would it be possible to release a version of the mod without the name changes, meaning without the language files? Is that even possible, or does it include extra elements with new names?
As much as I appreciate your effort to bring all parts of the mod as close as possible to actual chemistry, including the element names etc., the changes in the language files mess up the game too quickly. With the Companions update now including so many new UI elements I am unable to use the mod anymore, even though it does work normally as far as I could tell. It just messes up all new UI elements. Maybe a version without the language files would be a good compromise to make the update cycles of the mod longer? At least for that version of it.
Yeah, that's actually a great idea. It's been rough since I started college (especially with COVID hitting as soon as I was into my 2nd semester), so my ability to keep up with this mod while not even playing videogames for the last 3 years has been challenging for incentive. The new update has definitely interested me, though, so I think I may get around to updating it in May once I'm home.
Apologies for the inactivity. I haven't played video games much since I started college, hence why I accidentally abandoned this mod. I will probably get around to it once I have time, which may be May when I get out for the semester. The new update looks really cool, though, and this mod is the only way I can play the game without being consistently irritated so I'd say it is certainly likely :) Just may be a tad late.
Thank you for making this mod, it's an absolute must-have!
Do you think in the next update you'd be able to make concrete structures require silica instead of ferrite dust, or be able to craft metal panels out of purified ferrite?
Thank you for using it!! As for the concrete, I don't play NMS much anymore but I do try to update the mod so it's at least usable. I'm not well-versed enough in modding to create custom structures. My scripts deal solely with in-game items, rather than structures. I'd have to refer you to someone else for that request, to use the said mod in tandem with mine.
Thank you!! Does the issue still occur? I forget when I last updated, but was the mod running w the latest version (either game or mod)? I somewhat recently updated the mod without testing myself, so please let me know if the issue is persisting/ when and where it is. Much appreciated!
I don't think there is a problem with your mod as such though. I saw the latest Upgrade causes files to be restored.
I've been made a liar about your mod. I thought that it was because I have the game set to Experimental on STEAM. I have such high resolution I have to ZOOM in on desktop images to see them clearly. I could barely see the file I changed to Enable_Disabledmods, but because the letters were still visibly long then just Disabledmods I didn't ZOOM in to look closer at the files.
I found that my enable_Disabledmods folder was still as I left it after the game upgrade to Origins and because I didn't look closely I didn't notice a new file. Origin's download added a new copy of and restored Disabledmods text right above the file I had added Enable_ to, to the list.
Your mod is good for everyone that have not signed up on the NMS 3xperimental setting we can set up in STEAM.
I am a late arriver to NMS. I did research in forums before I bought it this year and found a way to sign up for the experimental server at NMS. I set it up before I started downloading mods and forgot about it.
The problem with my game and your mod is caused by the fact I signed on with the experimental server. It's a separate server and gets changes more often.
How do I make Sodium Nitrate? The portable refiner no longer makes Sodium Nitrate from Sodium. Sodium Nitrate is an important compound in the game. Do I need to put Sodium and Nitrogen in the Medium Refiner to make Sodium Nitrate? Or do I need to put Sodium, Nitrogen and Oxygen in the Heavy Refiner?
As of now, NaNO3 can only be made with the Largest refiner. I'm looking into making a future mod that expands your portable refiner to account for this issue, though.
PetrikM what other mods do you use with your game?
Maybe one of them might be helpful to us. Otherwise I am confused, because I used the backpack portable, the buildable portable and the Large and could not make Magnetite anymore. Hm? I think I will remove Onykrons HyperShop, FastScan, and do the STEAM validate page test. Then try yours alone to see what happens then.
Thanks for your reply! I guessed right then. You maintained chemical accuracy, requiring all three native elements to make the Sodium Nitrate Compound. However, for purposes of game balancing reasons, this does make the game quite a bit tougher, having to hunt for Sodium Nitrate Na+ crystals in the beginning of the game before one is able to build a heavy refiner, which only becomes available after quite a bit of progression in the base computer story arc.
@Pagafyr, I just use other visual mods, i.e. black space, black carbon, etc. I have to look into the magnetite issue. I thought I had fixed it but apparently not, and it's going to take a bit of playtesting. I'm aware that the backpack refiner only has one slot (realistically, I can't be bothered with a single other one), so I want to look into adding upgrades to increase your refiner's slots.
@Abolohit, As I said in my previous message, the game's actual functionality is certainly unbalanced. I've been meaning to get around to an update involving a balance overhaul (make NaNO3 more powerful since it's annoying to get and stuff) so the trade-off seems fair. I'm thinking the best fix is going to be to add a new layer of backpack refiners as upgrades, either just default (bc of the nature of real chemistry) or as a dual refiner and add NO3- as a compound. My semester has started, so likely I'll be slow with my next update, but as always, any feedback or suggestions is greatly appreciated!
Your mod is good for everyone that have not signed up on the NMS 3xperimental setting we can set up in STEAM.
I am a late arriver to NMS. I did research in forums before I bought it this year and found a way to sign up for the experimental server at NMS. I set it up before I started downloading mods and forgot about it.
The problem with my game and your mod is caused by the fact I signed on with the experimental server. It's a separate server and gets changes more often.
HG added a small 32 MB upgrade to the game once more. They do it occasionally on Tuesdays. I barely caught a glimpse of it when I clicked on the Download switch to see why the game didn't start immediately.
I have HyperShop and HyperScan. The last two that are left from mods I have had. HyperShop is huge compared to No Man's Science. I wonder how the creator of it has managed to keep it working.
