#nms-modding

1 messages · Page 220 of 1

vocal zodiac
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@rapid sandal does mod builder cache data somewhere? i figured out modding station and mod builder mods cause errors between one another and my UI and character globals aren't loading properly bc MS does something weird i dunno

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...so yeah
does mod builder create a cache somewhere, and if so can i clear it

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ive already tried reinstalling and removing the mods

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reinstalling mod builder and removing the mods that changed the globals

rapid sandal
vocal zodiac
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maybe it's done something to the pak files then

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which arcs contain ui and character globals?

rapid sandal
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It opens the game and mod pack files read-only.

vocal zodiac
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oh yeah i know, modding station might have done something though

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i used an old version of mbin

rapid sandal
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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.

vocal zodiac
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that's probably what was happening then

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anything done with banksignatures.bin?

rapid sandal
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No it doesn't open or use that file.

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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.

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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.

vocal zodiac
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yeah i always delete it

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it's not an issue with the game, just the decompiler

rapid sandal
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So what specifically is happening ?

vocal zodiac
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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```
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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```
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no other PSARC throws these errors

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at least not to my knowledge

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i tried deleting and then redownloading 59B126E2 via steam but no dice

rapid sandal
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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.

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3.68.0.1 only fully works on the latest exp I think

vocal zodiac
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how would i put it into the releases text file?

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like how would i phrase it i mean

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just 3.65.0.1

rapid sandal
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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

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Then download 3.65.0.1 and put in app folder

vocal zodiac
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alright got it, thanks

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all shows correctly now

rapid sandal
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Yeah, matching the right libMBIN with the right game release is the only fiddly bit.

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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.

vocal zodiac
vocal zodiac
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@honest herald if i were to load a scene, would i be using GameComponents to do so?

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like im trying to load MODELS/COMMON/WEAPONS/MULTITOOL/MULTITOOL.SCENE.MBIN

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just thinking b4 i do if i'm not doing it right or anything

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and also how would i phrase that in my Mbin call

honest herald
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@vocal zodiac At the top of MULTITOOL.SCENE.MBIN, you'll see TkSceneNodeData where I'm highlighting:

vocal zodiac
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yeah i see it

honest herald
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Tk implies that it's in Toolkit, which I can verify here:

vocal zodiac
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ahhh, okay

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so how would i call it?

honest herald
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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"    
);
vocal zodiac
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ohhh, of course, ahah

honest herald
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However

vocal zodiac
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thank you

honest herald
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Seems to not be working let me check\

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Oh duh I forgot var

vocal zodiac
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i got it :]

honest herald
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lol enjoy

rapid sandal
vocal zodiac
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oh yeah i see that

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that tab is super helpful for just finding data structs and figuring out what goes into them

rapid sandal
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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, ...).

vocal zodiac
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got it

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sketchnodes?

marsh harbor
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there any mods that do auto sort and slot management?

vocal zodiac
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mod's working as intended it looks like :]

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vy'keen settlement

rapid sandal
vocal zodiac
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ahhh

hearty wasp
vocal zodiac
topaz crater
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👋 Is there documentation for interfacing with NMS? I see this getting started guide but I dont see any sort of docs

silent locust
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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

rapid sandal
rapid sandal
# topaz crater 👋 Is there documentation for interfacing with NMS? I see this getting started g...

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.

topaz crater
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Rather just configs and whatnot

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Alas

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I'd like to avoid working with anything titled "Cheat engine" 😅

rapid sandal
topaz crater
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Oh wow

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Jesus

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I just wanted to integrate the Spotify API into the quick action menu so I dont have to exit immersive VR to change music

rapid sandal
rapid sandal
topaz crater
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Damn, unfortunate

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But that's been done before

rapid sandal
topaz crater
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Harmony is a powerful tool

rapid sandal
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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.

topaz crater
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Oh neat, I'll give them a ring when I get around to it

rapid sandal
echo summit
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is there a multi freighter mod thats working out rn?

vale iron
ashen brook
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Are there any HUD mods for NMS third person, that preserve the ship targeting and radar displays for third person flight?

lime mesa
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Aby mods that cut down on the hyperdrive time?

left sentinel
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as in the time it takes you to warp to a system?

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that's entirely based on how good of a system you have, cant make it any faster

lime mesa
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Would make getting to a black hole so much faster

hearty wasp
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in-system warp speed is prolly in most ship speed mods already

honest herald
honest herald
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You mean the loading screen between systems?

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I mean I can give you a mod that lets you get to your system faster, but can't reduce your load times.

lime mesa
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like the ship just zooming in the light

honest herald
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Between systems?

lime mesa
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yeah

honest herald
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Yes

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It's loading a new system

lime mesa
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aaah

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ok

vocal zodiac
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who is unedjis on the nexus?

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like does anyone know

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wait, @honest herald you're not Unedjis are you

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probably not but worth a guess

wet oar
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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

vocal zodiac
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i think - and don't quote me, but i think - it replaces the base computer spawn points

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i don't know enough about the workings of the settlements to know exactly what it does and how but that's my thinks

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ill dip into the code and see whats up

wet oar
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Thanks!

vocal zodiac
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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

wet oar
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Thats what I've heard

vocal zodiac
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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

wet oar
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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. 🙂

vocal zodiac
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i guessed so

vocal zodiac
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second... one mo

wet oar
# vocal zodiac on the first question: ive found what the chart does - it triggers a scan that l...

