Mods always work in multiplayer. Hello Games themselves added a MODS folder, you will not be banned unless you harass people or bypass the profanity filters.
Only people using a mod will see the effects. If two people play together and both have the mod installed, the experience would be seamless. If only you have the mod installed, then you'll have some difference in what objects spawn on the planet. This may cause issues if you're trying to do an excavation with someone who's playing vanilla since the ancient bones may not spawn on the same planets.
Terrain shape is unaffected. If you or your multiplayer buddy have built a base in a vanilla game, it will still be firmly on the ground, unless Hello Games themselves update the terrain. You'll never see each other standing on a mountain the other can't see (unless you install other mods that affect terrain or planet location).
Will removing this mod mess things up?
No.
Save data is unaffected. This mod only affects procedural generation that happens at runtime. Nothing is stored in your save.
Terrain shape is unaffected. If you remove this mod after saving on a planet, you should load in safely where you left off.
It's crashing!
Isolate the mod before reporting. I can't fix issues with other authors' mods.
Recent game update? This might be an issue with MBINCompiler, the tool for making mods. MBINCompiler is maintained by a handful of people who don't get enough sleep so there might be some kinks that are still being worked out after a major game update. I try to avoid releasing mods when these issues exist but sometimes the issue slips past me while playtesting an update. Feel free to let me know about a crash in this case. I'll probably take down the mod version until it's the compiler is ready.
It's definitely my fault? But I'm perfect! In this case, you can report bugs here or, much preferably in the bugs page! Please include info that might help me narrow down the offending file. Answering the following questions is immensely helpful:
> What biome is it? You can go off what it looked like from space, your scanner or you can reload without the mod to see the biome. > When exactly does it crash? Were you able to walk around a bit on the planet before crashing? Did it crash as you approached with your ship? Did it crash as you loaded into the game? > Did the planet have any bodies of water?
This FAQ sucks!
Go FAQ yourself!
Just kidding, feel free to ask anything that isn't on here in the comments and I'll try to improve this.
OK, What's the proper way to use this? Do I pick one Biome from 50 and ONE biome from 90 while picking 00, 47, 48, 49, 51?
Is that how it's set up?
Or can I pick every single one?
Nevermind, I spent the night using AMUSS to try and get this and OpenBiomeExtender to work, but AMUSS used 3.6.01 to extract, but then when trying to actually create a mod with the LUAs from this, it just reports a ton of errors and creates nothing in the CreatedModPaks folder> Looks like this mod, and Open Biome Extender needs an update to be useable
I have tried a handful of biome mods over the years, all have their good and bad sides. I really liked Exosolar's biomes pre Origins because of how vanilla+ they felt. This was pretty similar. Plus your mod was the only one that actually made my capital system prettier. However I felt the shell like mushroom was a little overused in Lush type biomes. I visited five and they all had it. Maybe I am just unlucky.
Sadly though there is something I really dislike about this mod and it's the fact that it is capable of resetting a planet's discovery data by changing it to different biome types, which means the new uploaded discovery of some very old discovered planets like 4 years or whatever can be reset to today with this mod active and that overwrite will affect people who don't even have the mod and thus you could accidently destroy the "legacy" of someone's first planet, which regrettably I did to my self. In a way though I am glad I only did it to my self and not in some kind of communal space or someone else's discoveries. It would be annoying if someone came to the region where I am renaming everything to sound kind of Huttese and reuploaded it as unpronounceable RNG or something. But even so its annoying because I renamed Bal Hutta again and even though I dont have the mod on anymore it says discovered by Kodi Sky yesterday when it should say Discovered by Dreadhawk 2 years ago. The other changed planet was Gestonehe F.A.K.K 2 and even though I didnt reupload its name, and when I land on it says its old name, in discoveries menu its marked as Gestonehe Prime and marked as discovered by Kodi Sky yesterday and not uploaded yet. Thankfully I didn't land on Dantis which was also reset so Dantis is still Discovered by Dreadhawk 2 years ago. When I was playing Expeditions the other day I went a little off course to explore and discovered systems and planets from 4 years ago. One of the planets was even named after the explorer that found them. Luckily the only mod I had installed was Exosolars Beyond Basebuilding, I would've been so gutted to erase that part of history by accident. But I wouldn't have known, because it would just have appeared as undiscovered. So it's not like the user can even avoid doing it if they had never been to that system before.
