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Burryaga

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58 comments

  1. drkaii
    drkaii
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    Just an FYI, something about Exosolar's grass fix is now breaking this. Even trying to use the .lua and AMUMSS doesn't work anymore. 
  2. courtykat
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    Seems this mod is preventing any fauna from spawning in my game. :( This is by far my favorite biome mod, I hope you update it soon!
  3. axle356258
    axle356258
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    I downloaded this and then I started to explore, all of a sudden I'm getting game freezes when using the Mining Tool on some of the Minerals and Flora.  I tested it multiple times and that ONLY happens with this installed.  
    I'm not sure what version of the game I have, it's the latest as of today, 12-5-2021. 
    I don't have anything else installed that has any conflicts with this.

    Thank you for your time and effort. 
  4. mogkutta
    mogkutta
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    I love that you made a mod to increase density only, because that's one of my favorite aspects about mods that overhaul biomes. I just don't always want to change the entire biome type and terrain, like when I'm playing with friends.

    Note that Bloom Protector also prevents mods from changing asteroid density because it modifies GCSOLARGENERATIONGLOBALS.GLOBAL.MBIN. Certainly unexpected! Does that MBIN contain non-space entries?

    Also, if Protector has vanilla entries and loads last, won't it overwrite your mod's changes? I'm using the Vortex installer where the Protector has a ~ prefix but the mod doesn't.
  5. LokeYourLord
    LokeYourLord
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    I love the mod, but all the plants clip into settlement buildings. Hope you can somehow patch that.
    1. Burryaga
      Burryaga
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      If by plants "clipping into settlement buildings" you mean that stuff like bushes or tall grass is coming through the floor of your settlement buildings, I noticed that this is a new glitch that appeared with one of the Frontiers patches. My mod has no way of controlling whether the foliage beneath settlement buildings is properly suppressed. Forests and such should not grow in settlement buildings at all, in my experience, as even global forest coverage dodges major buildings (settlements, trading outposts, et cetera). Grass and bushes clipping through settlements will happen on vanilla, but it's less likely (because there are fewer plants) so it's less frequently noticed. I don't actually increase propagation of small detail objects (bushes, tall grass patches, et cetera) by very much at all (you can check my code if you don't believe me). I do not have any apparent control over where plants spawn, only how densely they spawn and how totally they cover the planet. Stuff that can come through the floor of settlement buildings should be automatically suppressed by the buildings, but it hasn't done that for at least the last couple patches.

      TLDR: This is an issue with the normal game, and I cannot control or fix it via modding to my knowledge. If any plants are growing through the floor of your settlement buildings, you should submit a bug report to Hello Games (the makers of No Man's Sky).

      If anyone knows of a modding flag that can be set to fix the suppression of certain plants under settlement buildings (and other buildings), I am happy to be corrected and implement a solution here, but, as far as I know, none exists.
    2. KillJoyDOD
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      In the last patch, settlements took a 6 to 10ft jump to the right!!! I glitch built stuff in my settlement and It's all offset. Other bases of mine are fine so it must only be the settlements.
    3. Burryaga
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      Yeah, it seems Frontiers patches have moved the settlements repeatedly. I have no idea why they keep doing that, but it has been a source of frustration to many of us, myself included. I had to redo a teleporter network. Build in settlements at your own risk; unfortunate as it is, more in-settlement rebuilding seems likely to be necessary in the future.
  6. drkaii
    drkaii
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    Yep. You did it. This is the mod. Thanks!

    Only very small fry suggestions I could make are:
    1. The very distant tree density hasn't increased, so nice views are a bit strangew
    2. The big trees are increased as much as the medium and little. Perhaps a version where they aren't might be nice
    1. Burryaga
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      Glad you like it, too!

      1. I think this largely depends on our computer. I have noticed that under some color schemes, the trees (even on ultra) do not readily draw as far away as I would expect. Whether they draw seems to be determined in real time by the perceived load on our system, rather than a fixed rule about drawing X% of trees up to R units away.

      2. This is a great idea, but, unfortunately, I do not know how to do this yet. I believe I would have to duplicate assets to achieve this, which is a bit beyond my current understanding, so it would take me some time to implement it well. The problem is that the variables defining the limits of a tree's potential size are independent of the variables determining its coverage or density. I do not know of a simple variable that tells the game to draw trees less densely when they are near the maximum scale, so I would have to have two versions of every tree, one that had a smaller max scale and higher density, and one with a big max scale and lower density. This would considerably complicate my code's current method of propagating wildlife, so I've been reluctant to tackle it, as I am concerned about running into performance limitations like those seen in other mods that change the game in relatively extreme ways. Doubling the tree asset variety sounds intuitively risky to me in terms of its impact on framerate, but I can't really be sure without testing.
  7. jiangxiaoyou
    jiangxiaoyou
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    Can the color of the sky be modified, and it can be used in multiplayer mode?
    1. Burryaga
      Burryaga
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      For sky color modding, I recommend trying Dud's Colors for the skies.

