Does this not work with the current version of No Manβs Sky? I decided to give this mod a try after waiting forever for the solar ship I wanted to show up in the non-outlaw system it is supposed to spawn in according to NMSGE.com. Only trouble is that with this mod set up with only exotics and solar ships set to true, the only ships I'm getting are exotics. I even tried loading up NMS with only this mod loaded, but still had no luck getting anything other than exotics to spawn.
I know I ran it through AMUMSS when I was using it alongside my other mods, but it is possible that I used the .pak when using it by itself. I'll check again when I am able to play tomorrow and report back.
So I tried again with a freshly compiled .pak with just Exotics and Solar Ships enabled, and here were my results: Outlaw System: Solar Ships and Exotics were spawning from the first wave onward. Non-Outlaw System: I sat there until ships stopped spawning (At least 30 minutes passed after the last spawn), then reloaded my restore point and tried again. Did this a total of 3 times, but nothing but Exotics spawned. I know solar ships are less common in non-outlaw systems, but this feels wrong to me.
I'm almost wondering if this has anything to do with the new spacestations, like if there's now a separate set of properties, just for the new stations. If Dark doesn't pop in to take a look, I'll dig into it this next weekend.
Huge apologies to everyone for the lack of updates over the last couple months; Things got pretty busy for me.
The mod is now updated for the current version of NMS and should work properly, although no changes were necessary in the script, so recompiling should have kept it working throughout each patch.
Note that there will be no way to update this mod to be able to hunt the new Interceptors, because this mod works on filtering the ship types that NPCs can fly, and no NPC's fly Interceptors -- they can only be found via Crashed Ship sites, which don't work the same way and cannot be "forced" to appear the way I can force NPC's to fly certain ships.
Going forward, I'll be adding another dev who has access to update this mod/page in my absence.
Approached a Planet Station, with some 5 ships. I land next to the station. By the time I get up, all ships launched and are gone, no ship arrived in about RL 1 hour - did some cooking, cleaning the house and listened to NMS music, but no ships landing, not even one ...
Apologies for the delayed response to you; I haven't been able to check Nexus in a while.
If this is in a Space Station, it unfortunately sounds about right. I've tried many different ways to speed them up out there, but their spawns are simply way too sparse so there will be times where it doesn't successfully spawn anything not filtered out for a long time.
The best way is still to go to a Trading Post on any planet, as they will spawn almost continuously there.
For Space Stations, it sometimes help if you launch out, fly away for about 5 seconds, then turn around and land back in which may force the game to spawn another wave, but even this was hit-or-miss in my testing.
NMS version 4.43 has released to the public, and as far as I can tell the files used by this mod have (thankfully) not changed this time, so the current version of the mod should continue to work.
You can certainly try to merge them using AMUMSS (set to Exotics-only mode, which should still preserve the Interceptors.)
The problem is that the approach that other mod uses will cause default seeds to change (modifying almost anything in GCSOLARGENERATIONGLOBALS will cause seeds to change.) For this reason, I will not be able to support merging it officially into this mod, because the whole point of this mod was to avoid changing seeds.
However, I will be happy to assist anyone with the AMUMSS process if they don't mind that.
So this method of assigning which ships can spawn effects ALL spawns.
If you have Science and Shuttle off, you will find more empty crash sites than not. The Shuttle seems to be quite frequent crash victim.
Tested by: Saving at a just found crash site Note: there is no ship. Exit update fast ship hunter to include science and shuttles. Reload to see a crashed ship, in my case a science one.
Was getting annoyed about the empty crash sites. Finally took the time to trace it down to changes from this ship hunting mod. (Which I love by the way.)
Turns out different setting should be used when hunting crashed ships vs trader ships.
When hunting for crashes the ship is pretty important, buying a ship however.. "not another round of 6 shuttles..."
This is really an FYI in case anybody else keeps finding empty crash sites.
A thread already about this is below. DarkImpulse Fell free to delete.
Thanks for this mod; it's a lot of fun. One comment: all of the ships are identical to a particular planet (or system?). To see a variety of solar ships for example, I've had to change (or teleported) to a different base.
All packages of this mod have been updated for v4.06 now. Testing some new changes I made took a bit of time as well, but everything should work properly now, and be even faster than before at cycling ships in and out of Space Stations.
59 comments
Outlaw System: Solar Ships and Exotics were spawning from the first wave onward.
Non-Outlaw System: I sat there until ships stopped spawning (At least 30 minutes passed after the last spawn), then reloaded my restore point and tried again. Did this a total of 3 times, but nothing but Exotics spawned. I know solar ships are less common in non-outlaw systems, but this feels wrong to me.
The mod is now updated for the current version of NMS and should work properly, although no changes were necessary in the script, so recompiling should have kept it working throughout each patch.
Note that there will be no way to update this mod to be able to hunt the new Interceptors, because this mod works on filtering the ship types that NPCs can fly, and no NPC's fly Interceptors -- they can only be found via Crashed Ship sites, which don't work the same way and cannot be "forced" to appear the way I can force NPC's to fly certain ships.
Going forward, I'll be adding another dev who has access to update this mod/page in my absence.
Approached a Planet Station, with some 5 ships.
I land next to the station.
By the time I get up, all ships launched and are gone, no ship arrived in about RL 1 hour
- did some cooking, cleaning the house and listened to NMS music, but no ships landing, not even one ...
Similar in space...
If this is in a Space Station, it unfortunately sounds about right. I've tried many different ways to speed them up out there, but their spawns are simply way too sparse so there will be times where it doesn't successfully spawn anything not filtered out for a long time.
The best way is still to go to a Trading Post on any planet, as they will spawn almost continuously there.
For Space Stations, it sometimes help if you launch out, fly away for about 5 seconds, then turn around and land back in which may force the game to spawn another wave, but even this was hit-or-miss in my testing.
Thanks for your work and dedication !!!
ππ
Please let me know if any issues arise.
Word of Note.
"https://www.nexusmods.com/nomanssky/mods/2841"
They have spawn set low, (have yet to see one via that mod) Soooooo colab/Merge between you to? =3
The problem is that the approach that other mod uses will cause default seeds to change (modifying almost anything in GCSOLARGENERATIONGLOBALS will cause seeds to change.) For this reason, I will not be able to support merging it officially into this mod, because the whole point of this mod was to avoid changing seeds.
However, I will be happy to assist anyone with the AMUMSS process if they don't mind that.
Please at least make a Lua with the new Ship added to it.
-- Works like a charm now.
If you have Science and Shuttle off, you will find more empty crash sites than not. The Shuttle seems to be quite frequent crash victim.
Tested by:
Saving at a just found crash site Note: there is no ship.
Exit update fast ship hunter to include science and shuttles.
Reload to see a crashed ship, in my case a science one.
Was getting annoyed about the empty crash sites. Finally took the time to trace it down to changes from this ship hunting mod. (Which I love by the way.)
Turns out different setting should be used when hunting crashed ships vs trader ships.
When hunting for crashes the ship is pretty important, buying a ship however.. "not another round of 6 shuttles..."
This is really an FYI in case anybody else keeps finding empty crash sites.
A thread already about this is below.
DarkImpulse Fell free to delete.
All packages of this mod have been updated for v4.06 now.
Testing some new changes I made took a bit of time as well, but everything should work properly now, and be even faster than before at cycling ships in and out of Space Stations.