Packaging: For the time being, this mod will be distributed as a collection of MBIN files along with an updated Lua script. Using the "AMUMSS Combined MBIN Build" feature is highly recommended. As modding tools adapt to the EXML format, I will re-evaluate the packaging approach. Lua Script - Consolidated: The three separate Lua scripts previously used by this mod have been combined into a single script. Features can now be toggled on or off via config variables, streamlining both releases and patching. Lua Script - New Feature: A new feature has been added to the script that allows scaling fuel recharge volume in relation to fuel usage time. This maintains a consistent fuel-per-minute rate relative to vanilla values, preventing unintended resource exploits when adjusting fuel tank capacities to avoid potential issues. This feature is disabled by default due to the additional conflict files it creates.
CHANGELOG
(02 February 2025) 5.51 "Worlds Part II" support has been RELEASED. Place entire downloaded folder in `GAMEDATA/MODS` or use with AMUMSS. (03 February 2025) 5.52 "Worlds Part II" support has been RELEASED. NO AMUMSS changes.
[[[141845(save version 4179) Relics]]] -- Crash at start. And, possible expand ONLY portable T2 to 3x slots? Others PLS leave alone(with the current combination you get a complete CHEAT MOD). Of course after rebuild mod for newer version NMS. Thanks ================================ NMS Modding after 5.58 https://docs.google.com/document/d/18k5VfvzLXbpBrAGGO7LK30c2Ta_lWQ5F5YgEpuwKZ6M/edit?tab=t.0#heading=h.ypcwgjd1lmet ================================
Running the Lua through AMUMSS doesn't seem to be working. It seems to run successfully, there aren't any errors or warnings in the report, but it just doesn't add any slots. Any thoughts?
Hey, really appreciate your update. It was working perfectly up until today. Seems like a small update to nms may have broken something. After taking out mods individually I found it was this one that was causing my game to crash. Might be a conflict with another mod I have, I'm not sure. Just a heads up. Thanks for your work!
I second the info. Today's update definitely borked something with this mod. I verified it as the only loaded mod, where if failed during loading a saved game. Also, thanks so much for such a great mod!
Thank you very much for your mod! Even with the addition of the backpack refiner T2 (with two slots) to the game, I still continue to use your mod (mainly for the backpack and the medium refiner, so that they both have 3 slots).
But I have a question that has been interesting to me for a long time - the description says that "the operating time of the refiner has become 15 minutes instead of 5" (I wrote it in my own words).
In lua there is a line "FuelTime = 15 * 60". But there are resources in the game, the processing of a full stack of which (with standart inventory setting with stack of resources = 9999) can take 30 and even 40+ minutes, if I'm not mistaken and this time has not been reduced by the developers themselves (for example, processing Runaway Mold (obtained from Curious deposit or distilled from other types of mold) takes exactly 40+ minutes, if processed in a backpack or in one refiner, without dividing into several pieces).
IN SHORT - if I want my backpack or portable refiner to work on one stack of fuel for 45 minutes, but consume the amount of fuel corresponding to this time, is it enough for me to write "45 * 60", or do I need to write "45 * 180" if I want to maintain the proportions of fuel consumption per 1 minute (if I understood correctly, then 60 is the amount of fuel spent in 15 minutes)?
In general - tell me, please! I do not want to save fuel, but I would rather put fuel for 45-60 minutes and not bother with constant replenishment, especially if the processing process is 30-45 minutes ...
The 15 * 60 is just converting 15 minutes to seconds, as that is the increment of time used in the data files. What you are looking for is the "Charge" value. Each substance has a per-unit charge value, and each technology slot has a maximum charge value it accepts at any given time. The `FuelTime` variable (internally `AmountEmptyTimePeriod`) is how long it takes to empty a fully charged "generator". So increasing the time just stretches the same amount of charge resources over a longer time period.
At least, iirc, I think that is how it works. It's been a very long time since I looked into this. I'll look into it later this evening, being able to change the charge volume would be a good addition to this mod if its a simple adjustment that doesn't add more conflict files.
Not getting any change on the personal refiner back pack. MK1 still shows 1, and MK2 is showing 2. The portable has 3 slots. I haven't checked the medium yet, cause I can't build yet.