When you have some free time, I mean one of those moments where inspiration won't let you alone, maybe the two of you could share and figure out how to keep yours from getting bumped.
Have a Great life away from modding, and hopefully not always burdened with school work!
Ah, must be a new recipe HG made. I’ll have to look for it in the files. Thanks for the heads up. In the meantime, you can make magnetite with extra pure ferrite, it’s just supposed to be a lot so it’s more efficient to use the intended formula.
Magnetite? That is magnetised Ferrite. I looked and it is. Just put Pure Ferrite into the refiner and it will make Magnetised Ferrite. Louisct has your new version now too.
I hadn't tried it so I did. The little and large refiners say that pour ferrite the resource is not usable.
oh ok, glad i could help lol. and yea I've tried putting a lot of pure ferrite, still doesn't work. but personally i managed to just find some deposit to mine as a workaround for now.
I have HyperShop, I can buy all I need when I can't find any in a local galaxy Space Station. I only have two other mods with no conflicts though. So if you have a lot of mods i only know that in my case they mess each other up. After 20 mods when Desolation came out only the 3 I have work fully anymore. This one only has a few problems. With Hypershop I don't have to worry about them not working when I need refining stuff done..
113 comments
would it be possible to release a version of the mod without the name changes, meaning without the language files?
Is that even possible, or does it include extra elements with new names?
As much as I appreciate your effort to bring all parts of the mod as close as possible to actual chemistry, including the element names etc., the changes in the language files mess up the game too quickly.
With the Companions update now including so many new UI elements I am unable to use the mod anymore, even though it does work normally as far as I could tell.
It just messes up all new UI elements. Maybe a version without the language files would be a good compromise to make the update cycles of the mod longer? At least for that version of it.
Thanks for considering! :-)
The new update has definitely interested me, though, so I think I may get around to updating it in May once I'm home.
I haven't played video games much since I started college, hence why I accidentally abandoned this mod.
I will probably get around to it once I have time, which may be May when I get out for the semester.
The new update looks really cool, though, and this mod is the only way I can play the game without being consistently irritated so I'd say it is certainly likely :)
Just may be a tad late.
Do you think in the next update you'd be able to make concrete structures require silica instead of ferrite dust, or be able to craft metal panels out of purified ferrite?
As for the concrete, I don't play NMS much anymore but I do try to update the mod so it's at least usable. I'm not well-versed enough in modding to create custom structures. My scripts deal solely with in-game items, rather than structures. I'd have to refer you to someone else for that request, to use the said mod in tandem with mine.
Does the issue still occur? I forget when I last updated, but was the mod running w the latest version (either game or mod)? I somewhat recently updated the mod without testing myself, so please let me know if the issue is persisting/ when and where it is.
Much appreciated!
I've been made a liar about your mod. I thought that it was because I have the game set to Experimental on STEAM.
I have such high resolution I have to ZOOM in on desktop images to see them clearly. I could barely see the file I changed to Enable_Disabledmods, but because the letters were still visibly long then just Disabledmods I didn't ZOOM in to look closer at the files.
I found that my enable_Disabledmods folder was still as I left it after the game upgrade to Origins and because I didn't look closely I didn't notice a new file. Origin's download added a new copy of and restored Disabledmods text right above the file I had added Enable_ to, to the list.
I am a late arriver to NMS. I did research in forums before I bought it this year and found a way to sign up for the experimental server at NMS. I set it up before I started downloading mods and forgot about it.
The problem with my game and your mod is caused by the fact I signed on with the experimental server. It's a separate server and gets changes more often.
Maybe one of them might be helpful to us. Otherwise I am confused, because I used the backpack portable, the buildable portable and the Large and could not make Magnetite anymore. Hm? I think I will remove Onykrons HyperShop, FastScan, and do the STEAM validate page test. Then try yours alone to see what happens then.
I have to look into the magnetite issue. I thought I had fixed it but apparently not, and it's going to take a bit of playtesting. I'm aware that the backpack refiner only has one slot (realistically, I can't be bothered with a single other one), so I want to look into adding upgrades to increase your refiner's slots.
@Abolohit, As I said in my previous message, the game's actual functionality is certainly unbalanced. I've been meaning to get around to an update involving a balance overhaul (make NaNO3 more powerful since it's annoying to get and stuff) so the trade-off seems fair. I'm thinking the best fix is going to be to add a new layer of backpack refiners as upgrades, either just default (bc of the nature of real chemistry) or as a dual refiner and add NO3- as a compound.
My semester has started, so likely I'll be slow with my next update, but as always, any feedback or suggestions is greatly appreciated!
I am a late arriver to NMS. I did research in forums before I bought it this year and found a way to sign up for the experimental server at NMS. I set it up before I started downloading mods and forgot about it.
The problem with my game and your mod is caused by the fact I signed on with the experimental server. It's a separate server and gets changes more often.
Your mod was affected. :- (
Thank you for the heads up, though.
I have HyperShop and HyperScan. The last two that are left from mods I have had. HyperShop is huge compared to No Man's Science. I wonder how the creator of it has managed to keep it working.
When you have some free time, I mean one of those moments where inspiration won't let you alone, maybe the two of you could share and figure out how to keep yours from getting bumped.
Have a Great life away from modding, and hopefully not always burdened with school work!
In the meantime, you can make magnetite with extra pure ferrite, it’s just supposed to be a lot so it’s more efficient to use the intended formula.
Louisct has your new version now too.
I hadn't tried it so I did. The little and large refiners say that pour ferrite the resource is not usable.
Thanks for bringing that up Louisct!