No Man's Sky

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  1. FjordFish
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    Update v7.11: Updated to Orbital!
    -Reworked & added to AetherSeas: Removed a few really high density biome objects, added more "weird" biome objects, & added possibility of finding "grassy water."


    Update v7.1:

    2 new PAKs: Aether Seas!  - Adds 33% chance of finding new props on top of water.
    -Aether_Seas_High.pak: High LOD/draw distance
    -Aether_Seas_Med.pak: Med LOD/draw distance

    Plus:
    -Performance Med/High Env PAKs = Reduced LOD & Draw Distance results in a 160% boost in FPS.
    Identical to the regular Med/High Env versions, except for reduced LOD/Draw Distance. View new images (above) to see what's different.


    Update Feb 23, 2024:

    Thank you for 300 endorsements!! 🎉🎈


    Update v7.0a:
    CustomBiomes - fixed an issue with draw distance that caused extremely low performance on some planets.


    *new - v7.0* FAQ/about:

    Spoiler:  
    Show


    • 1. About me:
    I've been playing NMS since its launch in August, 2016. I've tried almost every planet gen and overhaul mod on this site, and I love discovering new player-made biomes and other content. For me, No Man's Sky is about discovering unique planets and getting lost in a near-infinite universe.

    • 2. How is this different from other mods?
    Having modded my game for years, my goal was to create a stable, easily updatable, modular, customizable, and exciting mod that generates extreme environments with extreme variety on most planets.

    Stability - This mod rarely crashes, and if it does, it crashes maybe once every 30+ planets.

    Easy to update - I made this mod using AMUMSS. This means that, unless Hello Games decides to completely overhaul planet gen, I can run my LUA script through AMUMSS which does the heavily lifting for me. Major shout-out tothe dedicated people continuously updating AMUMSS and MBINCompiler so that mods like this can continue to exist!

    Modular - I've divided major components into different PAKs, so you can choose or ignore whichever mods you prefer.

    Customizable - The provided LUA script can be edited and then run through AMUMSS if you want a highly personalized version of this mod.

    Exciting - This mod generates both colossal and small foliage, emphasizing scale variation to offer perspective when landing on new planets.

    Variety - Multi-Biome.pak adds millions of possible biome variations on planets. This means you could encounter toxic plants and a volcano on a frozen planet or a large forest with giant rings objects on an empty planet. Additionally, the mod introduces many new objects underwater andin caves.

    • 3. There's a new update, where mod update?
    Updates take time, effort, and playtesting. Please be patient when this happens!

    • 4. Why does grass sometimes turn "invisible?"
    This should not happen after v3.1. Pls comment if it does.

    • 5. Why do some planets look random and disjointed?
    I crafted each biome to look interesting in and of itself. Multi-biome combines these biomes in unique ways. The end result is planets can look chaotic or handmade. Keep exploring! I've added hundreds of unique biomes in this mod, you'll find something that you like eventually.

    • 6. I get stuck on invisible barriers, why does this happen?
    Some model collisions don't scale nicely with size changes. While I handcrafted most of the custom model collisions in this mod to circumvent this issue, certain collision shapes (like spheres) still cause problems. Tailoring specific collisions further (or nerfing all flora size) is not something I aim to do. You may need to start a new game if you encounter this on your starting planet.

    • 7. Can I use this with multiplayer?
    Yes, as long as everyone in your party uses the same mod list. Otherwise, only you will see the changes from your installed mods.Terrain mods can cause players to appear above or below you if you're the only one with that terrain mod installed.

    • 8. Do terrain mods affect my base?
    Terrain mods can sometimes move or alter your base, as well as the flora placement around it. To play it safe, I recommend saving and backing up your game before using terrain mods.

    • 9. Sometimes huge flora and other models vanish as I approach these objects, why does this happen?
    This issue stems from a terrain bug in the vanilla game that has gradually escalated over the years. As of v3.0, you can use PrimeTerrain.pak to modify the most extreme (prime) planets contributing to this issue. I've spent a lot of time trying fix this, you could try reporting this bug to Hello Games on their zendesk.

