No Man's Sky

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Exosolar Sparky NeptuneX3 Babscoole

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  1. NeptuneX3
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    How to check if the mod works?
    Spoiler:  
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    Simply try to build an underwater part on the ground out of the water, at one of your bases (except for the marine shelter, which is still an underwater part only).
    If you can do it, and if the mod is updated for the last NMS version (check the short description in the "FILES" tab), you can be pretty sure that the mod is working as intended.

    3 things to check if the mod does not work:
    Spoiler:  
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    - Mods conflicts: try to launch the game with this mod only. If it works this time, at least one of your other mods is probably conflicting with this one. You can also use AMUMSS to detect conflicts, or to resolve them (see the AMUMSS guide at the bottom of the mod description).

    - "DISABLEMODS.TXT" must be renamed/removed from "(...)\No Man's Sky\GAMEDATA\PCBANKS" -> this file can sometimes be recreated after a game update.

    - There's a new "MODS" folder which can be pretty confusing: your mods (the .pak files) must be installed in "(...)\No Man's Sky\GAMEDATA\PCBANKS\MODS", NOT in "(...)\No Man's Sky\GAMEDATA\MODS".


    For the full changelog, please take a look at the "DOCS" tab.
  2. Exosolar
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    I'm thrilled to see so many enjoying the mod, and I'm also very pleased to see the bug reports, suggestions, etc. Thank you! I do my best to make this one a good, well rounded, powerful, and polished mod, but unfortunately "The entire construction system" is not something I can test well all on my own so I depend on all of you to talk to me about it.
  3. Babscoole
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    If you use and enjoy the mod, please take a moment to endorse.  :)
  4. DeadMansTale
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    "Now includes all the functionality of gBase Items, if chosen by running the Lua script:"
    Can someone please tell me what this means? I have spent the last hour trying to learn more about No Man's Sky modding and AMUSS, I am in way over my head. I have tried just using the gbase mod, but I have no idea how to merge mods or anything, and it isn't working with this mod. I just want the EM anywhere since I built a base before I could build EM generators and the closest hotspot is thousands of U away. I could spend a week learning all the ins and outs of modding stuff like I have for so many other games, and lose all my game time, but I just want to play, and I just want the simplest solution possible.
    1. Babscoole
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      "Can someone please tell me what this means"  It means that in order to get this functionality, you have to run the included Lua script through AMUMSS. 

      "I have no idea how to merge mods or anything, and it isn't working with this mod".  Cannot run more than one mod .pak that changes any given game file, due to the way NMS modding works.  To merge\combine need to use Lua scripts and AMUMSS.

      "I have spent the last hour trying to learn more about No Man's Sky modding and AMUSS"  Unsure where you were looking, but if it was Youtube, you'd be better off trying to learn about something from reading used toilet paper, for all the value and intelligence YouTube provides.

      How to use AMUMSS at No Man's Sky Nexus - Mods and Community (nexusmods.com) for install and basic usage of AMUMSS.  For install follow the steps.  Don't skip any or ignore.  Will take all of 5 minutes.

      Then, put the Lua script for Beyond Base Building into AMUMSS\ModScript folder and run Buildmod.bat (again, see the how to at the link).  You'll be given several prompts to answer, including one for enabling EM Anywhere.  Once processed, the output will be a customized version of the mod .pak.
    2. DeadMansTale
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      WTF! How are you so fast! I was just coming back to say never mind, I already figured out how to use AMUMSS. It was quite a bit easier than it looked. And no, I wasn't using YouTube, I was just reading all the README's and mod descriptions and AMUMSS page on nexus. I just hate when it feels like I spend more time modding then playing, and I was worried that this was going to be something like that. I didn't realize that AMUMSS was going to be so automated and quick, I thought it was going to be a whole thing. The last game I got into modding I spent so much time creating and editing HUNDREDS of XML's and I was just worried it was going to be a similar thing with LUA's for this game. Point is, I got it set up how I wanted, thanks anyways!
    3. Babscoole
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      Glad you got it fixed up and also glad you've a good handle on AMUMSS now.  Enjoy.  :)
    4. SayZz
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      How did you manage to enable EManywhere ? Cause even with amumss it doesn't work for me...
    5. Babscoole
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      So, you ran the Lua through AMUMSS, said Y, when prompted, to enable EMAnywhere, replaced the regular .pak in your MODS folder with the one AMUMSS just generated, and have no other conflicting mod .paks in MODS which also make changes to the BASEBUILDINGOBJECTSTABLE game file?
    6. SayZz
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      yep exactly ! All work perfectly fine except for EManywhere... I tried to say Y and N at the EManywhere prompt but nothing changes. But other prompts worked fine. I don't understand. I use the "xbox version" of the game as i didn't buy it on steam or elsewhere. Maybe it is why it doesn't work :/

      EDIT : I found a workaround by using another mod that does the same thing (and some other) and it worked
    7. Babscoole
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      Cool.  Is it gBase by chance?  If so, that's the change that is supposed to be incorporated in this one, as gBase is going to be deprecated soon.  I may have made a mistake in implementation.  I'll  double check things, as soon as I can if that's the one.
    8. SayZz
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      Nope it is more power
    9. Babscoole
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      odd, nothing comes up when I search for more power.  Do you happen to have a link to the mod page?
    10. Babscoole
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      NM on the link.  Found the info.  Think I know what happened.  Guessing when running the Lua that you chose 1 for multiplier, the default.  I had the Rate set too low for this choice.  Needs higher for EMAnywhere.  I've fixed this and will be in the next update, when NMS 4.65 is released.
  5. SayZz
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    The EManywhere option does not work. I used AMUMSS and said yes to use it but back in my base any EM generator need a sweetspot and does not produce any energy... I don't know why... I don't have any other mod affecting the same files as Beyond Base Building... And i need my EM generatrors to work anywhere as i use them as decorations 
  6. hanslo91
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    Is there a way to get the build menu that is in the images? 
    1. Babscoole
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      Old screenshots, mod has been around a long time.  HG changed the build menu a few years ago, with the Frontiers update and removed the old files, so no way to bring them back or make them work with current version, because the functions in the exe are completely different and expect the menu to be a certain way.  Sorry.
    2. hanslo91
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      Thanks for the quick and thorough response!
    3. Babscoole
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      No problem.  Sorry it wasn't better news.
  7. TheSchroedingercat
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    I just added the old lua to my list of mods to recompile

