
No Man's Science - Chemistry Overhaul
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Version1.6.2
About this mod
This mod overhaul's the game's entire chemistry, making it practical and logical. No more transmutation mumbo jumbo, this adds REAL chemical equations to the game so you can use your elements the way nature intended.
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Mod Status/Roadmap-ish:
Hoping to dedicate more time soon, but I am working on it!! Been spending a lot of time with schoolwork and my part time job.
A massive roadblock has been updating the substance textures/icons for the game.
The textures were all updated from 256 to 512 (or 1/2, I don’t remember off the top of my head; editing on mobile), so I need to start from scratch to make all of the icons, since I pretty much just Frankensteined various substance icons together with the previous resolution icons I got from the game files. (The icon rework is like 2/3 of the mod’s gameplay impact, imo).
Irritatingly, the oxygen atomic icon was updated since my last update. Before, hydrogen was the only element with nucleons in its icons (naturally, since it’s a smol boi and has 3 isotopes in-game). But for some reason oxygen got a nucleus, too, and not a single other element. Arguably, carbon should have gotten one, if anything.
So, between these two issues, I’ve decided that, since I need to learn Python anyways for my career, I’d learn how to build a custom plugin for blender to make NMS-stylized molecules composed of nucleus-having atoms on the fly.
So far, I’ve got the methodology down and have brute forced a lot of the nucleus work to get a desired result, but it’s a tad unstable and not very reproducible for the dozens of substances I have to rework. I WAS able to “reverse engineer” the textures of the current models to remap onto spheres in blender, so hopefully it will have the same exact style and will not be noticeably different from previous mod releases/ vanilla textures.
Im putting a lot of work into this tool, mostly for my engineering portfolio to buff the résumé, but also to help science communicators or other mod/game devs easily create atomic/molecular models with nuclei (based on an oversimplified sphere-packing visualization, as seen in game).
While this side/project may seem tangentially related to the mod, it should help me make future conceptual update MUCH easier. Any future reworks of the vanilla game will be easy to implement, as well as some additional substances I plan to look into adding.
After getting this set up to streamline future updates, I plan to add the following features:
-intermediate products to allow for more complex chemicals with only the 2-input portable refiner (e.g., N + 3O —> NO3- (nitrate) => Na + NO3- —> NaNO3 (Na+ vanilla/sodium nitrate) )
- maybe see if a 3-slot portable refiner is a possibility
- allow multi-product output to enable easier chemistry workings
-separate versions for simply stoichiometry-based reactions (current implementation) and very nerdy version with heat of formation/reaction taken into account so you need to actually mess around like a chemist
•goal here is to hopefully make the mod more balanced, as the basic setup can break some balancing; this would probably only make it harder, but less cheat-y in some aspects.
•I had to do chemistry again for the first time since I made this mod for propulsion classes + university research I was a part of, so this is the newest nit-picking that will be bothering my subconscious until I address it
-potentially new secret mod idea using the new texture capabilities
Timelime is looking like maybe this summer; hopefully sooner but I don’t want to get anyone’s hopes up. Once I get this modeling tool sorted, the compatibility update should be out quite soon after.
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Does the plethora of chemical inaccuracies in No Man's Sky bug the hell out of you? If you've taken basic chemistry class and even paid the least bit of attention, it probably bugs you that you can't just lap some hydrogen and nitrogen together to get ammonia, or the fact dioxite is notated as CO2, yet it's a different "element" and you can't react some oxygen with carbon to get some of that sweet blue drank.
Well, do I have the mod for you? (The answer is yes, yes I do.)
If you liked my previous mod Chemically Correct, then you'll be happy to know this is that mod but on gorilla steroids.
Use REAL chemical equations to get the substances you need in-game!
All elements that should be compounds or diatomic elements and such have been totally redesigned in a vanilla look so you can actually tell what the hell you're looking at.
No longer will you have to search the wiki for how the hell to make oxygen through convoluted metal combinations!
Away are the days you have to wonder "how the hell did I turn pure phosphorus into a plant?"
Do you know the chemical equation to make pyrite?
Great! Go grab some iron and sulfur (sulphurine in-game) and make yourself some rocket fuel!
If you'd like to extract some ammonia from some fungus, just slap that plant in a refiner and add a catalyst (the reward varies on the strength)
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If this mod seems unbalanced, or you have any suggestions or bugs PLEASE message me about what the issue is so I can fix it ASAP.
This mod is my baby and I intend to care for it.
Contact me preferably through Reddit (u/PetrikM) or discord (@petrik#0940).
Note: The representations for pyrite and magnetite are slightly inaccurate, as it was the only way to portray them correctly, whilst retaining the NMS vanilla look. Their unit cells are absolute units and are literally ridiculous to even attempt to photoshop.
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This mod was nearly impossible, but with the help of the new modding tool AMUMSS (nexusmods.com/nomanssky/mods/957) it was possible.
I'd like to personally thank and credit AMUMSS devWberto a hell of a lot for all of the help he gave me in making this mod possible, as it took many many hours to find and delete all 167 trash recipes from the game and add about 50 new ones. Without AMUMSS this process would have been very difficult to locate every recipe and delete them correctly along with adding the new recipes, without compiling errors. By coding loops in Lua, we were able to efficiently and effectively delete all of these recipes whilst avoiding file errors. With his help, I was able to successfully make this mod reality, so I can finally use refiners without getting super pissed. If you are a modder I HIGHLY recommend this tool, as it makes editing EXML files a hell of a lot easier, especially for large scale projects such as this one.
CONFLICT NOTES:
THIS MOD EDITS THE FILE DEFAULTREALITY.MBIN, ANY OTHER FILE DOING SO WILL CAUSE NMS TO VOMIT AND DIE
To combine this mod with another that edits NMS_REALITY_GCRECIPETABLE.MBIN it must be coded with AMUMSS.
It also edits language files and many of the substance icons. For optimal gameplay, order the mods you'd like to have precedence over this one before it.
Highly recommend using Lo2k’s black carbon mod with this!