    • 10. Wait, but now foliage density is way too high?
    Did you install PrimeTerrain.pak? This mod "smooths" the terrain on prime planets, which has the unfortunate side effect of increasing overall flora density. Try experimenting with different PAK versions to get a different density level you like.

    • 11. Sometimes flora still vanishes even though I've done all of the above?
    Did you install Multi-Biome_LessDensity.pak? This version of the mod adds 1extra biome to "Mountain" terrain. On one hand, this adds unique "pockets" of new biomes to planets. On the other, steep mountain terrain+ big flora = the vanishing bug (see #9). If this issue bothers you, try a less demanding version of an Env PAK + the MoreDensity version of Multi-Biome, which adds the extra biome to "Base" terrain (and occasionally to mountains or beaches).

    • 12. This mod deletes all biome flora/minerals on every planet, what happened?
    Using any multi-biome PAK by itself will cause this issue. You must install 1 env PAK, 1 custombiomes PAK, and the custommodels PAK in order to use this mod.

    • 13. Can I install this mod via. Vortex Mod Manager?
    Don't think so, but I don't use Vortex. I strongly suggest manually installing NMS mods.

    • 14. Will you make patch mods for other planet generation mods?
    This mod is enough to manage as is. My new program PLUMGEN should be able to help in this respect.

    • 15. Why do some of the custom models look a bit wonky?
    Importing custom models to NMS is like trying to build a fire extinguisher out of liquid rocket fuel, err, I mean:
    It's a bit challenging (especially post-Vulkan update). Best to just ignore the wonky ones.

    • 16. Can I fully survey a planet with this mod?
    It seems that you can. I haven't fully tested this myself, but I've been told that this is unaffected (thanks to gildedarmour for the info!).

    • 17. Why are there conflicts in Env and CustomBiomes?
    Both mods add collisions to pre-release props (Nevada, Rainforest, etc. props). You can safely ignore these conflicts because both mods do the same thing.

    • 18. This mod made my home planet look bad: ★✩✩✩✩
    Luck of the draw, my dude. Generally, I suggest starting a new save when playing with a new planet gen mod.

    • 19. Can you change something for me?
    Unless it's to prevent a major game-breaking issue, then probably not. I suggest trying my new program PLUMGEN (coming soon™) to make your own adjustments. I'd be happy to hear what you've changed or improved.

    • 20. Draw distance/LOD is very low, things appear right in front of me and/or I get stuck on invisible objects?
    You may have a mod conflict, especially with Env_High, possibly caused by a color mod overriding global settings and reducing prop Draw Distance/LOD. To fix this, merge the conflicting mod's LUAs using AMUMSS. Note that some mods may not support LUA.

    • 21. I visited a planet, and my game crashed (or I have some other issue with this mod not already mentioned). What should I do?
    I've spent many dozens of hours playtesting all combinations of this mod to improve overall stability, and I only crash about once every 30 planets.

    Please double check your setup before posting:


    • A) If NMS recently received an update, then I might not have updated the mod yet.
    • B) Make sure you edited or removed disablemods.txt after an update (and follow mod installation instructions: https://nomanssky.fandom.com/wiki/Mods#Summary)
    • C) Try lowering your settings or use a less demanding PAK.
    • D) Check your mod list compatibilities (the .MBIN files they change) to
      make sure all of your mods are compatible. Installing incompatible mods can cause very strange issues.

    That said, some planets inevitably cause problems. I've installed "No Auto Saves" (https://www.nexusmods.com/nomanssky/mods/2525) to prevent auto-saving in a planet's atmosphere. If you're "stuck" on a planet, remove the mods, jump planets, save, then re-add the mods.

