gave the programm i think they are correct
heh id in NMS are weird and not consistant
ID or Id is sometimes a real pain in my ass
I built a Save Pont in my settlement construction office some time ago. The newest patch caused plants to grow up through the office floor and the Save Point to disappear. I thought it had been removed but when I try to build another it is prevented. Message is: only one Save Point allowed in local area. Any suggestions on how to find/expose/fix the invisible Save Point? Could any easy to use mod help me find it? I really liked having it in the office.
always check your structs 
it's an issue with the way the game generates player-placeable stuff and the settlements. technically they're simmed like they're a base, which is why they can get all the base stuff and parts, but they cant like take modifications from you when they're generated
The Save Point was fine until 3.68?
i guess its something to do with parenting or whatever
when you place a save point in a building it acts like you didn't do that and when it's placed again the game's like "mmm no there's a base here, out"
Is there any way to find the Save Point in the json NMSSaveEditor exports, and then move it?
Or deletel it?
i wouldn't know unfortunately, i dont edit saves
really sorry
someone else could lend a hand though, im sure
im just a script kiddie with some c# knows lol
np. Just looking for some basic info. I am not a kiddie, but I am ok with json, xml, etc.
!moddinglink
try there
ty
if people keep posting my mod doesnt work and it work on my load order i will tart to prepare some premade message s XD
O.o Gumsk LOL why.... 😂 gBase instead of GBase, goddamn vortex doesn't like you anymore 😛 I updated and I have a whole new install to go chop files from
Seriously? That's a problem with Vortex in my opinion :p So it's treating them like separate mods?
They have a damned mod number, why would they do that? Crazy
ha thats a weird bug indeed
i've installed mods that change their names completely over an update and vortex is still fine
kinda an old comment on my mod page, but i should really try this
What's the core value in vanilla for the new parts?
Got too much open right now to check myself 🙂
no clue tbh don't know their id's
HYPERDRIVE_SPEC, LAUNCHER_SPEC, PULSE_SPEC I think?
I just finished something I was working on and checked. Those are set to True, so yeah it's odd that they could delete them
hmm gonna check my mod then
unless older version had the core values wrong but looking at my mod edits it doesn't change those Spec core values
or there is an underlying issue we don't see XD
I would recommend you try digging around in the ground near where it was. Also look carefully in the walls and such. I've had some stuff built in settlement get shifted up, down, and sideways.
If that fails, NomNom may be able to help. Not sure.
I can't use the terrain manipulator in a settlement. Plus the invisible save point is inside a settlement building. At least it was when I built it.
I looked at the json. There are objects named BUILDSAVE. Do you think those are Save POints?
Seems possible. I would just back up your entire save folder with all files in it.
Then you can't really go wrong trying stuff
Yep.
I may have a mod for this issue.
I haven't terrain edited lately but I HAVE extensively and I think it's because I have expanded my personal base boundaries to cover my settlement
This allows me to build a personal house in settlement and such.
And terrain manipulation was never an issue.
The thing is I cannot figure out the Position{}. The save point was in the same room as the settlement teleporter, but there is no BUILDSAVE Position{} even close to it.
thanks
Was it a beacon or not?
Was a Save Point. BUILDBEACON appears to be beacons.
Okay, cool. Well if they have BUILDBEACON, BUILDSAVE being a normal save point seems likelier.
NomNom unfortunately does not have any apparent info on save points in my bases
I have been using NMSSaveEditor
There's a separate section for items not associated with bases. It might be there.
Hold on, I'll get the folder
Let me ask this. Do you think the Position{} of an object would always be relative to the planet? Or is it possible that objects built on a base are relative to the base computer?
It's relative to the base computer if it's associated with that base
Ah. I need to do some math. 🙂
PlayerStateData\BaseBuildingObjects is for items unassociated with a base. it is relative to a zero point in the system
Sorry for all the questions, but is Position{x,y,z} where z is elevation? Or something else?
y is elevation
It's not that simple, unfortunately
It is, in relation to the zero point, but that zero point is likely not perfectly aligned to the planet's surface. I guess if you were just trying to get an estimate, it's good enough
Well, if I can figure out which of my save point is the one in the settlement, I can just increase the elevation until I can interact with it. Even if it is floating
I vae been assuming it is buried?
Increase its elevation
Yes
Yeah that would work in theory if you have access to the correct object
Or you can just delete the object in the save file
Good point
Exactly.
I've done that many a time when experimenting with space bases
Well I have some ideas to work with now. Thanks to both of you for the help.
I only have 10 save points, so brute force/trial and error is always an optiion
lol Gumsk is this probably a Save Beacon that has no associated base? (Or do beacons in general have no base?) Guessing maybe it's a beacon I lost somewhere.
Yeah, I would delete that
lmao
And this looks like a lost refiner:
So I can just delete the whole node, yeah? The [0] and [1] folders?
I frequently cleanse my BaseBuildingObjects and TerrainEditData or whatever that folder is
Yeah, just select all and delete
haha sick
So since your screenshot show it what are Up{} and As{}? Any idea?