      I may look into this in the future, but, for now, I use Dud's.

      I am, however, uploading some new color mods for plants, dirt, rocks, rings, and more, so you should definitely check those out! They work best with Dud's stuff if you put a hyphen (-) at the beginning of his filenames.

      I'm also releasing a "Chaos Colours" as part of Blooming Biomes in the very near future. Chaos Colours will mod most of the colors in the game, including those of the sky. You will also be able to change a single field, the Seed, and generate an entirely random palette by rebuilding the mod in Mod Builder.
    2. drkaii
      drkaii
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      Or Gnome Ann's Sky! https://www.nexusmods.com/nomanssky/mods/1428?tab=posts
  8. SirGubzyWubzy
    SirGubzyWubzy
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    Does the new species mod replace the original plants on the planets or does it add and you just cant scan the original anymore but can still see them?
    Thanks
    1. Burryaga
      Burryaga
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      It replaces them. You can only scan the originals while running the versions that have the normal species. The species change is caused by a built-in game variable. I don't manually add or change assets.
    2. SirGubzyWubzy
      SirGubzyWubzy
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      Thanks for the answer :D would you recommend the new species?
    3. Burryaga
      Burryaga
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      I like the new species better on some planets, but less on others. It really depends. They're not universally better or worse. I occasionally mix up the species, but I virtually always run the version with bigger plants.
  9. Citrus333
    Citrus333
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    Getting some crashes and "Potential mod warning" popups from NMS.
    1. Burryaga
      Burryaga
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      I am about to push a new update. It may address this issue. The update will be live in less than two hours. Please try that version as soon as I post it. If you get any crashes after that:


      • Make sure you're crashing with only this mod installed, and make sure you're not crashing with the mod uninstalled, in the same place. Frontiers has brought new frame issues and crashes for many people.
      • Make sure the crash is consistent and tied to performance. If it is intermittent and your frame rate seems fine, further testing may be needed. Frontiers brought new crashing in a lot of circumstances to a lot of players. For example, I have crashed *repeatedly* on a very good PC just trying to load a save inside my freighter. My mod obviously has no impact on freighters, so that particular example is clearly an issue with stability of Frontiers in general.
      • If you are 100% sure that having the new version of this mod is making you crash consistently somewhere, please send me the planet address, and I'll attempt to determine why.

      I will do everything in my power to have the new version up in less than two hours. I discovered a mistake in my recent updates to shroom propagation that could explain major frame drops on shroom planets. I am also going to reduce extra animals in the lighter version of the mod, so if anyone is getting frame drops or crashes from too many animals, that likelihood will be reduced in the new version.

      Also, please let me know what your computer specs are, including your GPU and CPU model (and whether you're on a laptop). That will help me identify possible reasons you might crash. Frontiers has been really rough on framerates for people with older CPUs, so this could be related. I get some significant frame drops in settlements, even with my settings turned down quite a bit (even on vanilla Frontiers).

      Finally, which version are you trying to run? The full bloom requires a pretty beefy PC to run well, so if you are using that, you may want to try the Weeping Lorax version.
    2. Burryaga
      Burryaga
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      Patch is live now if you want to try it!

      I recommend Weeping Lorax with Flora Resized if you have an older PC. Colored vs recolored should not matter.

      You can also skip the increase in animal population now, which may help.

      Edit: Hope you got it figured out! I'm around if you need anything! Happy to help with troubleshooting. If your issue is not related to Frontiers, another mod, or your own PC, I will make sure this is stable everywhere!
    3. Citrus333
      Citrus333
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      Hey thanks for all the comments!  About to try out the new version and see if that helps crashes, though it could be the base NMS like you said.  What is the BloomProtector is the mod file?
    4. Burryaga
      Burryaga
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      Bloom Protector prevents other mods from affecting your plant generation through simplistic widespread edits to files like METADATA/SIMULATION/SOLARSYSTEM/BIOMES/PLACEMENTVALUES/SPAWNDENSITYLIST.MBIN and the BIOME files. This helps my intended degree of bloom appear in combination with other mods, assuming you load my mods last (you can put a tilde (~) at the front of the filename to guarantee this). It also prevents terrain edits by a couple mechanisms (but not all mechanisms), increasing the number of mods you can use smoothly for online multiplayer.

      (Terrain mods are undesirable for multiplayer in my view because unmodded players will not see your base correctly. Thus Bloom Protector also works as a helper mod to let you play online more smoothly with more mods.)
  10. Kkatman
    Kkatman
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    Does this increase the number and frequency of harvestable resource plants like Frostwort and Gamma Weed? How abot harvestable food plants like Heptaploid Wheat and Impulse Beans?
    1. Burryaga
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      I do not believe it does. Those are unique objects that I haven't tried modding yet.