    If the issue persists, please share:

    • A) Details about the issue
    • B) Your *full* mod list
    • C) The PAK/s you believe to be the cause of this issue
    • D) Screenshots (if possible)

    I'll do my best to get back to you when I'm available. I will not, however, help with comments that omit critical info or become belligerent. Niceties are appreciated.
  2. FjordFish
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    Info about my new biome generation app I'm making:

    > BASIC INFO:

    PL.U.M.G.E.N.
    - PLanet-Builder Utility, Mod-Archiver, & Groupware Exploration Network

    PLUMGEN lets you easily create your own biome mods in as little as 30 seconds via. a graphical user interface (GUI). No programming knowledge is needed to use this app.

    L.U.N.A. - Lua Update Navigation App

    LUNA is a LUA mod update tool assistant (similar to AMM) but with its own unique feature set.

    Again, no prior knowledge is needed to use these apps. For now, here are the requirements:

    > REQUIREMENTS:
    > OTHER SUGGESTIONS:

    > Q&A:

    These are a few questions I came up with, feel free to AMA about this project:

    Does this generate biomes via. ChatGPT or another LLM?
    -No. This is dog. These are MVC Tkinter programs written in Python.

    Do I have to pay for these apps?
    -Nope.

    Do these apps require constant updates like regular mods?
    -Not really, they're basically the outer layers of the NMS modding onion. With AMUMSS/MBINCompiler being the inner layers which require regular updates. As long as AMUMSS and MBINCompiler work, these apps will work. 


    March 30th Update:
    -Moved forum topic to this pinned comment.
    -Currently reworking importing/merging biome data.
    -Making a how-to video tutorial. 🎈
  3. FjordFish
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    PLEASE CONSULT MY ARTICLE, AANQST, BEFORE ASKING QUESTIONS OR COMMENTING ISSUES:

    (but ignore the FAQ in the article, LASAGNA has its own FAQ)

    Link to AANQST
  4. TheSchroedingercat
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    I am a noob so if this is a dumb question please bear with me. Some of the assets in this mod are really big and have an enormous hitbox accompanying them. Like I can't get to some of the things I need to finish the main storyline because there is a giant tree in the way. I can't shoot down the tree either because the hitbox is weird. It also doesn't help that I have megalophobia and giant creatures freak me out! :D

    Is there a way to remove scaling on objects and creatures? I'm open to learning to edit a script or something but I don't know what to edit. I already edited a flashlight mod to make my flashlight brighter so I am well within the Dunning-Kruger effect confidence wise.
    1. FjordFish
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      I am well within the Dunning-Kruger effect confidence wise.
      Aren't we all? :D

      The creatures paks are optional, as for the huge trees and things, via. the FAQ:
      Some model collisions don't scale nicely with size changes. While I handcrafted most of the custom model collisions in this mod to circumvent this issue, certain collision shapes (like spheres) still cause problems. Tailoring specific collisions further (or nerfing all flora size) is not something I aim to do.
      That said, I'm currently working on an app called PLUMGEN, which lets you customize things like flora scale. Hard to cater to each person's unique tastes, so I made this app to let people easily change things to their own preference.

      Also, I'd temporarily remove the mod if you run into issues accessing missions, sorry about that!

      Anyway, hope that clears things up.
    2. TheSchroedingercat
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      Hey thanks!! So if this PLUMGEN is anything as cool as what your brain has already cooked up here for us, I can't wait! I loved it so much, giant things and blocked areas, that I was tempted to look into wall hacking or something just to keep the effects.
  5. MasterAskarus
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    Haha, guess I hit the jackpot and the planet I decided I wanted to establish some kind of home base on crashes with Lasagna.
    Unfortunately I got the game just recently and am not far enough to have discovered a portal to my planet, so I can not give you the coordinates to test for yourself.
    I will come back to you once I can provide some useful information.
    Is there some kind of crash log in this game?
    1. FjordFish
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      Hey Askarus, no there isn't a crash log (I freakin wish). I'm aware that one or two of the detail objects I added a while back causes a crash, I plan to get around to finding out which one(s) do this at some point. Finding out which is the culprit is a matter of trial and error, restarting the game with different versions of the mod until it stops crashing. If you happen to get screenshots of the ground objects on the planet (there might be different ground objects i.e. on mountains, base, and/or beach terrain) before it crashes, I would appreciate it. :) If not, I'll get around to it at some point ha.
    2. MasterAskarus
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      I can enter the planes with my ship and take some screenshots while it loads.
      My system is quite slow, so loading takes a while.
      Below see a link to all the screenshots I could take.
      Also it includes a screenshot right after crash and the glyphs to the planet.
      If you want to test this by yourself, make sure to disable LASAGNA,
      teleport to the planet, enter the space station, create restore point,
      then ply to the planet.
      If you teleport or load a save, the game will crash during loading.