This mod doesn't edit BIOMELISTPERSTARTYPE.MBIN so there's no way the biome types are different than they would be in the vanilla game. For Biome Subtype, I'd have to change the weight values of the vanilla subtype or add a new subtype, which I haven't (the Savanna subtype is just the BarrenHQ subtype with the ground texture replaced).
I think you may be experience an issue with the vanilla game, probably just some desync with the game servers. I've had that kind of thing before. Don't worry though, just cause you can rename a reset system on your client doesn't mean that Hello Games will let you overwrite that data on their servers.
Discovery data might be affected just because there are different plants/rocks to discover with this mod, but that's the case with any mod that spawns new objects on planets.
Sorry this is super later reply but still to this day the discovery for the planet Bal Hutta is perm replaced by the hiccup that occured, meaning the planet was discovered some time this year whilst all the animals are still at their original dates. I clearly remember, Bal Hutta being turned into a ice planet of sorts, whilst in vanilla game it is a toxic world.
This mod doesn't change anything that Hello Games hasn't altered themselves in recent years. They've added biomes, changed object lists and changed creature spawns. If those kinds of changes cause discovery data to be lost on the servers, that's a vanilla game problem.
And again, this mod does not change the file that controls whether a planet is Frozen or Toxic. It only changes the files that determine what objects spawn on the terrain for each biome.
At least that's my understanding. I don't want to be stubborn or anything so if you're ever able to provide more context around the issue with screenshots, I'd appreciate it.
(Also, I recently added some subtypes to the Dead biomes that look and behave like other biomes but they're still technically "Dead" worlds so if you see a Dead world appear to change biome between vanilla and my mod, know that it's just an surfaceaesthetic change rather than an actually change in biome selection.)
Can I add that this happened to me, too? I only got the game two months ago, and my starting planet was Toxic. After installing this mod, it became Paradise (I also fell through the floor the first time I loaded my save with it running and had to remove it and move my character before reactivating it, but that's by the by).
Planet is Tooni 73/P6, system is Ayskiy-Arofi in Euclid, if that's of any use to you.
I'm not pissed off or anything, I love the mod and the way the planets look compared to what I saw of them during my early hours with the game before I stuck with this playthrough. Just wanted to let you know in case there's some issue causing this you haven't uncovered. Thanks!
So I was testing different biome mods, obviously not at the same time, at the time. I think it's cuz I was just really missing the pre origins set up I had. So I was documenting the changes it made to worlds I really knew. It was a while back now so memory is flaky. I remember trying fantasy overhaul.. and I didn't like that it was a whole different vibe, though I did REALLY like some of the "sand" textures on the ground in barren worlds and weird worlds and one biome that had lots of gek ruins buried in sand. Basicly NMS has no sandy desert planets really (they are all cracked earth) so yeah. I also didn't like the terrain change.. but that was because back then I didnt understand how similar the terrain was and it was only GridLayers being effected. Anyway I remember trying out this mod and going to a lot of planets around my "home" region that I had revisited in origins already. Fukai Jenu had two planets that had biome changes I think? I will edit this later.. with coordinates (Euclid)
EDIT 1: Couldn't help but notice, upon reinstalling this mod to test the biome thing, that you modified the crystal shapes? I liked the shapes I saw. And the colour changes to the terrain, are really nice on some worlds. I checked Bal Hutta and it turns it into a Lush world, sorry not freezing, another planet was turned into a freezing one. Anyway this resets the discovery because its the same planet but with different biome type.
Personally, I will actually see if I can take just ur dead world terrain colour edits and crystal edits for my set up. But I advise you make a separate version of the file that has multiple .pak files so people can pick and choose which part of your edits they want. Whilst the colour pallet is very oldschool, personally I only like it for dead/weird worlds. I really am not a fan of the asset mix up/placement. I use the E3 style resource pak file for example from Redmas' (out of date) fantasy overhaul mod for example. And because the gridlayers were not effected since origins that one part of the mod still works, other .paks (from the splitted version) dont work. Which is another reason to release either seperate mods or a splitted version of this mod on this mods download page. Because then if there is an update that breaks something, it might not break ALL your packs. And so people can keep using atleast part of the mod until you update the rest.
Does this Bal Hutta biome change problem happen frequently? Like do you regularly see planets that are the wrong biome?