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.

vocal zodiac
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fair fair! hm

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METADATA/SIMULATION/ENVIRONMENT/PLANETBUILDINGTABLE.MBIN

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in this table is placement probabilities

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so.... to make it simple i guess, bc i only rly have a basic understanding of it all

wet oar
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Gotcha

vocal zodiac
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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

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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

wet oar
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So, basically, any planet that has some sort of building on it already. Can spawn a settlement, however remote the chance.

vocal zodiac
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yeah thats the basic idea

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as long as it's not dead, 'weird', or 'half-weird'

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id assume half-weird means bubble lushes or frozen worlds with exotic things on it

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or egg worlds

wet oar
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Weird or Half wierd? Like Exotic. IE Plated, or Hex, or Fractured, ect

vocal zodiac
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weird like plated and hexagonal, half weird like adjective colour planets i guess

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like yknow Doomed Jade Planet or something

wet oar
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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

vocal zodiac
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apparently not

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what's dreadworld?

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like an egg world or?

wet oar
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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.

vocal zodiac
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hm

wet oar
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Thanks for looking around in there and the information!

vocal zodiac
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:]!

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oh, i can make a mod that forces at least one settlement to be generated

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probably gonna implement that into my It Takes A Village mod tbh

wet oar
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That would be cool!
Could ya make a version that removes the weird restrictions? That'd be neat. hehe

vocal zodiac
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sure yah

wet oar
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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.

vocal zodiac
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ahah, fair enough

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i like to think its pretty good
makes settlements a little harder, cranks up initial investment costs but has better production rewards

wet oar
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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

hearty wasp
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tbh tho changing it prolly won't change much except with high-end systems

vocal zodiac
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oh yeah it's expensive but like... it is a lot more satisfying, at least to me

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aronium is sold in bulk at stations and stuff so its no worries on amount

wet oar
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Gotcha!

vocal zodiac
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@wet oar updated the mod with the new fix

wet oar
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Nice!

polar falcon
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anyone know how I can update an outdated mod myself?

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I've been trying to use AMUMSS but i'm running into an error turning the MBIN file to a EXML file

hearty wasp
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install .net 5

vocal zodiac
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ive never used AMUMSS myself

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MS is just an easy and super light editor and packer

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needs mbincompiler exe

polar falcon
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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

hearty wasp
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yeah but amumss is automatic

hearty wasp
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the compiler?

polar falcon
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Yeah

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older version of MBINCompiler

hearty wasp
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oh cos you're trying to decomp an old mbin

polar falcon
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Probably

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the mod is from 2016 lol

hearty wasp
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oh

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then everything's prolly changed anyway

vocal zodiac
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what's the mod do?

hearty wasp
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especially if it's global related

polar falcon
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that sucks

polar falcon
vocal zodiac
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ahh. probably just increases the amount of active ships or some shit lol

polar falcon
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probably

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it also includes another mod

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anyways it changes the file EXPERIENCESPAWNTABLE

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is that not global, or does global mean something else?

vocal zodiac
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that's a table somewhere deeper in the game... hold on let me see if i can pull it up

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METADATA/SIMULATION/SCENE/EXPERIENCESPAWNTABLE.MBIN

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it pretty much controls ship spawns

polar falcon
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that's it

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oh

vocal zodiac
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yeah with Modding Station you could just copy that across to a new project, decompile and edit away

polar falcon
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I think i'm going to give up on using MBINCompiler here

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and try that

hearty wasp
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everything uses the compiler lol

vocal zodiac
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if you're looking to edit raw xml btw i'd suggest using Notepad++

polar falcon
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oh

hearty wasp
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other than mod builder which uses libmbin direct

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but that won't help you because libmbin didn't exist till this year or the last

vocal zodiac
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yeah everything needs the compiler but it's likely you're just missing some args or something and that's tripping it up

polar falcon
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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

hearty wasp
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because the structs literally changes every single update

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you have to find the precise one (or one that's around the time) that was used to make the mod

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try tracking down the lastest file's upload date

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and then find the compiler version released closest to that date

polar falcon
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where can I find the compiler version's release dates

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nevermind I found its github

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could find it here

hearty wasp
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ye

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you smart

polar falcon
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oh there we go

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I think it worked

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The earliest version on github (1.1.0) was released december 2016 while the mod was released in september 2016

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but it ended up working

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I think

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thanks both of you guys for helping me

hearty wasp
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gl

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I'd say hf but we never do

vocal zodiac
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i do 👀

hearty wasp
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nice

polar falcon
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yikes

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almost 4000 more lines in the current NMS file compared to the old and modded one

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a lot of the lines are completely different and not just changed values

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not sure what I should be changing

polar falcon
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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?

hearty wasp
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you can just ask

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people will answer when they see it and has an answer

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such is the magical properties of text-based messaging

polar falcon
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alright

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should stuff like this, where scale is changed to a vector, be changed?