      (In case you wonder, I have tested multiple versions of LASAGNA [med, low] and I have tested this with only LASAGNA and with my full list. All of those crash my game in the same way)

      Screenshots
    3. FjordFish
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      Sweet, ty for taking those screenshots and sharing 'em, I don't see any detail props on the base terrain in the shots, which is odd, but I'll check it out when I've got some free time. :) It can be a tricky/time-consuming issue to debug, as you can tell. Cheers!
    4. MasterAskarus
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      There are no details, because the terrain has not finished loading. My system is quite slow (iGPU) and often times when I enter a planet I can not land right away because the terrain has not loaded yet. That is why the malicious thing did not load and I could take the screenshots in the meanwhile.

      From how I see it, the only way for you is to do binary debugging. Remove one half of the props, teleport to my planet and see if it crashes, ...
      You know the drill.
      This sucks, but I had to do this a few times debugging my >1000 plugin Skyrim modlist. It takes time and is annoying, but you should be done in less than a day if you ever feel like debugging this. Maybe you can accelerate this process with some experience and the screenshots by reducing the number of suspicious objects before starting the tedious binary debugging.
    5. FjordFish
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      Yeah, that's how I do it most of the time. Just to be sure, can you please share all the Lasagna PAKs that you are running with the screenshots?
    6. MasterAskarus
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      Here are all the PAKs I use. (Crash happens with only the Lasagna PAKs, too)
      Spoiler:  
      Show

        - EnhancedThirdPersonCamera.pak
        - Fast Actions 6.2.pak
        - gCreatures Predators Danger DangerousX+gCreatures Predators Frequency MediumX+gDamageX+PTSd Creature Loot .pak
        - gGame Misc Changes X+GMechX+PTSD Black Hole Distance + Ship Scrapping Items + Misc+PTSD Other Difficulty S.pak
        - LASAGNA_CustomBiomes_Low_v7.11.pak
        - LASAGNA_Env_Low_v7.11.pak
        - LASAGNA_Multi-Biome_LessDensity_v7.11.pak
        - Las_AetherSeas_Med_v7.11.pak
        - No Speed Lines 1.5.pak
        - PTSd Enemy Starship and Sentinel and Hazard strength.pak
        - PTSd Less Generous Recipes.pak
        - PTSd Miscellaneous.pak
        - PTSd Missions and Rewards.pak
        - PTSd Prices and Tech and Starship Speed and More.pak
        - True Black 1.5.pak
        - _LASAGNA_CustomModels_v7.11.pak
        - ~Consumerism.pak


      This is my AMUMSS report when chekcing foe conflicts: https://pastebin.com/PKUwPuYd
    7. FjordFish
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      Thanks! I'll look into it most likely after I release PLUMGEN. That is taking priority atm, really appreciate the assist. :)
  6. federico922
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    With your Plumgen program, will it be possible to import tree models or other things? If so, will you make a guide about it?
    1. FjordFish
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      Nope, that's a completely different process which requires Blender, NMSDK, etc. The goal with PLUMGEN is making/modifying biome objects MBINs and spawning them. More details when I'm done with it.
  7. EmeraldGalaxy
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    Fantastic mod! Also from looking at the code in the lua files, if all of that is from the tool, then I think that is impressive indeed. I can't wait to check out the tool, hopefully it'll make biome modding a bit less daunting.
    1. EmeraldGalaxy
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      Also wondering if there's a tool to streamline the process of adding colors. Would be nice to have a GUI that allows you to preview colors...
    2. FjordFish
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      Ty for the feedback, glad you're excited for the app! Yeah, the app makes the LUAs for you, I added a couple of things to the Env LUAs, but 99% of it was made using PLUMGEN.

