Hi everyone, I'll be taking over the maintenance of Methatronc mods to keep them up to date.
Before posting: If an new update has dropped it can take up to a week or more for the compiler to be updated. Unless the old compiler still works. So be patient, as soon as the compiler is updated I'll update my mod. Feedback is welcome, if you have any idea's or questions feel free to ask. If you encounter any bugs please let me know. Before posting any issues please read the description.
Hate to say it, but none of the items you listed are showing up in the "To be learned" list. I have checked 9 or 10 different protected production facilities and none of them have repair kits, overrides, frigate modules etc. to be learned. Has the mod broken or has Hello games screwed it up for you again. I would really like to see this one work as it has become a serious pain to search for those items just to upgrade my freighter.
1) The Repair Kit costs 53,250 nanites to purchase from the anomaly station. Everything else is 250.
2) After purchasing, the recipes do not appear when clicking on an empty inventory slot. In the catalogue, the items are found in the Materials and Items section, Fuel and Utilities category. However, even after purchase, hovering the cursor on the item in the catalogue does not display the crafting recipe, and under Pin Unavailable at the bottom it says "Item is never crafted." Hovering over an existing item in an inventory does not show the recipe, or an option to "press E to craft more."
3) I get an "item received" audio cue when purchasing Nav Data from the terminal for 250 nanites, but the Nav Data tech is still "locked," available for 250 nanites, making the tech below it inaccessible.
4) Cycling through the purchasable craftable items screen at the terminal in the anomaly (a and d), the page with the items added by the mod only shows up every OTHER time it should. Like the mod files are only being read half the time. Every other time, the tech tree with the fuel at the top displays without the modded items at the left side of the tree.
Here are a few things I found when trying to debug it myself. These may not be helpful, but hopefully the mod author might recognize some behavior I don't, hinting at the solution. Most of my modding experience is with Fallout/Elder Scrolls games so I'm mostly familiar with the Bethesda framework. The following was done while Craftablemodules was the only mod in the GAMEDATA/MODS folder. Possibly important note: I have not tried breaking into a protected manufacturing facility to obtain the tech recipes, I've been buying them from the Anomaly terminal.
1) I edited the UNLOCKABLEITEMTREES.EXML, changing
<Property name="CostTypeID" value="FRIGATE" />to<Property name="CostTypeID" value="NANITES" /> under both <Property name="Title" value="UI_TECH_TREE_SUB" />and<Property name="Title" value="UI_FRE_BASE_TREE" />
This caused the same one-in-two behavior in the freighter upgrade menu, where cycling through the tabs would show prices in Frigate Salvage Modules, then after the ship colors tab the prices would be in nanites, then back to Frigate Salvage Modules again after cycling past the ship colors tab once more. Purchasing items using nanites results in the correct behavior, where tech is unlocked, the recipes are added to the catalogue, and the freighter upgrades and base parts can be built.
2) In the same .EXML file, I noticed that the CostTypeID for the added modules under <Property name="Title" value="UI_PRODUCT_TREE_CRAFT" />is <Property name="CostTypeID" value="FACTORY" /> I don't recognize that currency type. Changing "FACTORY" to "NANITES" didn't seem to change anything, including the 53,250 Repair Kit price.
3) The lua has the lines: local Unlockable_Item_Trees_Path = 'METADATA/REALITY/TABLES/UNLOCKABLEITEMTREES.MBIN' local Product_Table_Path = 'METADATA/REALITY/TABLES/NMS_REALITY_GCPRODUCTTABLE.MBIN' should these be pointing to .EXML files? I haven't worked with these file extensions before, so I'm just seeing a path pointing to a file that, when I look in those folders, are .EXMLs.
That's all for now. Hope this helps you close out those bug reports!
exact same issue here. i have bought them all aside from the last two under navigational data because it will let me purchase by it wont unlock. i haven't ben to more then one manufacturing facility, having ahard time finding them. but over all same problem.
Hello Jackty, I have downloaded your updated mod again and unfortunately I have to write to you that the recipes are not appearing in the inventory. What kind of update did the developers do that your mod is no longer visible in the inventory, but the recipes are visible in the anomaly... really strange. I wish you the best of luck in finding the error.
Hello...as of today your mod is not working properly. The recipes are visible in the anomaly but I can no longer make them in the inventory because they are not visible.
idk if i'm just dumb or something but I literally have no other mods installed and I'm still getting the error where the repair kit costs 53k nanites. I don't know what to do :(
been using this on a pre worlds II save with np. now items are showing and craftable alright in the inventory. but the tree doesn't appear at nexus synthesis lab
yes I should have made the unlockableitemstree an mbin and not exml, you will have to merge mods that edit that file, since it's doing full replacement
Hello, I don’t know what I am doing wrong with this mod. I have been to several manufacturing facilities and haven’t learned a single, not one, of these new recipes. I have relearned circuit board, some language, and have gotten several B grade weapon modules, what am I doing wrong? I used vortex to install this, so I should have all the files and they are in my mods folder. Help!