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left is the current nms file and the right one is the old modded file

hearty wasp
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everything should conform to the current strcture

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and you can still try to change the values

polar falcon
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would the mod add new lines more than changing values

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and also, what do I do if the mod file has a huge chunk of code that the new version doesn't

hearty wasp
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you can add more entries when the struct is a list

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in this case, where it's a vector2f

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is not

hearty wasp
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unless if they're entries in a list

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then you can try to remake them

polar falcon
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what counts as a list?

hearty wasp
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for a precise definition you can check the struct in the compiler's git

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where

public List<GcBaseBuildingPart> Parts
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is a list of entries of the GcBaseBuildingPart struct called "parts"

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but whenever something is expandable and repeated in the table, it often can be a list

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so you can extrapolate what's a list based on if it looks like a list of entries

polar falcon
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oh alright

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thanks

hearty wasp
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most globals don't have list tho

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p sure the experience spawn table has a list but you can check for yourself when you see the struct names

polar falcon
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@hearty waspWhat do you think "Warp in" means?

hearty wasp
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what

polar falcon
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it's a boolean that is different across the two files

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you think it was an intentional change in the mod?

hearty wasp
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what's the full param name

polar falcon
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<Property name="WarpIn" value="False" />

and then

<Property name="WarpIn" value="True" />

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you mean like that?

hearty wasp
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it's a part of a struct right

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more context would be great lol

polar falcon
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alright

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sorry, wasn't sure how much context you needed

hearty wasp
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think that just determine if the flybys use warp in anim or not?

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could be wrong tho

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you can always try it out

polar falcon
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hm

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alright

polar falcon
hearty wasp
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leave em

polar falcon
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it looks like the new version replace a large chunk of code that the old mod has with <Property value="EmptyNode.xml" />

hearty wasp
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unless, again, if it's a list

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empty nodes are just padding

polar falcon
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sorry but what is padding?

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I'm not very knowledgeable with this kind of terminology

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let me know if i'm asking too many questions

hearty wasp
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padding like what you shove underneath a chair's leg when it's unbalanced

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i.e. ignore em

polar falcon
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alright

vocal zodiac
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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

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just had this bug come up

vocal zodiac
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so ive always been kinda bugged by refinery realism

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im gonna try to make a mod that... i wouldnt say remedies that? i'm not that cocky

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but i think it'll tweak it in a manner that makes more sense from a chemical standpoint

vocal zodiac
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@honest herald can i use Id to get an entry in a list?

left sentinel
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there used to be a mod that revamped the items and their refinements just to be as chemically accurate as possible

vocal zodiac
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im aware :] i kinda wanna lead on from that but give concessions to certain facets

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like, leave certain chemicals as they are and modify others

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for example i wanna modify the iron tree to be ionic

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iron becomes iron(I), then iron(II) and you can do Stuff with it

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i guess

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i duno, i need to think things out

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but ideally the processing of these materials would lead to higher purity

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so carbon can be turned into graphite for example

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i also kinda wanna make nanotubes need graphite, just to take the piss

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but i know that would be Evil and Fucked Up so i won't

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...maybe SneakyBoy

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also i realised i could just foreach and check ID with an If statement

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i might also use a switch

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yeah definitely going to use a switch

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@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)?

vocal zodiac
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i answered my own question

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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;
                    }
                }
            }```
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check out my cool code

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it works!

vocal zodiac
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so i'm having trouble figuring out how 'GcInventoryType' works

rapid sandal
vocal zodiac
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i'm just not familiar with this

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like if i instantiate a new substance for crafting and i want to Type it, how would i put that in

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i'm just a little confused is all :9 sorry it's such a minor thing

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would it be GcInventoryType:Substance?

rapid sandal
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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.

vocal zodiac
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i'm not sure any of them use this GcInventoryType thing

rapid sandal
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Likewise for AddProductUnindexed, and AddSubstanceUnindexed

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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.

vocal zodiac
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sorry, i'm a bit lost, how did we get here? i'm talking about editing recipes in GcRecipeTable

rapid sandal
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So you want to edit existing recipe, not create new one right

vocal zodiac
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that's the idea

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specifically i'm working with the refiner

rapid sandal
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So there are two parts to the recipe: the result and the list of ingredients.

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RECIPE.Result.Type.InventoryType give access to the resutl

vocal zodiac
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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```
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it's mega clunkers but it works pretty well

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i'm just having an issue with the Type part of this code block

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while i can just call back to the first, i want to get a GcInventoryType of Substance in there rather than back-referencing

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how would i type that out

rapid sandal
#

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

vocal zodiac
#

alright, okay

#

so using GcInventoryType = GameComps.GcInventoryType;

rapid sandal
#

I'll check, sometimes you need to create a wrapper for the enum

vocal zodiac
#

i can just say GcInventoryType.InventoryTypeEnum.Substance?

#

alright i'll wait haha

#

ill try that out in the meantime tho

rapid sandal
#

Type.InventoryType = GcInventoryType.InventoryTypeEnum.Substance

vocal zodiac
#

oh god doing that just threw like 10 compiler errors

#

i tried

                                        GcInventoryType.InventoryTypeEnum.Substance;```
#

sorry about the indents

rapid sandal
vocal zodiac
rapid sandal
#

libMBIN.GameComponents.GcInventoryType.InventoryTypeEnum, shorten the prefix using whatever alias you use for the GameComponents namespace

vocal zodiac
#

should i use using?