Great question. No. At a glance, Position seems like it might be stellar in nature
So perhaps Up or At is planetary
Unknown to me, never dug deep enough to figure it out. I think up is something to do with rotational position
I am guessing Position is stellar because of the huge numbers, but that could be misleading.
@fallow meadow very likely knows, if she's around
I am around now ... lol
Figuring out Position{} is enough to start for now. The settlement teleporter is likely relative to the middle of the settlement and the save point something else
Do save points get naturally associated with the bases in which you build them in the save data?
BaseBuildingObjects? Those are objects placed but not belonging to a base
Nah, Dev, we're curious about those screenshots
Gumsk was sure about what BBO is for.
Like BUILDSAVE I assume?
Depends if placed within a base or not.
The UP and AT entries
What screenhots?
Sorry, trying hard to catch up
So then yes. I am attempting to only refer to the save points that are in fact built within a defined base.
An this issuse is in a settlement, not one of my bases.
This @fallow meadow
Up and At are just vectors for orientation of the object
Ok. That makes sense
Not to me... Why would it need two vectors for the orientation of a single object?
FYI @echo bridge I just deleted all my BaseBuildingObjects manually via JSON with no obvious immediate consequences, so maybe try that.
It could be an easy quick fix to this
We may not need to know or play with any positions if the save point is in that folder because you never built it in a base proper
Ok. Last resort.
Considering this is BaseBuildingObjects, not PersistentPlayerBases, this means it is an object placed out in the open somewhere. The location is the Galactic Address and Region, which is basically a system, with a location of the Position coordinates and orientation of Up and At for that Position.
Unless there is a SEPARATE folder for that-built-within-settlements.
Do you know exactly what the "up" orientation describes?
You will not easily notice any changes by just deleting objects there, unless you are right next to any of those objects.
Basically I meant my save isn't broken lol
I would not say it to be smart to do just 'delete' stuff unles syou know what you are doing to begin with
Sorry for pinging you, hope you weren't busy with something. You were just the best person I knew for base building save data
I just deleted a refiner and a beacon, so hopefully a harmless edit
@fallow meadow
@Devillin Pixy the background on this is pre 3.68 I build a save point in my settlement office. Post 3.68 the save point is not abe to be interacted with, but trying to build another is not allowed because one already exists.
Don't worry about it. If I were truly busy, I would not be here right now
Do save points in settlements go anywhere special?
Or would that be a BBO thing to your knowledge?
Interesting, because for as far as I am aware, there are no limits to Save Point amount when placed within a base area
Save Points are required to be placed within Base area, whereas a Beacon can go anywhere
3.68 changed the settlement terrain. I have been assuming it ended up burying the save point
I can check that, the build limits, one sec
So what is at the core of this discussion? A Save Point in a settlement?
yes
Was a base expanded to get it placed?
No. Maybe we are not talking about the same object.
Would it have been part of a base, or located outside?
(Probably outside unless a settlement qualifies as an alternate form of base in save data)
Well, let's not forget, a settlement comes with some of it's own rules
Settlements are not stored like a base
Both beacon and save point have a region limit of 1. Beacon has a planet limit of 5, though that's not an issue here.
I build a save point in the office of my settlement without that location being withing a base i created with a base computer.
that should be in BBO then
FYI, I think the issue is that the original is very very close to where he is trying to place the new one. They must be overlapping. Perhaps it's partially hidden in his wall.
Wait you can only place 1 save point per region????
Ok, so if not part of a base (near), you should be able to find it within the BBO data
Never noticed this lmao.
Ok. This helps a lot.
Who's screenshot is it that I have been looking at?
Mine
I try to avoid leaving stuff out in the wild
The refiner and save point were accidents
and if I could've found them naturally they'd have been gone too
Portable Objects ...
I don't have enough space to carry many port objects. Only the refiner in my inventory.
So we are looking for this Save Point inside a settlement, but at the same time wondering why another can not be placed?
Well, we assume we know why.
@echo bridge Are you using Save Editor
He had a Save Point there, and the game hid it.
I'd guess it's one of those
Now keep in mind, you may not just want to go about deleting them just like that. So let's make sure we are getting the right one...
Remember how I said there is location data with it? Your settlement will also have a Galactic Address, which is info the save point should have too and be identical
@echo bridge you could probably isolate which of them by placing a portable refiner near that spot and checking the save data again
Check the coords to see which is closest to the new refiner
Wow. Awesome idea.
If you don't want to go deleting all your BBO like we do
Also let me ask if a backup was made?
I told him to
I always make backups.
I want to go back to galactic address. The teleporter in the office and the missing save point should have the same galactic address?
@echo bridge I assume the settlement it is placed in, belongs to you?
Yes.
Ok, so this means you should be able to find the settlement in the Save Data (SettlementStatesV2)
yes
You can search for owner (SteamID or other platform ID), or search for Name (if you know the colony name)
@fallow meadow Here?
Does that highlighted position not match settlement position?
Or the full data, but it is usually one of the top ones that you own
Wait is this not strictly for settlement as opposed to bases?