Also, I don't think I've changed anything for the crystals in a while. What the mod does is allow both the old trailer style (push pop looking) crystals to spawn as well at the vanilla crystals and a increased size variant of the vanilla crystals. You can build a custom version of my mod without 50-OpenBE-Codename-GiantCrystals.lua or 50-OpenBE-Codename-E3Crystals.lua if you want (whenever the update is ready).
Just to chime in here, I had this exact same thing happen with the Better Planet Generation Mod. The plants and rock and fauna discoveries all changed with Installation and Uninstallation. Another thing was that I could NOT finish the "Scan Fauna" and "Scan Flora" missions (Which would also change from scanning NINE different things to scanning SEVEN different things) but I would only be able to find about 3 or 4 to scan, and then going to other waypoints wouldn't give me any new Minerals or Fauna to scan. The minute I uninstalled BPG, I was able to scan all 9 Flora and Fauna in 10 minutes, so, that's why I'm here, looking at YOUR mod, as I'm hoping it can do what BPG could not.
https://imgur.com/a/lVxKQWw Uh, I've run into an issue My settlement is now deep underground, as is my base that's nearby. I loaded the game with only your mod to check, and it's still the case. The surrounding terrain looks to be the same as before, save for the water. The planet also changed from toxic to lush. And it didn't have any water before. That doesn't bother me much, but I kinda want to visit my settlement again.
Thanks for updating for Frontiers - I am eager to use it! Can this mod be used with Better Planet Generation and it's companion pieces (Alien Terrain/Better Terrain/Better Colors/etc...)? If so what load order should it be AND what result will occur from mixing your mod and BPG?
Great mod. There is always a "but", right? Only thing that I have seen that looks "wrong" is on barren moons with no atmosphere there are flowers and plants.....this ruins immersion for me. How would I go about modifying the files to remove this?
I kind of like it as a "Life, uh, finds a way" kind of thing. I made it so only small plants spawn that way, like there's something special about the soil that lets the grow without air. Still, it's a valid point and sometimes things just don't look write no matter how much you rationalize it with "It's alien!"
I'll look into reducing the plants as much as I can, and try to make it extremely rare where I can't.
First of all, thank you for your work. I want to ask if you will update the mod with the (upcoming) release of Frontiers. I love your mod and not being able to use it would take me away from the game.
Definitely! This mod has been built from the ground up to be easily updateable! The only factor that might delay an update is if MBINCompiler isn't full updated for biome mods. Usually it doesn't take too long for that to happen though.
No Man's Sky 2021: A lava planet in an uninhabited system(38)Biommod Ignacio's Biome Overhaul OpenBE https://www.youtube.com/watch?v=Q1o3bTePPAw No Man's Sky 2021: Caves of a lava uninhabited planet (39) Biommod Ignacio's Biome Overhaul OpenBE https://www.youtube.com/watch?v=LS0E_juRNUw No Man's Sky 2021: A hot, airless planet (40) Biommod Ignacio's Biome Overhaul OpenBE https://www.youtube.com/watch?v=8NbdF9wjIzg No Man's Sky 2021: Frozen moon, caves of the lost world (41) Biommod Ignacio's Biome Overhaul OpenBE https://www.youtube.com/watch?v=bvz3rRckSto
64 comments
- Mods always work in multiplayer. Hello Games themselves added a MODS folder, you will not be banned unless you harass people or bypass the profanity filters.
- Only people using a mod will see the effects. If two people play together and both have the mod installed, the experience would be seamless. If only you have the mod installed, then you'll have some difference in what objects spawn on the planet. This may cause issues if you're trying to do an excavation with someone who's playing vanilla since the ancient bones may not spawn on the same planets.
- Terrain shape is unaffected. If you or your multiplayer buddy have built a base in a vanilla game, it will still be firmly on the ground, unless Hello Games themselves update the terrain. You'll never see each other standing on a mountain the other can't see (unless you install other mods that affect terrain or planet location).
Will removing this mod mess things up?
- No.
- Save data is unaffected. This mod only affects procedural generation that happens at runtime. Nothing is stored in your save.
- Terrain shape is unaffected. If you remove this mod after saving on a planet, you should load in safely where you left off.
It's crashing!
- Isolate the mod before reporting. I can't fix issues with other authors' mods.