#

bc i already have using GcInventoryType = GameComps.GcInventoryType;

rapid sandal
#

Move Type.InventoryType to after the construction

vocal zodiac
#

what would that change?

rapid sandal
#

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

vocal zodiac
#

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

rapid sandal
#

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

vocal zodiac
#

maybe i could just construct it outside of that and have it ready-to-go

rapid sandal
#

Sure, you could create GcRefinerRecipeElement objects first then add them to the list(s)

vocal zodiac
#
                InventoryType = GcInventoryType.InventoryTypeEnum.Substance
            };```
#

compiles fine

rapid sandal
#

or that 🙂

vocal zodiac
#

i know camelCase isn't proper but i just fancy it cuz it helps me remember

rapid sandal
#

coding standards are per user, not judging

#

I'll look to add recipe helper methods like I did for the inventories

vocal zodiac
#

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

rapid sandal
vocal zodiac
#

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

rapid sandal
#

You mean like soil de-wormer ?

vocal zodiac
#

yeah

vocal zodiac
#

@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

rapid sandal
vocal zodiac
#

so i cannot add langs, right

#

got it

#

but i can modify existing langs

rapid sandal
vocal zodiac
#

so just look at the Normalize_Names script and go from there?

rapid sandal
#

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.

vocal zodiac
#

im on there now

stray ivy
#

@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?

fallow meadow
stray ivy
#

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)

twilit smelt
fallow meadow
#

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.

twilit smelt
#

lol, that sounds easier

#

although the "upload" copy can persist for a while (days, i'm told)

fallow meadow
#

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?

twilit smelt
#

the subscription lapsed

fallow meadow
#

And moving to ?

#

Steam?

stray ivy
fallow meadow
#

Then NomNom should be able to access those saves, unless on another system? You just have to point to the paths

stray ivy
#

Ok cool

fallow meadow
#

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 ;-)

stray ivy
fallow meadow
stray ivy
#

Got it

stray ivy
fallow meadow
#

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

stray ivy
#

Gotcha thanks

upper wren
#

I have a question

#

is there a way to take a set of mods that conflict and make them not?

mossy perch
#

use AMUMSS

upper wren
#

AMUMSS?

#

oh

#

ok I have the download

#

im not sure what to do it gave me a bunch of stuff

rapid sandal
# upper wren AMUMSS?

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.

swift oyster
#

Any mapping mods been created yet? 😄

hearty wasp
#

i.e. basically impossible outright

swift oyster
#

Ahhhh okay I've always wanted some sort of map for the planets :/

graceful fiber
#

which folder do i place my mods into? trying to add a creature mod

magic lava
#

Make a MOD folder in PCBANKS folder

graceful fiber
#

yep , i put the vortex folder in there ya?

#

its supposed to let me tame anything but doesnt seem to be working

magic lava
#

Got rid of the disablemod txt?

magic lava
graceful fiber
#

oop seems like it activated

#

time to catch the beasty ive been seeing fly around muh base for ages

magic lava
wraith osprey
#

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

forest tide
#

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

cinder yew
#

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 ^^

hearty wasp
#

cos it'd break your connection to the server

cinder yew
#

so anything that is not able to be synced with the server just forces you to close online connectivity? @hearty wasp

hearty wasp
#

at least anything with net replication component data, aye

#

i.e. anything that can move dynamically

cinder yew
#

so, i assume this means starships as well?

hearty wasp
#

ships are based on seed

#

not IDs

#

so no

lean saffron
#

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

lime mesa
#

What language is most common for modding NMS?

rapid sandal
lime mesa
#

C# 👀

hearty wasp
#

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

lime mesa
#

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#.

hearty wasp
#

tbh you'll need to read some exml to see vanilla values anyway

paper ravine
#

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.

hushed bronze
#

There are a few but they're just "make it more black" and "click faster"

mossy perch
#

Black GUI

#

colourless inventory

#

small cursor

#

better scanning icons

#

colourful starfields

#

clean ship space map

#

GNU Unifont

lime mesa
#

anyone have a good mod

mossy perch
#

there are many good mods

#

if you could be more specific about what kinda mods, maybe I can recommend you some

ancient idol
#

can i mod the windows store version of NMS?

ancient idol
#

where do i download the mods

#

any specific website?

lime mesa
#

Oh I only use the save editor
Sorry
But I'm sure you'll get a response soon

vale iron
ancient idol
#

ooo thx

vale iron
plush vortex
#

Probably a stupid question because I don't really mod anything, but can you mod the Xbox version?

hearty wasp
#

no

plush vortex
#

Figured

delicate sierra
#

hey can anyone help me install mods

steel crypt
#

check the pins

hushed bronze
#

(not dropping google to be snarky, its just a very simple install process)

hoary temple
#

i checked through the pins myself in an attempt to help but couldnt find anything clearly marked 'how to install' ^^;

hearty wasp
#

yeah should get the nms wiki "Mods" page pinned

buoyant swan
#

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.

hearty wasp
#

also Vortex don't install NMS mods right

#

known problem for a while

stray ivy
#

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

steel crypt
#

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

wraith osprey
merry wasp
#

some people -_- i'm just home after work, update is out since today

hearty wasp
#

that bet's true ~75% of the time

merry wasp
#

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

steel crypt
#

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.)

