No Man's Sky

AMUMSS Script exclusive customisation options:

  • POP_IN_RATE changes the rate of base object pop-in/pop-out, modify from 1-5 (default is 2), see images in Media tab for example;
  • EVERYTHING_CAN_SCALE allows every Eucli-ea object to be scalable while building, default is false, to force all objects to be scalable, set to true;
  • OVERRIDE_INACTIVE turns on LOD models for all Eucli-ea objects, defaults is true. To disable LOD models, set to false;
  • FREE_SPECIALS allows player to build any "Special Decoration" to be built without buying the recipe from Quicksilver shop, default is false. To know Special Decorations automatically, set to true;
  • BUILD_ANYWHERE allows all Eucli-ea objects to be built outside base boundaries, default is false. To allow objects to be built anywhere on planet, set to true;
  • MORE_VANILLA_FLOOR reverts the basic floors' advanced snapping capabilities to its vanilla form, default is false, to revert the floors to vanilla, set to true.
  • MORE_BUILDING_DISTANCE increases the distance at which objects can be built, and allows objects to be scaled at a larger range, default is false, to allow snapping at a longer distance, set to true.



"Where are the Special Decorations?"
Quicksilver Shop.

"Why are object descriptions and some dialog in English and not the language I'm using?"
Text in this mod is from human input, and as a tri-lingual person, WinderTP can only write dialog lines in English and Chinese. If you would want to provide translations for dialog, please contact WinderTP in the Modding Discord.
Translation of object descriptions is not currently planned unless someone offers free or cheap data entry options.

"Why are object names in R'lyehian?"
Eucli-ea as a mod is inspired partly by the Swedish SCP Ikea, and object names are similarly named with the creator's language, Jyutping, a romanisation system for Cantonese. It is meant to
  • Shed the objects from their restrictive titles and let builders use them based on their appearance rather than names;
  • Provide a unique name to each object to ensure quick referencing to the correct object when the object is broken;
  • Provide fun to whoever names them, because writing text is boring as fu
Players will still be able to read each object's description while inside the build menu to understand what kind of object they are. Reading said names will not summon Cthulhu.

"Where are the compatibility files?"
Eucli-ea has transitioned to relying on AMUMSS to generate METADATA files. Users can use AMUMSS to generate merged paks with basically full compatibility. Read "Customisation/compatibility instructions with AMUMSS" section under the Description tab for instructions.

"Will other people see my Eucli-ea decoration and structures?"
From my documentation on modding behaviour in multiplayer environments:
Base objects will not sync between clients, as the base object placements are based on their IDs, modded objects will not show up for other players. Any already existing vanilla objects will still be visible, as they are already in the game.
[...]
If the other players are using the same modded files, the generation and otherwise experience will be identical.
TL;DR Yes as long as they also have the mod installed

"This mod makes me unable to connect with my friend in multiplayer!"
We in the building mods circle have done everything in our ability to avoid this issue since 2017, and custom base objects had worked fine since our first documentation on multiplayer environment behaviour with mods was written.
Hello Games has broken the stability with modded objects multiple times since then, and there is nothing we in the modding community can do about it - they even provided us with a flag that identified objects as modded for proper network treatment which worked in 3.35-3.37.
This is a bug which Hello Games has generated, and the only thing we the players can do is to report this as a bug to HG's ZenDesk. Let them know that the feature is broken (again) and hope they will fix it.

"Objects are disappearing in my base!"
This is a vanilla issue often related to too many base objects, and has been present since Beyond. Though Eucli-ea has been tweaked for higher stability and one can disable base building limits with a few settings, it would still be present as long as the game decides to remove your objects, and we as modders can do little to combat this. Therefore, you should instead report this as a bug to HG's ZenDesk.

"I removed the mod and all the objects disappeared!" / "I saved without the mod and the objects didn't come back after I reinstalled it!"
Refer to this article for more information. You are also recommended to use a save editor like NMSSENomNom or NMSC to back up your saves, or in the case of NMSSE, to export your bases so you can play the game in vanilla and import the modded bases at a later date.

"I installed the latest version of Eucli-ea to the latest public version of No Man's Sky and my game is crashing!"
Eucli-ea is updated for Experimental versions, if you're using the Public branch, you should use the Eucli-ea version that is packed specifically for your game version. You can match an Eucli-ea version to a game version by finding the game's 6-digit build number at the bottom right of the mode select screen to one in the Eucli-ea version's file description, use the AMUMSS lua to generate a patch based on your game version, or playing on Experimental build using the latest Eucli-ea version. Note that sometimes Eucli-ea will not have a version for the Public branch as Experimental builds can leapfrog the Public build.
If you do not understand what are "Public" and "Experimental", assume your game is on the Public branch.

Pop-in/pop-out options demo
Largely irrelevant since ~4.0 - Section kept for reference


Hello Games has implemented a base object pop-in/pop-out system with "Building Cost" settings. Objects are made to disappear and possibly re-appear (HG's system is reliable in that disappeared objects may not appear again until reload) based on their "weight". Due to the sheer amount of objects Eucli-ea provide and the lack of understanding within the community on said building costs, the building costs of all Eucli-ea objects will be the same, based on a setting stored within Eucli-ea's AMUMSS script.







Outpost Roof / Corridor Snapping Guide
Obsolete since 3.2.2 - Section kept for reference


Go upwards and backwards with the building cam (preferably with the player maintaining some distance with the outpost, or with a building mode camera mod like Gumsk's GCam).
Snapping requires the object being placed to be entirely visible, and the point of placement is at the center of where the object would be. Hence point upwards with the camera until the object overlay becomes greenish and the object is snapped onto the outpost.
Reminder: Gek and Korvax roofs can be snapped onto Gek and Korvax outpost structures, where Vy'keen roofs can only be snapped onto the outpost of the same race.


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WinderTP