- Recent game update? This might be an issue with MBINCompiler, the tool for making mods. MBINCompiler is maintained by a handful of people who don't get enough sleep so there might be some kinks that are still being worked out after a major game update. I try to avoid releasing mods when these issues exist but sometimes the issue slips past me while playtesting an update. Feel free to let me know about a crash in this case. I'll probably take down the mod version until it's the compiler is ready.
- It's definitely my fault? But I'm perfect! In this case, you can report bugs here or, much preferably in the bugs page! Please include info that might help me narrow down the offending file. Answering the following questions is immensely helpful:
> What biome is it? You can go off what it looked like from space, your scanner or you can reload without the mod to see the biome.
This FAQ sucks!> When exactly does it crash? Were you able to walk around a bit on the planet before crashing? Did it crash as you approached with your ship? Did it crash as you loaded into the game?
> Did the planet have any bodies of water?
Do I pick one Biome from 50 and ONE biome from 90 while picking 00, 47, 48, 49, 51?
Is that how it's set up?
Or can I pick every single one?
Nevermind, I spent the night using AMUSS to try and get this and OpenBiomeExtender to work, but AMUSS used 3.6.01 to extract, but then when trying to actually create a mod with the LUAs from this, it just reports a ton of errors and creates nothing in the CreatedModPaks folder>
Looks like this mod, and Open Biome Extender needs an update to be useable
Sadly though there is something I really dislike about this mod and it's the fact that it is capable of resetting a planet's discovery data by changing it to different biome types, which means the new uploaded discovery of some very old discovered planets like 4 years or whatever can be reset to today with this mod active and that overwrite will affect people who don't even have the mod and thus you could accidently destroy the "legacy" of someone's first planet, which regrettably I did to my self. In a way though I am glad I only did it to my self and not in some kind of communal space or someone else's discoveries. It would be annoying if someone came to the region where I am renaming everything to sound kind of Huttese and reuploaded it as unpronounceable RNG or something. But even so its annoying because I renamed Bal Hutta again and even though I dont have the mod on anymore it says discovered by Kodi Sky yesterday when it should say Discovered by Dreadhawk 2 years ago. The other changed planet was Gestonehe F.A.K.K 2 and even though I didnt reupload its name, and when I land on it says its old name, in discoveries menu its marked as Gestonehe Prime and marked as discovered by Kodi Sky yesterday and not uploaded yet. Thankfully I didn't land on Dantis which was also reset so Dantis is still Discovered by Dreadhawk 2 years ago. When I was playing Expeditions the other day I went a little off course to explore and discovered systems and planets from 4 years ago. One of the planets was even named after the explorer that found them. Luckily the only mod I had installed was Exosolars Beyond Basebuilding, I would've been so gutted to erase that part of history by accident. But I wouldn't have known, because it would just have appeared as undiscovered. So it's not like the user can even avoid doing it if they had never been to that system before.
So yeah I know its a long point but yeah.
I think you may be experience an issue with the vanilla game, probably just some desync with the game servers. I've had that kind of thing before. Don't worry though, just cause you can rename a reset system on your client doesn't mean that Hello Games will let you overwrite that data on their servers.
Discovery data might be affected just because there are different plants/rocks to discover with this mod, but that's the case with any mod that spawns new objects on planets.
And again, this mod does not change the file that controls whether a planet is Frozen or Toxic. It only changes the files that determine what objects spawn on the terrain for each biome.
At least that's my understanding. I don't want to be stubborn or anything so if you're ever able to provide more context around the issue with screenshots, I'd appreciate it.
(Also, I recently added some subtypes to the Dead biomes that look and behave like other biomes but they're still technically "Dead" worlds so if you see a Dead world appear to change biome between vanilla and my mod, know that it's just an surfaceaesthetic change rather than an actually change in biome selection.)
Planet is Tooni 73/P6, system is Ayskiy-Arofi in Euclid, if that's of any use to you.
I'm not pissed off or anything, I love the mod and the way the planets look compared to what I saw of them during my early hours with the game before I stuck with this playthrough. Just wanted to let you know in case there's some issue causing this you haven't uncovered. Thanks!
EDIT 1:
Couldn't help but notice, upon reinstalling this mod to test the biome thing, that you modified the crystal shapes? I liked the shapes I saw. And the colour changes to the terrain, are really nice on some worlds. I checked Bal Hutta and it turns it into a Lush world, sorry not freezing, another planet was turned into a freezing one. Anyway this resets the discovery because its the same planet but with different biome type.