merry wasp
#

idk myself like i said

#

just home practically

steel crypt
#

On my color mod one time:
“Don’t download! Broke all my bases”

Ummm yeah that’s a NOPE

merry wasp
#

game does crash with current mod load

steel crypt
#

Anything using the UI global will be an issue

merry wasp
#

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

steel crypt
#

They’ve been messing with UI a lot lately.

merry wasp
#

oh well i'll recompile and see

steel crypt
#

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

merry wasp
#

i don't think i've gotten donations enable tbh

steel crypt
#

You are missing out on 3$ a year boo freakin goo lol

#

Hoo not goo WTF

merry wasp
#

XD

steel crypt
#

My favorite is a dude that told me my mod is “soul sucking darkness”

😂 I mean what the hell is that?

merry wasp
#

on what mod?

steel crypt
#

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

merry wasp
#

oh then ig et him

#

night are sometimes

#

DARK

#

but that both a compliment and not one at the same time

steel crypt
#

But it wasn’t on the color mod. It was another mod that has spaceship flight and exocraft stuff etc.

merry wasp
#

beats me then 😄

steel crypt
#

I asked him what that means and he said “don’t do that to people”

It just got more confusing dude.

merry wasp
#

lol

#

dude was stoned

steel crypt
#

All paranoid and shit. Got the fear from a mod.

merry wasp
#

would not be surprised at all

hushed bronze
#

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

merry wasp
#

... best.. mod.. eva

hushed bronze
#

It happened because for whatever reason, article writers listing best NMS mods mentioned it several different times

#

Thats my theory anyway

#

silly journalists

merry wasp
#

idk wish NMS ahd a mod podcast now and then

hushed bronze
#

We'll have to make one in a few more years when NMS stops changing every 10 minutes 😄

merry wasp
#

but i don't get my own mod popularity

hushed bronze
#

Like yours arent getting popular or you dont understand their popularity?

merry wasp
#

latter

#

on some of my smaller mods

hushed bronze
#

Tell me what they are rq

merry wasp
#

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

hushed bronze
#

People love finding crashed ships because its game-able

merry wasp
#

need more clickbaity titles

#

well sure i kind get that mod

#

still exocraft edits are like a black and white

hushed bronze
#

But yeah, flashy names can help. Whats unique exo do?

merry wasp
#

making them unique

hushed bronze
#

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

merry wasp
#

100u/sec bike is fun

#

allmost went orbital on a low grav planet

hushed bronze
#

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

merry wasp
#

i know

hushed bronze
#

Jusrt think, the top mod is almost always L02k's "Faster Clicks"

merry wasp
#

i have instant actions and instant text dispaly

#

made my own version fo those mods

hushed bronze
#

its the simplest dumbest little mod but it addresses an obnoxious pain point that players are always glad to kill

merry wasp
#

they updated to slowly

#

😄

#

but QoL mods are popular for sure

hushed bronze
#

HG usually takes hints from mods like that

merry wasp
#

_>

hushed bronze
#

take a hint, HG, two second hold clicks are lame

merry wasp
#

my text speed is set to 0.00001

hushed bronze
#

zoom zoom

merry wasp
#

0 doesnt work

#

it basically instant

hushed bronze
#

yeah 0 likes to be a dick sometimes lol

merry wasp
#

yes yes skip skip

#

read the story 4 times now

#

skip

#

yes shopkeeper you sell upgrades i know

#

no need to waste 10 secs

hushed bronze
#

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

merry wasp
#

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

#

_<

hushed bronze
#

is possible but maybe you just got logged out?

merry wasp
#

i relogged

#

should be fine

hushed bronze
#

the site was entirely downed earlier there may be tech issues

merry wasp
#

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

hushed bronze
#

which mod is that

merry wasp
#

craftable upgrade mods

hushed bronze
#

that doesn't seem right...

merry wasp
#

it does

#

it casue it need to do a lot of adds

#

and removes

hushed bronze
#

you accidentally leave the entire models folder in there or what?

merry wasp
#

nah

#

only like 78 adds and removes

hushed bronze
#

Oh wait is it a LUA op?

merry wasp
#

it has a lua

hushed bronze
#

hmm

#

I never used lua so all my stuff was basically compiled instantly

merry wasp
#

it the lua compile that takes that long

hushed bronze
#

the only exception were a few test-only sky mods with over 2 million profiles in them, making files 140MB or something

merry wasp
#

im happy it lua tbh

#

the edit to do them manually

hushed bronze
#

I had a mod called Glass fix that alters 80 mats files, compiles in about a second

merry wasp
#

like i said addign and removign with lua take a while

hushed bronze
#

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

merry wasp
#

each add/remove is like 5 secs

#

edits happen allmost instantly

#

nexus seems down for me now

#

oh well

inland aspen
#

There's been some other sites having issues at random for me today so it might be a backend thing

quartz trail
#

Does anyone use a fast refine mod that works? I tried some but it didn't feel like they were working.

merry wasp
#

@quartz trail make sure to check for compatability issues

quartz trail
#

I don't know how to do that but thanks.