      Rayrod's Multiverse tool lets you modify colors in real time. That's how I made my sky color mods. Last I checked it only does sky colors (for now). Colors represent a huge chunk of the game's files. IIRC there's 30+ different color palettes (grass, leaves, rings, frozen terrain, night sky, etc), and some override others. I believe NMS Mod Builder shows the colors by each line, but I haven't gotten into C# modding.
    3. EmeraldGalaxy
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      Thanks for the info, I'll check out that tool. As for NMS Mod Builder, I was thinking about trying it since I have quite a bit of knowledge in C#. But I just finished learning how to mod with lua lol. I'll still probably give it a look regardless.

      Ah btw, I was wanting to adjust the maximum and minimum scale of props on planets, but it looked like a tedious process. Is there a good way to adjust this in lua atm?
    4. FjordFish
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      No problem! There's no practical way to adjust prop scale right now, but will be very doable with the app. Thanks for the feedback, EmeraldGalaxy.
    5. EmeraldGalaxy
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      Your welcome! I'm seriously hyped to use the program. Do you have any estimates on when that'll be?
    6. FjordFish
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      Sweet! Tbh, I'm not sure on an ETA. Every time I set a deadline I suddenly get bombarded by IRL stuff (funny how that works!). Probably 30-60 days, but nothing concrete ofc.
    7. EmeraldGalaxy
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      I understand how that is lol, I've had my fair share of delays due to irl reasons. I guess I'll keep trying to tweak the lua files manually in the mean time. Thanks for answering! Btw I found a couple planets where the entire ground was filled with hundreds of whispering eggs, is that intentional? Seems a bit over the top lol
    8. FjordFish
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      Yeah haha, at one point I threw a bunch of detail objects (grass, rocks, whipering eggs, etc.) into individual biome objects MBINs, and those randomly spawn on planets. I would like to fine tune those more, but eh, it's kinda fun seeing weird planets like that imo
  8. federico922
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    Even after the release of Plumgen, you will continue to update your mod right? 😥
  9. Splatlame
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    Hi sorry I'm a little confused. Is this supposed to be used alongside BPG or is it just one or the other?
    1. FjordFish
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      Pick your poison. To fully merge biome mods, you need to make a "patch" mod PAK via. AMUMSS. I did this once, however, it was a constant cycle of updating for NMS, Lasagna, and BPG = ain't nobody got time for that.

      Now I'm working on an app called PLUMGEN that let's anyone merge biome mods (or make their own). :)
    2. Splatlame
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      Thanks for replying. So basically this mod is your own take on terrain generation? Both your mod and BPG have the same goals?
    3. FjordFish
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      The answers you're looking for are on the mod page and FAQ. Check there first before asking more questions! Also, I can't speak about the goals of other mods since I'm not familiar with them.
  10. federico922
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    Esiste un modo per rendere la stessa pianta ogni volta diversa, se la incontrassi su un altro pianeta? Non solo cambiare il colore e le dimensioni, ma cose come l'appiattimento, il numero di rami e altre cose che rendono la stessa pianta quanto più varia e unica possibile?☺️
    1. FjordFish
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      Is there a way to make the same plant different every time if you met it on another planet? Not just change the color and size, but things like flattening, number of branches, and other things that make the same plant as varied and unique as possible?☺️
      Translation, for reference :)

      No, sorry, every plant is modeled and placed in a scene file, then procedurally selected to spawn on a planet. Adding more variety, like new branches, etc. would require significant changes to the engine/procedural generation. Might as well make your own game at that point, i.e. Trevix's (author of Parallel Universe) MIRO game (always good to support indie devs!).
    2. federico922
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      No, I don't mean parts to be designed and inserted into the game, but the fact that there are more possibilities for variation..It seems to me that with the rigs this could be done right? Better planet if I'm not mistaken I've seen a bit of this done, in fact I see the trees quite modified every time...