    and you already updated it

    I can't keep up with the awesomeness
    1. Babscoole
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      lol.  Got to it as soon as I could.  Had to updated the .pak, due to HG changes in a couple of the files for 4.64.  Enjoy.  :)
  8. IamKayrox
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    When I install this mod my game CTD on when I try to load my save file
    NVM, for some reason uninstalling it and reinstalling it again made it work
    1. Babscoole
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      Sounds good.  Maybe your game was in the middle of an update.
  9. LordHornswoggle
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    Does this mod increase snap angles? I cannot get floor pieces to snap straight.
    1. Babscoole
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      Doesn't modify snapping.  This mod only makes changes to BASEBUILDINGOBJECTTABLE.MBIN.  Snaps are handled in each individual objects PLACEMENT file.
  10. AoEnwyr
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    Hi! Amazing mod, really one of the essentials. It's been a while since I've played so I could be misremembering, I feel like I use to be able to scale some items smaller than the current minimum will allow. Has there been a change? If not, is there somewhere in the .lua file I can adjust the scaling values. I'm not a skilled coder but I can eek out some basics if you point me to the right spot (if it's something that can be done) I'm happy to do it myself.

    Again, excellent work 
    1. Babscoole
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      Thanks.

      Changing the scale range hasn't been a part of Beyond Base Building, because the settings for this are in a different game file.  Try this:

      ModName = "ChangeScaleRange.pak"
      Author = "Striker0420"
      Version = "3.97"
      BuildingGlobals = "GCBUILDINGGLOBALS.GLOBAL.MBIN"
      ScaleMax = 5
      ScaleMin = .1
      NMS_MOD_DEFINITION_CONTAINER = 
      {
      ["MOD_FILENAME"] = ModName, 
      ["MOD_AUTHOR"]= Author,
      ["LUA_AUTHOR"]= Author,
      ["NMS_VERSION"]= Version,
      ["MODIFICATIONS"]
      {
      {
      ["MBIN_CHANGE_TABLE"]

      {
      ["MBIN_FILE_SOURCE"] = BuildingGlobals,
      ["EXML_CHANGE_TABLE"]
      {
      {
      ["PRECEDING_KEY_WORDS"] = {"BuildingPlacementScaleMinMax"},
      ["VALUE_CHANGE_TABLE"]
      {-- makes it so you can scale bigger or smaller
      {"x",  ScaleMin}, --default 0.25
      {"y",  ScaleMax}  --default 3
      }
      }
      }
      }
      }
      }
      }
      }
    2. AoEnwyr
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      Edit: Thanks for the code! I wasn't able to get it working but I'm certain that it was users error on my end :) It most definitely was user error, although I'm not exactly sure how I screwed it up. Tried it again today and it works like a gem so thank you very much. I've updated the pre-scaling mod screenshot with a comparison one showing how it now scales in case anyone comes looking

      Previous: I'm not sure if the scaling of certain items has changed in the actual game then (you might know better about that) but here is an example of what I'm talking about. The highlighted piece is the smallest I can currently scale it to, the pieces next to it were placed about 12 months or so ago

      Original Steam Screenshot

      With New Scaling Mod + Base Building Mod
    3. Babscoole
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      Nice kitchen setup.  :)
  11. GVALT
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    Hi, will it allow to build teleporter cables longer than 200U?
    1. Babscoole
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      No.  See the mod called gBase for that.
    2. GVALT
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      Thanks
    3. Babscoole
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      No problem.  :)
  12. Emophaze
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    this might sound stupid but are these buyable with salvage parts? or fully unlocked? (hopes for buyable)
    1. Babscoole
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      Just normal vanilla build parts.  Will still need to unlock via the usual blueprint learning method to build with them.  Can do so at a building research station on the Nexus Station.
    2. Emophaze
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      good good, im glad :)
  13. d9el34be
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    Hi and thanks for an amazing mod, it really put back the fun in building.

    I have discovered one side-effect of the "don't delete attached objects" in that when you move f ex a shortrange teleporter that is attached to another teleporter, the teleport cable is detached (because it is still in the old location) but not deleted. So when you try to attach a new teleporter cable from your moved teleporter to the other un-moved teleporter once you get to the other teleporter you can't attach it because it already has a cable attached! This stumped me doubly because I also have the StealthWires mod installed, so it took me a while to figure this out

    Optimally electric cable(s), teleporter cables and pipes should follow the moved object and be deleted if the object is deleted, but I realize that this is probably not possible.

    Anyway, great mod!
    1. Babscoole
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      I'll take a look, might be able to find a way around this for these objects.  You on Discord?  I'm Babascoole there as well, usually hanging out at the NMS modding server.  https://discord.gg/22ZAU9H.  This way, maybe we can try some changes and test builds, see what happens.

      Looking through, possibility that a setting called RemovesWhenUnsnapped, might help us here, with one aspect.  I'll play with this over the next few days.
    2. d9el34be
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      Yes, I am on the Mod discord, I just sent you a DM
    3. Babscoole
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      Got it.  :)