merry wasp
#

use AMUMSS compile script

quartz trail
#

Yeah this stuff is too complicated for me.

merry wasp
#

@quartz trail -_- gimme a sec, compiling

ancient idol
#

What are the best QOL mods nothing with alters gameplay as im playing COOP

spice agate
#

I'll alter your gameplay

ancient idol
#

What

spice agate
#

:x

merry wasp
#

btw why no gamepaly changes, this doesnt affect your partner anyway

ancient idol
#

i want to avoid "hey i see a "point of interest" near "modded thing" and they go "what's "modded thing"??"

hearty wasp
#

just don't get things that alter proc gen

steel crypt
#

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

ancient idol
#

ty

solemn bramble
#

Hey! Anyone has the seed for the sandworms?

vocal zodiac
#

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

atomic scarab
#

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...

agile quarry
#

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

round sinew
#

take a look at the first pinned post here

shadow pivot
#

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

mental jay
#

Look at that ship

fallow meadow
nocturne dune
#

k

#

download all i presume?

fallow meadow
#

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:

hardy auroraBOT
#

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

fallow meadow
#

Just copy the full NMS folder somewhere you can find it again

nocturne dune
#

ok

#

have to install java...right? 🙂

fallow meadow
#

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

nocturne dune
#

@fallow meadow didn't run...LOL

fallow meadow
#

Do you see the extracted files?

nocturne dune
#

yes

fallow meadow
#

I may have said it wrong, is there a .bat file?

nocturne dune
#

yep

fallow meadow
#

run that, the one that does not have 4G in the name

nocturne dune
#

it just crashed i guess .... idk

#

i did

fallow meadow
#

Can you verify java, which I explained above and copy the text or show a screenshot?

nocturne dune
#

the command window popups then closes in seconds

#

tried run in administrator..none

fallow meadow
#

running as admin is not needed

nocturne dune
#

i know

#

if this doesn't work then at least i got the rainbow 🙂

fallow meadow
#

Can you do the java -version and show me what it says?

nocturne dune
#

how do you open and command prompt?

fallow meadow
#

just click start or search and type 'cmd', it should show

nocturne dune
#

it closes immediately.... hhhmmm

fallow meadow
#

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?

nocturne dune
#

i did...didn't work....searching for solution online despite i'm in UPS mode now....power outage

fallow meadow
nocturne dune
#

power is back

#

restorehealth successful...doing startcomponentcleanup 🙂

wintry quartz
#

hey so how do i go back to the pathfinder version of nms

wintry quartz
#

yes

#

it told me manifest not available

fallow meadow
#

Basically not, but there is an alternative to what used to be possible with Steam

#

Look for SteamRE/DepotDownloader

nocturne dune
#

Windows Resource Protection could not start the repair service. 😦

fallow meadow
wintry quartz
nocturne dune
#

yes...i did all at powershell...scannow doesn't work...LOL

#

while the DISM is successful

fallow meadow
# wintry quartz alright got it

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)

fallow meadow
nocturne dune
#

yeah but the DISM commands work

#

no error from them

fallow meadow
#

Something seems wrong with your windows install

nocturne dune
#

maybe because the Windows 10 version is different...LOL

#

i think not

fallow meadow
#

These system tools have been around for ages and should always work correctly or something is wrong ... or as you say, 'different'

nocturne dune
#

maybe because i had it cloned?

fallow meadow
#

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

nocturne dune
#

idk.... forget about that golden starship trail then.... 🙂

#

thanks for the help though

fallow meadow
#

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

nocturne dune
#

yeah i know...it's just a trail though but yah...bye2x 2100 qs

fallow meadow
#

I am sorry to hear ...

#

Oh well, you did get one of them to work now, right?

nocturne dune
#

darn! i should've disabled mp before entering and buying it at anomaly

#

weird

fallow meadow
#

If you ever get it sorted, do not hesitate to ask for help again

nocturne dune
#

yah will do

smoky wing
# shadow pivot can you post the line in question?

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.

shadow pivot
smoky wing
#

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.

nocturne dune
#

need to repair my OS.....darn 🙂

#

not working even in safe mode

wintry quartz
#

the system cannot find the file specified

#

shit

#

after double checking the ids i gave the programm i think they are correct

merry wasp
#

heh id in NMS are weird and not consistant

#

ID or Id is sometimes a real pain in my ass

echo bridge
#

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.

vocal zodiac
#

always check your structs meme_eeveeSip

vocal zodiac
echo bridge
#

The Save Point was fine until 3.68?

vocal zodiac
#

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"

echo bridge
#

Is there any way to find the Save Point in the json NMSSaveEditor exports, and then move it?

#

Or deletel it?

vocal zodiac
#

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

echo bridge
#

np. Just looking for some basic info. I am not a kiddie, but I am ok with json, xml, etc.

merry wasp
#

!moddinglink

hardy auroraBOT
merry wasp
#

try there

echo bridge
#

ty

merry wasp
#

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

haughty marsh
#

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

vale iron
#

Seriously? That's a problem with Vortex in my opinion :p So it's treating them like separate mods?

haughty marsh
#

yuppers

#

obv not the biggest deal in the world, just felt like groaning about it 😂

vale iron
#

They have a damned mod number, why would they do that? Crazy

haughty marsh
#

indeed O.o I didn't even notice that

#

should tie any updates to the number. alolashrug

merry wasp
#

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

vale iron
#

What's the core value in vanilla for the new parts?