      Thanks for the MIRO suggestion, it sounds really interesting!
    3. FjordFish
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      No problem! That game looks promising.

      I'm not positive, but AFAIK, creating those variations would involve tons of manual modifications, essentially transplanting plant parts for each individual model (which often break per update). The only attributes I recommend changing about props include: colors, scale, placement, density, coverage, etc. And that you can do pretty easily and in bulk. But without debugging tools, tutorials, articles, etc. you're kinda left figuring it out on your own (this isn't a criticism, but rather a reality of a game that changes every 2-3 months). Anyway, that's all I can add to this discussion without veering completely off-topic. :)

      One of the main reasons I created my new app, PLUMGEN, was to make biome modding a lot more intuitive and enjoyable. Whether it achieves that, I'm not sure. Still working on it!
  11. Honki178
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    Thank you so much for beeing back in charge. Do you consider a revival of your fanstastic and super crazy biome bonanza? Other question: I see, that there are biome dependend landmarks - which are the only ones with a really high draw distance. It would be a great leap to more immersion if only the landmark elements get a (much) bigger scale. Otherwise you have sometimes very big objects fading in in near distance.

    But nevertheless - It's absolutely great that you are back!
    1. FjordFish
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      I appreciate the kind words, Honki, thanks! Tbh, I don't plan on updating my old patch mods like Bonanza (sorry!). They tend to break easily and require constant maintenance with every NMS update (and each biome mod update). Lasagna's new grass system also means Bonanza is very broken atm. But my new program PLUMGEN makes combining biome mods relatively easy (and you can do it however way you want!). It comes with a GUI so it's easy to use too.

      Balancing prop scale and draw distance is a bit tricky, especially with high poly count custom models. Could you share your mod list and take a pic of the prop/s you're talking about? It could be a mod conflict too...

      Anyway, thanks again <3
    2. Honki178
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      AtmoHover-PulseSpeed(x4.0).pak
      HD Clouds 4K 1.3.pak
      Jetpack - Enhanced - OMEGA - VERSION 1 - Updated 06-03-2024.pak
      LASAGNA_CustomBiomes_High_v7.1.pak
      LASAGNA_Env_High_Perf_v7.1.pak
      LASAGNA_Multi-Biome_MoreDensity_v7.1.pak
      _LASAGNA_CustomModels_v7.1.pak
      _MOD_DUD_AtmosphereBurnFX_v3843.pak
      _MOD_DUD_BarrenColors_v4151.pak
      _MOD_DUD_DeadColors_v4151.pak
      _MOD_DUD_DisplayGlareReducer_v4053.pak
      _MOD_DUD_FireflyFX_v4151.pak
      _MOD_DUD_FrozenColors_v4151.pak
      _MOD_DUD_GrassPlantSandRockColors_v4151.pak
      _MOD_DUD_HeatwaveFX_v4151.pak
      _MOD_DUD_HeliosGlowFX_v4151.pak
      _MOD_DUD_LavaColors_v4151.pak
      _MOD_DUD_NexusFX_v3881.pak
      _MOD_DUD_NightSkyColors_v4151.pak
      _MOD_DUD_NoHighClouds_v2221.pak
      _MOD_DUD_NPCWarpFX_v4151.pak
      _MOD_DUD_PlanetFilters_v4211.pak
      _MOD_DUD_RadioactiveColors_v4151.pak
      _MOD_DUD_RainFX_v4151.pak
      _MOD_DUD_ScorchedColors_v4151.pak
      _MOD_DUD_Skies_v4221.pak
      _MOD_DUD_SnowFX_v4151.pak
      _MOD_DUD_SpaceColors_v4151.pak
      _MOD_DUD_StormFilters_v4051.pak
      _MOD_DUD_SunsetSunriseColors_v4151.pak
      _MOD_DUD_SwampColors_v4151.pak
      _MOD_DUD_TerraColors_v4151.pak
      _MOD_DUD_ToxicColors_v4151.pak
      _MOD_DUD_UnderwaterColors_v4151.pak
      _MOD_DUD_VisorFX_v3846.pak
      _MOD_DUD_WarpFX_v4151.pak
      _MOD_DUD_WaterColors_v4151.pak
      _MOD_DUD_WeirdColors_v4151.pak
      _NoLagLeavingPlanets.pak
      ______Rotating Atmosphere 2.5.pak
    3. FjordFish
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      Thanks for sharing more info about the issue. Dud's Sky Colors conflicts with Env_High. I thought I had a disclaimer about that in the compatible mods section, but I guess not. I just added one.

