No Man's Sky

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alchemist1654

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thealchemist1654

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About this mod

(4.63 "Orbital" Compatible) Scanning overhaul to Freighter, Ship, and Signal Scanner capabilities. Find nearest building by type or planet by biome. Optional costs and tech requirements.

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Translations
  • Russian
  • German
Changelogs
Galactic Positioning System (GPS)

Overhaul to Ship and Signal Scanner capabilities. Find the nearest building by type or planet by biome. Configurable costs and tech requirements. Supports all game modes and VR.

FEATURES

  • Utilize the Ship and Deployable Signal Scanner to scan for Points of Interest (POIs) by category, exact match, or planetary biome.
  • Experience locational relevance, ensuring scans match the nearest POIs when in planetary atmosphere or on the surface.
  • Mark all POIs from a specific category effortlessly using frigate reconnaissance flyby or ship signal sweep mode.
  • Conduct thorough searches in remote systems with the specialized Deep Space Scanning utility, locating systems and planets by biome, rare resource, or complex pattern.
  • Immerse yourself in the game with resource costs and technology requirements, allowing in-game configuration per save slot.

Quick Start

  • Deployable Signal Scanner: Deploy planetside using the in-game build menu. Access the placement menu to choose the desired location.
  • Ship Scanning: Once you've taken off in your ship for the first time, a mission will appear in your mission log. Follow the instructions provided to access the scanning interface.
  • Deep Space Scanning: The Fleet Manager on your freighter can assist with deep space scanning. Speak with them after completing the fleet management tutorial to unlock this feature.

OVERVIEW OF SCANNING

Locational Relevance

When scanning from a planet’s surface (via Signal Scanner) or from within its atmosphere (via Ship), the following differences can be observed when compared to charts.

  • Scans will not fail if a building type has already been marked; instead, the marker will be moved if the new result is closer.
  • Scans favor "nearby" buildings. This is usually the closest Point of Interest (POI), but it's not a guarantee. Scans from the ground or atmosphere are likely to yield more desirable results than from space.
  • Where applicable, buildings that have been overridden or resolved will not be marked by subsequent scans. Note that some building types, which can be "resolved," ignore this filter (such as Crashed Freighters), so this is not a guarantee.

Costs and Technology Requirements

For those who want a more immersive experience, a way to maintain balance with the convenience of finding what you need at any moment is provided. All scanning methods and targets can have costs and technology requirements associated with them. If this is not something you want, toggle them off through the mod's in-game menus for each scanning interface. It’s your game; balance it to your liking.

  • Costs and technology requirements can be toggled separately
  • Ship Scanner and Signal Scanner have separate configurations
  • Configuration is per save-slot, without the need to toggle different versions of the mod

SCANNING INTERFACES

Deployable Signal Scanner

Upon building and deploying the Portable Signal Scanner, the user can initialize ground-based scanning activities by interacting with the device. During certain narrative and multiplayer missions, the Signal Scanner will revert to its original behavior. Complete your assigned task to restore advanced functionality.

  • Quick Search ~ Mark common POIs from a concise list ~ Navigation Data
  • Focused Search ~ Mark the exact POI from a categorized list ~ Navigation Data ~ Atlas Pass
  • Frigate Reconnaissance ~ Mark all POIs from a category ~ 50 Frigate Fuel

Ship Scanning

While the Ship Scanning Interface mission is selected in the Mission Log during flight, use the ship's scanner to initiate complex signal analysis. Atmospheric flight may reveal closer sources and enables Signal Sweep mode to reveal all targets of a given frequency type. Space flight enables Deep Space Scanning allowing the user to locate planets in remote systems that match the given query parameters.

  • Quick Search ~ Mark common POIs from a concise list ~ Navigation Data
  • Focused Search ~ Mark the exact POI from a categorized list ~ Navigation Data ~ Conflict Scanner
  • Planetary Sweep ~ Mark all POIs from a category ~ Anomaly Detector ~ Conflict Scanner ~ Atmospheric Flight
  • Deep Space Scan ~ Search for systems and planets in remote space ~ Anomaly Detector ~ Economy Scanner ~ Space Flight

Deep Space Scanning

The Deep Space Scanning utility allows the user to locate planets in remote systems by biome, rare resource, or complex pattern. This feature can be accessed through the Ship Scanning Interface mission while in space or by speaking with your freighter's Fleet Navigator.

  • Biome and Resource planetary scans will always search outside the current system.
  • Complex Pattern planetary scans will limit the result set to "undiscovered" planets.
  • Upon initiating a search, an entry will be added to the Mission Log for tracking the query’s progress. The search can be abandoned through the Mission Log or will complete upon entering the atmosphere of the target planet.
  • In the event that the search pattern cannot be found in a “nearby” system, the mission will go into stasis until you warp or change systems, when it will awaken and try again.

GETTING STARTED

Installation

This mod is provided as either pre-built *.pak files or as *.lua scripts for AMUMSS. Please compare the files listed below to your existing mods. If you have any conflicts, you must use AMUMSS to create a combined build for conflict resolution.

  • PAK ~ Place both *.pak files in <No Man's Sky>\GAMEDATA\PCBANKS\MODS and delete <No Man's Sky>\GAMEDATA\PCBANKS\DISABLEMODS.txt.
  • AMUMSS ~ Place both *.lua files in your ModScript folder, along with the .lua for any conflicting mods, and then execute BUILDMOD.bat for perfect conflict resolution. Additional information is available at the AMUMSS Guide.

Conflict Files

  • METADATA/GAMESTATE/MESSAGES/STATUSMESSAGEDEFINITIONS.MBIN
  • METADATA/GAMESTATE/STATS/STATDEFINITIONSTABLE.MBIN
  • METADATA/GAMESTATE/STATS/STATGROUPSTABLE.MBIN
  • METADATA/REALITY/TABLES/COSTTABLE.MBIN
  • METADATA/REALITY/TABLES/REWARDTABLE.MBIN
  • METADATA/SIMULATION/MISSIONS/ENABLINGCONDITIONSTABLE.MBIN
  • METADATA/SIMULATION/MISSIONS/NPCMISSIONTABLE.MBIN
  • METADATA/SIMULATION/SCANNING/SCANEVENTTABLEPLANET.MBIN
  • GCDEBUGOPTIONS.GLOBAL.MBIN

Translation Support

The new language entries used by this mod are provided separately from the mods core functionality to make it easy for community supported translations. The only technical skills required are a basic understanding of Lua and the ability to build AMUMSS script-based mods.

To create a translation:
  • Ensure you have a functioning installation of AMUMSS.
  • Download this mod's AMUMSS Source from the download section
  • Create a copy of the language .lua file, renaming accordingly
  • Follow the in-file instructions for setup, then translate each language entry
  • Build and test, then publish to the Nexus. When creating a Nexus page, be sure to flag it as a translation.

Please only publish the language .lua and .pak, send your users to this Nexus page for the core functionality. When I update the mod, I’ll publish a list of changed language keys, but you will be responsible for keeping your translation up to date.

THANKS

  • Hello Games for galaxies, stars, and all the worlds and life within.
  • monkeyman192, WinderTP, and team for MBinCompiler so we can see behind the curtain.
  • Mjjstral, Wbertro, Babscoole, and team for AMUMSS, making it easier to tug on the threads.