#

Got too much open right now to check myself 🙂

merry wasp
#

no clue tbh don't know their id's

vale iron
#

HYPERDRIVE_SPEC, LAUNCHER_SPEC, PULSE_SPEC I think?

merry wasp
#

don't really find em

#

probably looking in the wrong files

vale iron
#

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

merry wasp
#

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

honest herald
#

If that fails, NomNom may be able to help. Not sure.

echo bridge
#

I looked at the json. There are objects named BUILDSAVE. Do you think those are Save POints?

honest herald
#

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

echo bridge
#

Yep.

honest herald
#

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.

echo bridge
#

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.

honest herald
#

Unless they've updated, may help.

#

I can open my file and look around. One sec

echo bridge
#

thanks

honest herald
#

Was it a beacon or not?

echo bridge
#

Was a Save Point. BUILDBEACON appears to be beacons.

honest herald
#

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

echo bridge
#

I have been using NMSSaveEditor

vale iron
#

There's a separate section for items not associated with bases. It might be there.

#

Hold on, I'll get the folder

echo bridge
#

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?

vale iron
#

It's relative to the base computer if it's associated with that base

echo bridge
#

Ah. I need to do some math. 🙂

vale iron
#

PlayerStateData\BaseBuildingObjects is for items unassociated with a base. it is relative to a zero point in the system

echo bridge
#

Sorry for all the questions, but is Position{x,y,z} where z is elevation? Or something else?

honest herald
#

y is elevation

vale iron
#

It's not that simple, unfortunately

honest herald
#

Really?

#

Usually, in 3D animation, y is elevation in my experience.

vale iron
#

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

honest herald
#

I see what you mean

#

Wrong thing not that simple.

echo bridge
#

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

honest herald
#

Decrease you mean?

#

OH

echo bridge
#

I vae been assuming it is buried?

honest herald
#

Increase its elevation

echo bridge
#

Yes

honest herald
#

Yeah that would work in theory if you have access to the correct object

vale iron
#

Or you can just delete the object in the save file

honest herald
#

Good point

echo bridge
#

Exactly.

vale iron
#

I've done that many a time when experimenting with space bases

echo bridge
#

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

honest herald
#

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.

vale iron
#

Yeah, I would delete that

honest herald
#

lmao

#

And this looks like a lost refiner:

#

So I can just delete the whole node, yeah? The [0] and [1] folders?

vale iron
#

I frequently cleanse my BaseBuildingObjects and TerrainEditData or whatever that folder is

#

Yeah, just select all and delete

honest herald
#

haha sick

echo bridge
#

So since your screenshot show it what are Up{} and As{}? Any idea?

honest herald
#

Great question. No. At a glance, Position seems like it might be stellar in nature

#

So perhaps Up or At is planetary

vale iron
#

Unknown to me, never dug deep enough to figure it out. I think up is something to do with rotational position

honest herald
#

I am guessing Position is stellar because of the huge numbers, but that could be misleading.

vale iron
#

@fallow meadow very likely knows, if she's around

fallow meadow
#

I am around now ... lol

echo bridge
#

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

honest herald
#

Do save points get naturally associated with the bases in which you build them in the save data?

fallow meadow
#

BaseBuildingObjects? Those are objects placed but not belonging to a base

honest herald
#

Nah, Dev, we're curious about those screenshots

#

Gumsk was sure about what BBO is for.

echo bridge
#

Like BUILDSAVE I assume?

fallow meadow
vale iron
#

The UP and AT entries

fallow meadow
#

Sorry, trying hard to catch up

honest herald
echo bridge
#

An this issuse is in a settlement, not one of my bases.

honest herald
fallow meadow
echo bridge
#

Ok. That makes sense

honest herald
#

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

echo bridge
#

Ok. Last resort.

fallow meadow
#

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.

honest herald
#

Unless there is a SEPARATE folder for that-built-within-settlements.

honest herald
fallow meadow
honest herald
fallow meadow
#

I would not say it to be smart to do just 'delete' stuff unles syou know what you are doing to begin with

vale iron
#

Sorry for pinging you, hope you weren't busy with something. You were just the best person I knew for base building save data

honest herald
#

I just deleted a refiner and a beacon, so hopefully a harmless edit

#

@fallow meadow

echo bridge
#

@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.

fallow meadow
honest herald
#

Do save points in settlements go anywhere special?

