The mod has been updated for No Man's Sky's latest patch - 4.65 Orbital. Should be all good again. Let me know if you run into any issues as I can't properly test at the moment.
Hey mate using AMUMSS to combine some mods, it reports
[[Planetary_Flight_Fixes_3_6_7_script.lua]] { [[NOTICE]] Selene detected @ line 22, col 1: [[notice[unused_variable]: COOLDOWNMULT is defined, but never used]] [[NOTICE]] Selene detected @ line 25, col 1: [[notice[unused_variable]: SCANSPEEDMULT is defined, but never used]]
for PFF DEFAULT LUA file.
Would very much appreciate if you could update the LUA so I can spam ship scan ;). Mod works great otherwise.
Is this supposed to have X buildings show up when I hit C? I have it bumped up to 6 and still lucky to have 2-3 icons show up. Even with Scanrange and iconrange bumped (noticed it's better to have these toned down as it can show far away icons when there are closer ones not shown).
Yes, MAXSCANMULT is the multiplier applied to MaxShipScanBuildings. By default this setting is set to 2 by the game, my mod sets a multiplier of 1.5 by default for it, so 2 * 1.5 = 3. In theory this means that you should be able to scan a maximum of 3 buildings in one scan pulse compared to vanilla NMS's max of 2 buildings per scan. I haven't tested setting it higher than 3 max buildings so far, but in theory it should work, unless Hello Games has put in some sort of hard limit.
My guess is that you would have to set scan and icon range much higher for it to show more than 3, though - which can lead to the problem you mentioned of showing super far away icons instead of the closest ones - The game picks them probably randomly instead of giving higher priority to the closest ones, which doesn't make much sense, yeah.. But sadly that's how the game handles higher values. You can try experimenting with different values to find your preferred sweet spot.
I love the mod except for one problem, I have a mod that gives me max slots on Exocraft, if I combine them, it works but then breaks your other mod remove technology overload ultimate. If I combine all 3 the flight mod doesn't work... I would love it if you could unlock all Exocraft inventory slots because then I would eliminate the other mod and not have any conflict. I also had a 4x pulse speed mod that I gave up on because it broke the tech overload and even with a merge it failed, this mod and your other mod eliminated the need for so many other mods so I wanted to say thanks again for all you do and hope you can help me out.
Does this preserve the handling differences between ships and still make upgrading maneuverability worth it? I tried the mod and noticed the left side skew of my one-winged POS is totally gone.
Hello there, sorry for the late reply, been kinda busy lately.
This mod makes all ships turn twice as easy compared to vanilla and reduces the amount of speed they lose during turning. The stats are changed by a multiplicator so it preserves the differences between ships, they are however much, much less noticable.
If you think this is too powerful/unbalanced I might release a more balanced version in the future once I have some spare time.
Latest update to Mod not required really as the game update had no effect on Mod as far as I can see or any mods I use All of L02K's mods are still working as prior to game update according to his page and I use a few of them.
I downloaded updated pak and LUA anyway just not used them.
PFF Lite - LUA - Singularity 4.36 file is still labelled as 4.35, doubt it makes a difference as I use Amuss to combine with another Mod anyway, so it will convert correctly using games latest files. Did not notice an issue in game and I was using the older 4.30 or 4.34 anyway.
They just had released a new update at that time - build 4.34. MBINcompiler and the mod weren't updated at that point, they were still on 4.33. Update AMUMSS/MBINcompiler, get the new lua file and try again.
Thank you for your quick response and fix. Much appreciated. I investigated the problem and tracked down the pak where the mbin file was located. Fixed it myself. All working perfectly. I guess HG changed the file structure for the mac release of NMS. No worries either way.
I just tried to recompile the lua script with the latest Amuss/mbin compiler and received the following warning :
-> Based on PRECEDING_KEY_WORDS: >>> {"ShipScan",}, <<< [[NOTICE]] >>>>> Could not find ["PRECEDING_KEY_WORDS"] = {"ShipScan",}, <<<<< [[WARNING]] Some KEY_WORDS not found, script result may be wrong!
Hi ! encounter a glith at take off Ship stay in place after take off mouse not mouve ship and key motor do nothing. i will test without mods and with your mod only. and I come back to you. steph EDIT It's NMS bug ship, ship too close to the structure one that are very large and circular on the desert worlds, tested without mod. You can delete this message sorry.
58 comments
Should be all good again. Let me know if you run into any issues as I can't properly test at the moment.
Have fun playing, cheers!
[[Planetary_Flight_Fixes_3_6_7_script.lua]] {
[[NOTICE]] Selene detected @ line 22, col 1: [[notice[unused_variable]: COOLDOWNMULT is defined, but never used]]
[[NOTICE]] Selene detected @ line 25, col 1: [[notice[unused_variable]: SCANSPEEDMULT is defined, but never used]]
for PFF DEFAULT LUA file.
Would very much appreciate if you could update the LUA so I can spam ship scan ;). Mod works great otherwise.
Could you explain this setting a bit more?
MAXSCANMULT ?
Is this supposed to have X buildings show up when I hit C? I have it bumped up to 6 and still lucky to have 2-3 icons show up. Even with Scanrange and iconrange bumped (noticed it's better to have these toned down as it can show far away icons when there are closer ones not shown).
My guess is that you would have to set scan and icon range much higher for it to show more than 3, though - which can lead to the problem you mentioned of showing super far away icons instead of the closest ones - The game picks them probably randomly instead of giving higher priority to the closest ones, which doesn't make much sense, yeah.. But sadly that's how the game handles higher values. You can try experimenting with different values to find your preferred sweet spot.
This mod makes all ships turn twice as easy compared to vanilla and reduces the amount of speed they
lose during turning. The stats are changed by a multiplicator so it preserves the differences between ships, they
are however much, much less noticable.
If you think this is too powerful/unbalanced I might release a more balanced version in the future once I have some spare time.
Cheers.
All of L02K's mods are still working as prior to game update according to his page and I use a few of them.
I downloaded updated pak and LUA anyway just not used them.
-> Based on PRECEDING_KEY_WORDS: >>> {"ShipScan",}, <<<
[[NOTICE]] >>>>> Could not find ["PRECEDING_KEY_WORDS"] = {"ShipScan",}, <<<<<
[[WARNING]] Some KEY_WORDS not found, script result may be wrong!
Mod is still working perfectly fine for Singularity patch 4.36.1 as it just contains some bug & stability fixes.
Have fun playing, cheers!
encounter a glith at take off
Ship stay in place after take off mouse not mouve ship and key motor do nothing.
i will test without mods and with your mod only.
and I come back to you.
steph
EDIT
It's NMS bug ship, ship too close to the structure one that are very large and circular on the desert worlds, tested without mod.
You can delete this message sorry.