That one looks like it's an undeveloped settlement, but I don't know my state numbers yet
Scroll down the data, check for your name (USN) or something you recognise as yours
Actually looks like one pretty much developed
Thanks, like I said, don't know the numbers yet 🙂
I can find the settlement object. When you said "go index by index" what did that mean?
1047679 is max value if I recall correctly. All buildings pretty much having that value means it is almost fully built
If you click the plus on the left side, it will open up a list of indexes, 0 to whatever
Ahhhhhhh
Then you can click on one at a time to check them
So this is probably me:
Go index by index on the left side, means to expand the + and click the [0], [1], [2], etc
Given this:
There are 100 settlements
Yes, that one appears yours
Why does our save data contain info on 100 effin settlements?
As said, usually at the top or near
lmao
So likely index 0, 1, or close
Index 1
It's for settlements you encounter but don't own. Be glad; they have previously erred on the side of too little space for data
Hang on. I am looking at the json in something other than the editor. Let me switch to it. I have never tried to use it that way/
I see.
Once you find your settlement data, we need to copy the location data from it, which includes UA and Position, which we then use to compare against the BBO Save Points to know which it is
Now of course HG makes it easy on us, to use a UA in combination with a GA ... lol
Oh god, I didn't notice that
Which is a diff of decimal interpretation (UA) against a hex interpretation (GA)
Might be able to skip that entirely if the BBO is short and position is close enough to know for sure regardless of UA/GA
I hope I am still making sense
So this is my settlement
{
"UniqueId":"9a20b3c5b00c1a87",
"UniverseAddress":4631147225531644,
"Position":[
90302.1171875,
-14497.8125,
88284.5
],
Ok, now go check the BBO list of objects
You said there were like 4 Save Points in there?
Maybe just copy the same from those and compare against eachother
Here is the first of 4 BUILDSAVE in BBO
{
"Timestamp":1627672922,
"ObjectID":"^BUILDSAVE",
"GalacticAddress":"0x20B5000493BED5",
"RegionSeed":"0xF2E0A20852D68433",
"UserData":0,
"Position":[
4802.80859375,
-1684.4957275390626,
130154.921875
],
"Up":[
0.036872491240501407,
-0.012932349927723408,
0.9992362856864929
],
"At":[
0.999268651008606,
-0.009661545976996422,
-0.036998726427555087
]
},
Doesn't seem to be it, coord is way off
Ok, what did you compare to conclude that? That is where I am stuck.
I can be slow, but I always get there 🙂
"Position":[
90302.1171875,
-14497.8125,
88284.5
vs
"Position":[
4802.80859375,
-1684.4957275390626,
130154.921875
],
Ok. I thought you said it was more complicated that that. I misunderstood.. Let me check the other 3
Without checking the GA vs UA, so I am just assuming same system, then seeing totally diff positions
I am expecting positions to be kinda close, but in case of multiple being close, we might have to check GA/UA to make sure
Ok. This is weird based on what you have said. GA should be hex, right?
Often yes, but they are used inconsistently it seems
These to are not shown as hex
{
"Timestamp":1630446330,
"ObjectID":"^BUILDSAVE",
"GalacticAddress":5119326155779348,
"RegionSeed":"0x2136F8B66D75A155",
"UserData":0,
"Position":[
30972.23046875,
62759.49609375,
-109938.0234375
],
"Up":[
0.23765523731708527,
0.48156434297561648,
-0.8435731530189514
],
"At":[
0.27879151701927187,
-0.8657321929931641,
-0.415671706199646
]
},
{
"Timestamp":1631557826,
"ObjectID":"^BUILDSAVE",
"GalacticAddress":4631147225531644,
"RegionSeed":"0xA69E3A4479001124",
"UserData":0,
"Position":[
-33656.8046875,
-14501.9345703125,
53309.64453125
],
"Up":[
-0.5202654004096985,
-0.2241702675819397,
0.8240580558776856
],
"At":[
0.07982858270406723,
0.9479434490203857,
0.30827051401138308
]
},
Sorry for pasting text instead of screenshots...
3 down, 1 more to come?
The above are two of the three
And yes, sometimes it may be better to do certain things in DM, due to the amount of info going back/forth
I am beginning to think deleting all 4 is the way to go.
Or maybe one at a time until I find it
Build Save
"Timestamp":1631557826,
"ObjectID":"^BUILDSAVE",
"GalacticAddress":4631147225531644,
vs Settlement
{
"UniqueId":"9a20b3c5b00c1a87",
"UniverseAddress":4631147225531644,
Might actually be the one despite position?
That was the last Build Save you posted (number 3)
Nice! I didn't see that at first. I am sure you are right.
I was mostly focused on position. Now wondering why such a diff, but at least the same GA/UA
Let me delete it and see what happens. Gotta get another cup of coffee forst though
Make sure to keep formatting in-tact
So delete the full block {...}, but also make sure about the surrounding blocks to have a comma or not
Yep. I will get back here is 15 min or so with the results. Thanks for all the help.