#

Or would that be a BBO thing to your knowledge?

fallow meadow
#

Save Points are required to be placed within Base area, whereas a Beacon can go anywhere

echo bridge
#

3.68 changed the settlement terrain. I have been assuming it ended up burying the save point

vale iron
#

I can check that, the build limits, one sec

fallow meadow
#

So what is at the core of this discussion? A Save Point in a settlement?

echo bridge
#

yes

fallow meadow
#

Was a base expanded to get it placed?

honest herald
#

No

#

(he cannot terrain manipulate there so I already know this is not hacked)

echo bridge
#

No. Maybe we are not talking about the same object.

fallow meadow
#

Would it have been part of a base, or located outside?

honest herald
#

(Probably outside unless a settlement qualifies as an alternate form of base in save data)

fallow meadow
#

Well, let's not forget, a settlement comes with some of it's own rules

fallow meadow
vale iron
#

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.

echo bridge
#

I build a save point in the office of my settlement without that location being withing a base i created with a base computer.

vale iron
#

that should be in BBO then

honest herald
honest herald
fallow meadow
honest herald
#

Never noticed this lmao.

echo bridge
#

Ok. This helps a lot.

fallow meadow
#

Who's screenshot is it that I have been looking at?

honest herald
#

Mine

fallow meadow
#

Ok

#

Clean BBO to be honest. Usually a lot more in there

honest herald
#

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

fallow meadow
#

Portable Objects ...

honest herald
#

I don't have enough space to carry many port objects. Only the refiner in my inventory.

fallow meadow
#

So we are looking for this Save Point inside a settlement, but at the same time wondering why another can not be placed?

honest herald
#

Well, we assume we know why.

fallow meadow
#

@echo bridge Are you using Save Editor

honest herald
#

He had a Save Point there, and the game hid it.

echo bridge
#

4 of 10 of my BUILDSAVE objects are in BBO

#

Yes NMSSaveEditor, exported json.

vale iron
#

I'd guess it's one of those

fallow meadow
#

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

honest herald
#

@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

honest herald
#

If you don't want to go deleting all your BBO like we do

fallow meadow
#

Also let me ask if a backup was made?

honest herald
#

I told him to

echo bridge
#

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?

fallow meadow
#

@echo bridge I assume the settlement it is placed in, belongs to you?

echo bridge
#

Yes.

fallow meadow
#

Ok, so this means you should be able to find the settlement in the Save Data (SettlementStatesV2)

echo bridge
#

yes

fallow meadow
#

You can search for owner (SteamID or other platform ID), or search for Name (if you know the colony name)

honest herald
#

@fallow meadow Here?

fallow meadow
#

I would open up the +

#

Then go index by index

honest herald
#

Does that highlighted position not match settlement position?

fallow meadow
#

Or the full data, but it is usually one of the top ones that you own

honest herald
#

Wait is this not strictly for settlement as opposed to bases?

vale iron
#

That one looks like it's an undeveloped settlement, but I don't know my state numbers yet

fallow meadow
#

Scroll down the data, check for your name (USN) or something you recognise as yours

fallow meadow
vale iron
#

Thanks, like I said, don't know the numbers yet 🙂

echo bridge
#

I can find the settlement object. When you said "go index by index" what did that mean?

fallow meadow
#

1047679 is max value if I recall correctly. All buildings pretty much having that value means it is almost fully built

vale iron
#

If you click the plus on the left side, it will open up a list of indexes, 0 to whatever

honest herald
#

Ahhhhhhh

vale iron
#

Then you can click on one at a time to check them

honest herald
#

So this is probably me:

fallow meadow
#

Go index by index on the left side, means to expand the + and click the [0], [1], [2], etc

honest herald
#

Given this:

fallow meadow
#

There are 100 settlements

fallow meadow
honest herald
#

Why does our save data contain info on 100 effin settlements?

fallow meadow
#

As said, usually at the top or near

honest herald
#

lmao

fallow meadow
#

So likely index 0, 1, or close

honest herald
#

Index 1

vale iron
#

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

echo bridge
#

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/

fallow meadow
#

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

vale iron
#

Oh god, I didn't notice that

fallow meadow
#

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

echo bridge
#

So this is my settlement

#

{
"UniqueId":"9a20b3c5b00c1a87",
"UniverseAddress":4631147225531644,
"Position":[
90302.1171875,
-14497.8125,
88284.5
],

fallow meadow
#

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

echo bridge
#

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
]
},

fallow meadow
#

Doesn't seem to be it, coord is way off

echo bridge
#

Ok, what did you compare to conclude that? That is where I am stuck.

#

I can be slow, but I always get there 🙂

fallow meadow
#
                "Position":[
                    90302.1171875,
                    -14497.8125,
                    88284.5

vs

                "Position":[
                    4802.80859375,
                    -1684.4957275390626,
                    130154.921875
                ],
echo bridge
#

Ok. I thought you said it was more complicated that that. I misunderstood.. Let me check the other 3

fallow meadow
#

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

echo bridge
#

Ok. This is weird based on what you have said. GA should be hex, right?

fallow meadow
#

Often yes, but they are used inconsistently it seems

echo bridge
#

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...

fallow meadow
#

3 down, 1 more to come?

echo bridge
#

The above are two of the three

fallow meadow
#

And yes, sometimes it may be better to do certain things in DM, due to the amount of info going back/forth

echo bridge
#

I am beginning to think deleting all 4 is the way to go.

#

Or maybe one at a time until I find it

fallow meadow
#

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)

echo bridge
#

Nice! I didn't see that at first. I am sure you are right.

fallow meadow
#

I was mostly focused on position. Now wondering why such a diff, but at least the same GA/UA

echo bridge
#

Let me delete it and see what happens. Gotta get another cup of coffee forst though

fallow meadow
#

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

echo bridge
#

Yep. I will get back here is 15 min or so with the results. Thanks for all the help.