      I think Babscoole made LUAs for Dud's Sky Colors if you wanted to merge the LUAs. Otherwise, there's no way to merge that many PAKs with Env_High LUA. Env_Med and Env_Low work ok with colors mods, IIRC. It's been a long time since I tested those though.
  12. Ultimablast113
    Ultimablast113
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    Hi! Is it normal that paradise planets is not as dense as previous versions of this mod?
    1. FjordFish
      FjordFish
      • member
      • 5 kudos
      Hello! Currently, there are 130 possible biomes/planet types in the lush biome. Very dense planets are rarer now compared to versions ~4 and below. If you're referring to version 6 vs 7, you're probably just unlucky with lush biomes!
    2. Ultimablast113
      Ultimablast113
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      I see. Thanks for letting me know! Great mod btw.
  13. MasterAskarus
    MasterAskarus
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    • 13 kudos
    With the Better Planet Generation mod outdated, is this currently mutual exclusive to Better Planet Generation?

    BTW, even when reading the description and FAQ, I am not sure how this differs from Better Planet Generation? If I use all of the add-ons, does it serve a similar purpose? I like what I see on your screenshots so I'd love to have this in my mod list
    :)
    1. FjordFish
      FjordFish
      • member
      • 5 kudos
      Yes, it is currently mutually exclusive to BPG. My new program makes combining biome mods pretty easy though. But you will still need to download the PAKs for each mod or else they won't work. :)

      Comparing biome mods is a touchy subject given past controversies. So I just avoid specific comparisons, tbh.
    2. MasterAskarus
      MasterAskarus
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      Okay, thank you very much for the explanation.
      That is all I need to know.
      I simply test both and see which one I like more. Easy enough :)
    3. TheSaltWizard
      TheSaltWizard
      • supporter
      • 17 kudos
      @FjordFish
      Them being completely incompatible means we can't use AMUSS/LUA to make them play nice with each other, right? Because BPG has LUA now. Just trying to be sure, thanks! 
    4. FjordFish
      FjordFish
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      Sry, confusing question. Merging in AMUMSS = takes x script and decides if y script changes the same values. If so, depending on load order, x or y script will overwrite the other's values. But since they both change the same values then it'd be like painting the same wall black (if you only needed 1 coat). Meanwhile, any other unique values in x or y script are modified like normal. All the other walls in the house are painted whatever color is described in the blueprint/LUA.

      You could merge this with the BPG LUA(technically, you always could since you could merge pak + lua), but BPG doesn't use vanilla biome files, while this mod does. So it'd be like trying to merge two completely different houses together.

      My new program PLUMGEN basically gives you an overview of the neighborhood/houses, so you can hand-pick what goes where individually, then PLUMGEN automatically creates the LUA.

      Hope that makes sense.
    5. TheSaltWizard
      TheSaltWizard
      • supporter
      • 17 kudos
      Thank you! This makes sense.
      I started a new save with lasagna and I'm really enjoying it! 

      EDIT: nevermind about the giant animals, I found the answer to my question in the description. Keep up the good work!