Personally, I will actually see if I can take just ur dead world terrain colour edits and crystal edits for my set up. But I advise you make a separate version of the file that has multiple .pak files so people can pick and choose which part of your edits they want. Whilst the colour pallet is very oldschool, personally I only like it for dead/weird worlds. I really am not a fan of the asset mix up/placement. I use the E3 style resource pak file for example from Redmas' (out of date) fantasy overhaul mod for example. And because the gridlayers were not effected since origins that one part of the mod still works, other .paks (from the splitted version) dont work. Which is another reason to release either seperate mods or a splitted version of this mod on this mods download page. Because then if there is an update that breaks something, it might not break ALL your packs. And so people can keep using atleast part of the mod until you update the rest.
Here is "Bal Hutta" turned into lush (and glyphs)
Here is the discovery reset of today because of it. I didn't upload it OR save so hopefully it didnt reset for real this time.
Here is a screen of a single piece of the Overhaul mod from the split pak version, working along side your mod. If it was all of the overhaul they wouldn't be compatible because of both changing the same stuff like asset placement ect. I love the colour of that deadworld but was not so vibing the flora on it. Hence why I said might just take parts of it to make my own personal file (for me) with some of the changes.
ANYWAY RAMBLE ON FOR EVER, sorry
Also, I don't think I've changed anything for the crystals in a while. What the mod does is allow both the old trailer style (push pop looking) crystals to spawn as well at the vanilla crystals and a increased size variant of the vanilla crystals. You can build a custom version of my mod without 50-OpenBE-Codename-GiantCrystals.lua or 50-OpenBE-Codename-E3Crystals.lua if you want (whenever the update is ready).
The plants and rock and fauna discoveries all changed with Installation and Uninstallation.
Another thing was that I could NOT finish the "Scan Fauna" and "Scan Flora" missions (Which would also change from scanning NINE different things to scanning SEVEN different things) but I would only be able to find about 3 or 4 to scan, and then going to other waypoints wouldn't give me any new Minerals or Fauna to scan.
The minute I uninstalled BPG, I was able to scan all 9 Flora and Fauna in 10 minutes, so, that's why I'm here, looking at YOUR mod, as I'm hoping it can do what BPG could not.
Uh, I've run into an issue
My settlement is now deep underground, as is my base that's nearby. I loaded the game with only your mod to check, and it's still the case.
The surrounding terrain looks to be the same as before, save for the water. The planet also changed from toxic to lush. And it didn't have any water before. That doesn't bother me much, but I kinda want to visit my settlement again.
Could you also test to see if the issue happens with just the OpenBiomeExtender.pak on its own? That would be super helpful
Thanks for all your work.
I'll look into reducing the plants as much as I can, and try to make it extremely rare where I can't.
https://www.youtube.com/watch?v=Q1o3bTePPAw
No Man's Sky 2021: Caves of a lava uninhabited planet (39) Biommod Ignacio's Biome Overhaul OpenBE
https://www.youtube.com/watch?v=LS0E_juRNUw
No Man's Sky 2021: A hot, airless planet (40) Biommod Ignacio's Biome Overhaul OpenBE
https://www.youtube.com/watch?v=8NbdF9wjIzg
No Man's Sky 2021: Frozen moon, caves of the lost world (41) Biommod Ignacio's Biome Overhaul OpenBE
https://www.youtube.com/watch?v=bvz3rRckSto
Thank you for the mod!
50-OpenBE-Codename-BarrenScorchedBlend.lua
50-OpenBE-Codename-DeadForests.lua
50-OpenBE-Codename-FloweryWorlds.lua
50-OpenBE-Codename-HugeGlowShrooms.lua
50-OpenBE-Codename-HugeHives.lua
50-OpenBE-Codename-HugeScorchedTreesInOtherBiomes.lua
50-OpenBE-Codename-HugeSwampTreesInOtherBiomes.lua
50-OpenBE-Codename-MoreHugeBarrenVariety.lua
50-OpenBE-Codename-SecondaryLandmarks-Barren.lua
50-OpenBE-Codename-ToxicGlowSporesInOtherBiomes.lua
50-OpenBE-Codename-VolcanoesInOtherBiomes.lua
If you tell me what in particular you don't like, I can help you narrow it down.