No Man's Sky

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CodenameAwesome

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CodenameAwesome

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About this mod

Frontiers compatible. An OpenBE mod that adds more assets and variation to the game's biomes.

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Permissions and credits
Ignacio's Biomes is a mod that takes advantage of OpenBE's layered, combining system. It splits the games biome files into 4 layers that can combine in new ways and makes it easier for modders to add new object lists that combine with other modders' additions.

This mod was fully made using AMUMSS, which means you can expect it to be updated quickly for every new NMS update! Thanks to AMUMSS dev Wbertro for helping me throughout the process. Shout out to WoodyMontana for helping me understand the biome engine on Discord.

This mod requires OpenBiomeExtender but it is already included in this mod's download.

Scripts are provided for you to build your own customized OpenBE patch (look at the README file) with only the features you like or to combine with someone else's OpenBE mod.

My recommended mods:
  • Fine LOD - Improves LOD. No more blurry ground textures popping in right in front of you. Less obvious billboard imposters for models.
  • DUD'S SKY - COLORS - Improves the game's colors and add variety. Enables procedural colors for textures that normally have baked-in fixed colors. I personally use this without the NightSky pak.
  • HD Clouds -  HD cloud textures created from satellite images.
  • Asteroid Fields - Makes asteroid distribution less homogeneous, using clusters and bands of asteroids instead. Adds more empty space.

Design Philosophy:
  • Power of permutation - At most, a biome in NMS will have 4 options for a Main object list and chooses only 1 to spawn. Splitting those into 3 layers and choosing 1 of each layer would increase your combinations exponentially to 4x4x4 = 64, without really changing much about the object lists. At the time of writing this, the main Lush biome subtype in this mod has 23x30x46x7 = 222,180 object list combinations for the "main" part of the biome. That's not counting variety added to caves, underwater and mountain regions using the same principle.
  • Characterful variety - Every object list is carefully decided and must justify its existence. Rather than creating a million different versions of the same thing, this mod tries to have as many meaningfully distinct object lists as possible.
  • Preserve the identity of each biome - You should always be able to tell what biome you're in. Toxic worlds may have some interesting flowers they didn't have before but they'll always have the signature Toxic props.
  • Match the vanilla style - All object lists are handcrafted to work alongside the vanilla game's object lists, rather than fully replace them. All vanilla object lists still appear in the game, although they may combine with new object lists in ways you haven't seen before.
  • Preserve or improve performance - This mod matches the vanilla game's object density as frequently as possible to avoid excluding lower end machines. Many objects (especially grass) have had their object density optimized to try to outperform the vanilla game.
  • Modularity - Almost all scripts in this mod work fully independently of each other which means if you only want some features, you can compile your own version of the mod with just the scripts you want.
  • Don't break base-building - This mod makes no changes to the shape of terrain on planets. You can easily install/uninstall it and your bases will stay firmly on the ground