I'm hoping this wonderful mod will be updated soon also... It's made the game so enjoyable for me as has Superman On Steroids... It's the only way I play it anymore, and actually it's the only game I play anymore, even though I have always had many of the best... Sadly the reality of daily news worldwide has made all my other games just seem as nonsense, at least for me... They're fine for everyone else.
I have to note I am so impressed with Worlds Part 2 release... It is absolutely beautiful the way the procedural generation processes in so many new variations... The storms are crazy real and Deep water is awesome... One of the best game values to ever come out for me... Peace...
302 comments
I'll be taking over the maintenance of Methatronc mods to keep them up to date.
Before posting: If an new update has dropped it can take up to a week or more for the compiler to be updated. Unless the old compiler still works. So be patient, as soon as the compiler is updated I'll update my mod.
Feedback is welcome, if you have any idea's or questions feel free to ask.
If you encounter any bugs please let me know.
Before posting any issues please read the description.
If you have more then one mod that change the same file do not forget to merge those mods
How To merge with AMUMSS
How to merge without AMUMSS
NMSMB
How to use NMSMB (pdf)
How to use AMUMSS (pdf)
Mods folder has changed, all mods should now go in: ...\No Man's Sky\GAMEDATA\MODS
For more information read this: (credits to GumskBF): NMS modding After 5.50
1) The Repair Kit costs 53,250 nanites to purchase from the anomaly station. Everything else is 250.
2) After purchasing, the recipes do not appear when clicking on an empty inventory slot. In the catalogue, the items are found in the Materials and Items section, Fuel and Utilities category. However, even after purchase, hovering the cursor on the item in the catalogue does not display the crafting recipe, and under Pin Unavailable at the bottom it says "Item is never crafted." Hovering over an existing item in an inventory does not show the recipe, or an option to "press E to craft more."
3) I get an "item received" audio cue when purchasing Nav Data from the terminal for 250 nanites, but the Nav Data tech is still "locked," available for 250 nanites, making the tech below it inaccessible.
4) Cycling through the purchasable craftable items screen at the terminal in the anomaly (a and d), the page with the items added by the mod only shows up every OTHER time it should. Like the mod files are only being read half the time. Every other time, the tech tree with the fuel at the top displays without the modded items at the left side of the tree.
Here are a few things I found when trying to debug it myself. These may not be helpful, but hopefully the mod author might recognize some behavior I don't, hinting at the solution. Most of my modding experience is with Fallout/Elder Scrolls games so I'm mostly familiar with the Bethesda framework. The following was done while Craftablemodules was the only mod in the GAMEDATA/MODS folder. Possibly important note: I have not tried breaking into a protected manufacturing facility to obtain the tech recipes, I've been buying them from the Anomaly terminal.
1) I edited the UNLOCKABLEITEMTREES.EXML, changing
<Property name="CostTypeID" value="FRIGATE" />to<Property name="CostTypeID" value="NANITES" />
under both <Property name="Title" value="UI_TECH_TREE_SUB" />and<Property name="Title" value="UI_FRE_BASE_TREE" />
This caused the same one-in-two behavior in the freighter upgrade menu, where cycling through the tabs would show prices in Frigate Salvage Modules, then after the ship colors tab the prices would be in nanites, then back to Frigate Salvage Modules again after cycling past the ship colors tab once more. Purchasing items using nanites results in the correct behavior, where tech is unlocked, the recipes are added to the catalogue, and the freighter upgrades and base parts can be built.
2) In the same .EXML file, I noticed that the CostTypeID for the added modules under
<Property name="Title" value="UI_PRODUCT_TREE_CRAFT" />is
<Property name="CostTypeID" value="FACTORY" />
I don't recognize that currency type. Changing "FACTORY" to "NANITES" didn't seem to change anything, including the 53,250 Repair Kit price.
3) The lua has the lines:
local Unlockable_Item_Trees_Path = 'METADATA/REALITY/TABLES/UNLOCKABLEITEMTREES.MBIN'
local Product_Table_Path = 'METADATA/REALITY/TABLES/NMS_REALITY_GCPRODUCTTABLE.MBIN'
should these be pointing to .EXML files? I haven't worked with these file extensions before, so I'm just seeing a path pointing to a file that, when I look in those folders, are .EXMLs.
That's all for now. Hope this helps you close out those bug reports!
Hello Jackty, I have downloaded your updated mod again and unfortunately I have to write to you that the recipes are not appearing in the inventory. What kind of update did the developers do that your mod is no longer visible in the inventory, but the recipes are visible in the anomaly... really strange. I wish you the best of luck in finding the error.
Hello...as of today your mod is not working properly. The recipes are visible in the anomaly but I can no longer make them in the inventory because they are not visible.
Hello ..unfortunately the problem still exists :,,,(
It's the only way I play it anymore, and actually it's the only game I play anymore, even though I have always had many of the best...
Sadly the reality of daily news worldwide has made all my other games just seem as nonsense, at least for me... They're fine for everyone else.
I have to note I am so impressed with Worlds Part 2 release... It is absolutely beautiful the way the procedural generation processes in so many new variations... The storms are crazy real and Deep water is awesome... One of the best game values to ever come out for me... Peace...