1) Seems you deleted to much in the extreme edition.
I am missing a black hole. I am in a system with one planet, station and mention black hole. When using the extreme edition, the black hole is gone. Using the normal edition its there.
2) Not a bug, but a problem...
I installed this mod after I got several stations visited by teleporter. So, now I have several teleporter stations as destinations. When I teleport to these stations, I die because those stations are gone - That's by the way, is correct. (Using extreme edition of your mod). Also, you can confirm that these stations are gone, when you look into the galaxy map, there (market and conflict scanner installed) you'll see - nothing.
As said, the behaviour of the mod is correct, but is there a way to 'delete' these station teleportation entries? Maybe by hand through editing the save files?
The problem is the way that HG setup uninhabited systems to work. It's kind of a hacky thing where every object in space is still there, but made invisible and non-interactive. That's why sometimes you'll randomly get the "station proximity" warning while flying around.
Found it. You need to manually edit the save file(s). Therefore use the NMS Save Editor frome GitHub (https://github.com/goatfungus/NMSSaveEditor). In the editor open your save with the integrated raw JSON Viewer. For people unknown to JSON, you'll at last need some basic understanding, google for it. Search the JSON for 'TeleportEndpoints'. Under this section you'll find all known teleporter locations. Here you can now delete the destinations who have no space station. How to find those broken teleport destinations? As mention in my earlier post, go to space check the galaxy map for the systems where you'll have teleporter destinations. If its now (after installation of the mod) without info regarding market/conflict, then theres no space station, so this is now a system to delete as teleport destination.
Be advised to create a backup of your org. files - just in case...
Is it possible that the experimental branch added life back in the extreme version? Loaded up my save and all of sudden I have life in every system again... tried it with both the updated version of the mod and the other one... Sorry for being a pain!
No, doesn't seem to be broken on my end. If you have another mod that affects the file "GCSOLARGENERATIONGLOBALS.GLOBAL.MBIN" that might be the cause. Something related to asteroids maybe?
Some sort of bug that this mod introduces (both Extreme and 'Normal') -- Ai ships keep disappearing before landing at Space station and/or Freighter. Saw one land eventually but then disappeared when it attempted to take off, or when i got near ... was running as fast as i could to catch him. De-activating mod fixes issue. Love this mod very much though! But I cant get a new ship so im stuck...
MBINCompiler version v2.0.4-pre6 has been released, and it appears they've fixed most of the last global files (short of the mission tables). Just figured I'd let ya know. :)
A new game might have problems since the tutorial can get stuck if you start in an uncharted system. At some point you'll probably have to use the save editor to give yourself antimatter, antimatter housing and hyperdrive blueprints.
Edit: Looks like they changed the beginning more than I realized, every system except yellow stars are blocked by anomalous signal until you unlock the anomaly. I think it's safe to activate the mod after that point though.
Hey man thanks for update! I was teaking with your other one also for Beyond - Animals still appear on planets with Barren Fauna, it works when you just have the ECOSYSTEM folder but the biomes folder seems to spawn them?
There's probably some new data in either the creature file or biome files that's being discarded with the current version of MBINCompiler. I had originally tried using the life chance values of dead = 0.8 and full = 0.2, but animals still spawned even when fauna level showed as "Nonexistant". Using whole integers seems to force it work though, so I used dead = 5 and full = 1 instead.
I think this might be a bug introduced with Beyond itself. Try removing the mod and see if it still shows "Not Present". So far I've found two planets (one scorched, one lush) that are like this without the mod running.
Edit: I tested some more in a fresh unmodded game and found fauna levels are wrong all over the place. Getting stuff like "Full" and "Abundant" on planets with only 5 species, and "Scarce" fauna on planets with like 16 species. I've submitted a bug report but it probably won't be to fixed anytime soon considering all the reports of crashing they're likely being flooded with.
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I am missing a black hole. I am in a system with one planet, station and mention black hole. When using the extreme edition, the black hole is gone. Using the normal edition its there.
2) Not a bug, but a problem...
I installed this mod after I got several stations visited by teleporter. So, now I have several teleporter stations as destinations. When I teleport to these stations, I die because those stations are gone - That's by the way, is correct. (Using extreme edition of your mod).
Also, you can confirm that these stations are gone, when you look into the galaxy map, there (market and conflict scanner installed) you'll see - nothing.
As said, the behaviour of the mod is correct, but is there a way to 'delete' these station teleportation entries?
Maybe by hand through editing the save files?
Found it. You need to manually edit the save file(s). Therefore use the NMS Save Editor frome GitHub (https://github.com/goatfungus/NMSSaveEditor). In the editor open your save with the integrated raw JSON Viewer. For people unknown to JSON, you'll at last need some basic understanding, google for it.
Search the JSON for 'TeleportEndpoints'. Under this section you'll find all known teleporter locations. Here you can now delete the destinations who have no space station.
How to find those broken teleport destinations? As mention in my earlier post, go to space check the galaxy map for the systems where you'll have teleporter destinations. If its now (after installation of the mod) without info regarding market/conflict, then theres no space station, so this is now a system to delete as teleport destination.
Be advised to create a backup of your org. files - just in case...
And by life, I mean civilized Life :P
https://steamcommunity.com/app/275850/discussions/0/1643171537293793927/
Are you planning on releasing an 'Extreme' version for Beyond?
Edit: Looks like they changed the beginning more than I realized, every system except yellow stars are blocked by anomalous signal until you unlock the anomaly. I think it's safe to activate the mod after that point though.
Edit: I tested some more in a fresh unmodded game and found fauna levels are wrong all over the place. Getting stuff like "Full" and "Abundant" on planets with only 5 species, and "Scarce" fauna on planets with like 16 species. I've submitted a bug report but it probably won't be to fixed anytime soon considering all the reports of crashing they're likely being flooded with.
Edit: Sorry, I found it to be a bug with mod big things. The dead trees are there now after I removed it.