I also noticed I was having trouble opening refiner when done, and also picking it up. But it might also be a game bug, cause when I removed mod it was still happening... I would have to hold the E key for a couple seconds or more before anything happened.
This mod is working great for me now, all 3 versions and refiners. After the last update I had to disable many of my other mods that were broken and not updated, and you updated this one, so obviously one of the other mods I disabled was conflicting. I'll be careful about re-adding those mods back in future if they ever do get updated so I know if any conflicts. Works perfectly now, thanks
Something I noticed that has help me tremendously with modding NMS is that after a big update just wait for 3-6 days to update the game or rebuild any AMUMSS mods as typically it's less about necessary changes and more about mbin not being fully updated as It tends to update once right after the game update then a second time latter on which I assume fills in the holes(?).
Anyways after I stopped trying to immediately update (you can put steam in offline mode to stop it) I stopped running into all the usual headaches of NMS modding so that's my advice anyways regarding weird mod conflicts after an update.
42 comments
Packaging: For the time being, this mod will be distributed as a collection of MBIN files along with an updated Lua script. Using the "AMUMSS Combined MBIN Build" feature is highly recommended. As modding tools adapt to the EXML format, I will re-evaluate the packaging approach.
Lua Script - Consolidated: The three separate Lua scripts previously used by this mod have been combined into a single script. Features can now be toggled on or off via config variables, streamlining both releases and patching.
Lua Script - New Feature: A new feature has been added to the script that allows scaling fuel recharge volume in relation to fuel usage time. This maintains a consistent fuel-per-minute rate relative to vanilla values, preventing unintended resource exploits when adjusting fuel tank capacities to avoid potential issues. This feature is disabled by default due to the additional conflict files it creates.
CHANGELOG
(02 February 2025) 5.51 "Worlds Part II" support has been RELEASED. Place entire downloaded folder in `GAMEDATA/MODS` or use with AMUMSS.
(03 February 2025) 5.52 "Worlds Part II" support has been RELEASED. NO AMUMSS changes.
================================
NMS Modding after 5.58
https://docs.google.com/document/d/18k5VfvzLXbpBrAGGO7LK30c2Ta_lWQ5F5YgEpuwKZ6M/edit?tab=t.0#heading=h.ypcwgjd1lmet
================================
But I have a question that has been interesting to me for a long time - the description says that "the operating time of the refiner has become 15 minutes instead of 5" (I wrote it in my own words).
In lua there is a line "FuelTime = 15 * 60". But there are resources in the game, the processing of a full stack of which (with standart inventory setting with stack of resources = 9999) can take 30 and even 40+ minutes, if I'm not mistaken and this time has not been reduced by the developers themselves (for example, processing Runaway Mold (obtained from Curious deposit or distilled from other types of mold) takes exactly 40+ minutes, if processed in a backpack or in one refiner, without dividing into several pieces).
IN SHORT - if I want my backpack or portable refiner to work on one stack of fuel for 45 minutes, but consume the amount of fuel corresponding to this time, is it enough for me to write "45 * 60", or do I need to write "45 * 180" if I want to maintain the proportions of fuel consumption per 1 minute (if I understood correctly, then 60 is the amount of fuel spent in 15 minutes)?
In general - tell me, please! I do not want to save fuel, but I would rather put fuel for 45-60 minutes and not bother with constant replenishment, especially if the processing process is 30-45 minutes ...
At least, iirc, I think that is how it works. It's been a very long time since I looked into this. I'll look into it later this evening, being able to change the charge volume would be a good addition to this mod if its a simple adjustment that doesn't add more conflict files.
The portable has 3 slots.
I haven't checked the medium yet, cause I can't build yet.
I also noticed I was having trouble opening refiner when done, and also picking it up. But it might also be a game bug, cause when I removed mod it was still happening... I would have to hold the E key for a couple seconds or more before anything happened.
Anyways after I stopped trying to immediately update (you can put steam in offline mode to stop it) I stopped running into all the usual headaches of NMS modding so that's my advice anyways regarding weird mod conflicts after an update.