b]Before posting: If an new update has dropped it can take up to a week or more for the compiler to be updated. Unless the old compiler still works. So be patient, as soon as the compiler is updated I'll update my mod.[/b] Feedback is welcome, if you have any idea's or questions feel free to ask. If you encounter any bugs please let me know. Before posting any issues please read the description.
I'm sure it's something I did, but I plunked the .pak file into mods and all it did was spawn the starter ship hundreds of KM from where I spawned. Now that is OK because the planet I started on is quite nice, but I was wondering what I did wrong.
That's, the only way i can do is t. It is technically impossible to remove the ship but spawning it really far is. The pointvis you have to survive without it or find another ship
Hmm, ill check. Might've forgotten something EDIT: tested with current pak, both minotaur bay and save beacon were in inventory so it should work as intended. Keep in mind you have to use this on a new save, and I'm not sure if it works for Expedition.
Brand new (custom) game, no expedition. I'm suspecting some kind of mod conflict. Ah well, no big deal. I gave myself knowledge of the exocraft bay via the save editor and the planet I'm on is one of the gentlest I've ever started with.
Just because you don't seem to get a lot of complements: I very much love this mod. One game quite a while back the game spawned my starter ship way farther than it usually does and it was one of the most fun early games I played.
First thanks for the effort in making this mod. I would like to ask if it is possible to make a version without only the ship, without adding the geobay and exocrafts options.
Updated the script, it now has the option to disable the geobay (see description) if you wish to do so. You can recompile the script with NMSMB see the How to use NMSMB link in sticky if you need help or visit the modding discord
I wanted to try the 'hard mode', but... I just don't know what to do. I need to change a setting somewhere and recompile the mod?!? Would it be possible for you to just create a second PAK and load it here so that we can download and use? Or maybe a section that lists the steps we would need to do to make the changes needed ourselves? What app to use, how to load the mod, where exactly to find this setting, how to recompile, etc? Some of us just don't have the skillset for modding, or maybe the time.
Yeah, I saw all that. I have NMSMB open on my computer. What now? How do I load your mod to make the change? I mean, people who use mods are not by default also knowledgable about how to MAKE mods. I have not yet found info on the NMSMB site that instructs us how to use it.
I'm having issues getting the mod to work, I'm on Steam version in case that matters. I first tried installing with Vortex, cause I was lazy, starting a new game went as normal except for an audio glitch. Then I installed the mod manually, new game same audio glitch, normal missions no minotaur ect. Then I said maybe its a conflict, though I didn't see any conflicting Mbins so I installed just this mod. Started new game, default quests start, insane audio glitch still present no minotaur. Noticed this "Currently this mod is NMSMB only, no lua script available" Said alright I'll try that, installed NMSMB and its NET framework, loaded it up, pointed it to the nms install, it did its thing and loaded is there a button to press start NMS? I'm not sure where I'm making a mistake but any help would be appreciated.
For the audio glitch see sticky. The mino should be in your inventory. You only need NMSMB if you want to recompile the script, there should be a readme on that github, if thats no clear enough you can ask on the NMS modding discord in the nmsmb-csharp channel. Could be that the current pak is out of date as HG has updated few times since last week, so ill check it out.
Redownloaded the mod and installed using Vortex. Works perfectly now, guessing Nexus damaged the download the first time around. Looking so forward to skipping the started quests, thanks!
Glad I came across this, it livens the starting nicely. I've only gotten an hour or so in so far, but I'm wondering how we're going to get to the Anomaly once I can afford to buy a little shuttle? I've not had any luck at all finding a trading post that sells signal boosts for exocraft. Technically I haven't found a single mod of any kind of exocraft so far, but I've only found 2 trading posts. But in any case, how do we end up unlocking the Anomaly so I have a place guaranteed to sell me the unlocks I need for exocraft? I gotta get my exo tricked out for better scanning, mining laser, etc
I forgot, I came across a Pilgrim exocraft base in the wild. I interacted with the control panel and it summoned the bike for free and I was able to claim it. I had not gotten around to even unlocking it yet. Was that something intended for this mod?
So I downloaded the mod and added it manually to my game, then created a new save. Eveything looked fine, Minotaur was there and all. But then after running toward my ship the HUD suggested 3 days to get there. I figured it was just a placeholder or something, and kept running. Gathering analyzing, etc. Found a trade post, killed a few sentinels, kept running... After about 45 minutes moving in the general direction of my ship, the display still said 3 days. So finally, like a dummy, I not only saw but actually considered the other number up there on the compass that said "157km". Yeah, according to the hud I was 156 kilometers from the ship, and in all my 45 minutes boosting along I might have traveled 1km (pretty rough terrain).
So first, as far as I know this isn't the "hard" version because I got the Minotaur. But over 100km?!!??! Is this intended? If so, do you think we can get a third version where the ship is, say, 2km or so away from us? 5km? 150+ seems pretty excessive. If the planets were actually interesting it would be one thing, but after you cover several hundred meters, you have seen 100% of what the entire planet is going to offer. AND it's not like the planet is a lush one anyway. I got lucky and got a hot planet, but a rad or fungal one would have sucked, heh.
So anyway, I loaded a cheat mod that let the minotaur travel as fast as a spaceship flying, and spent about 10 minutes flying to my ship. Now that I am here I will pick up as normal again. -edit- After thinking on it a few minutes, I wondered if the idea of the mod was to build a base and just hoof it around for a while until you can build an exocraft better suited to long distance travel. But even on something like the motorcycle, it would take a solid 5-10 hours to travel that distance on the planet I got. Time you can't *do* anything during. At least at your base you are doing stuff. But the trip out to your ship is pure boredom. So even if the mod is meant to build a base first and go get your ship after a dozen or more hours, it is STILL a massively long and boring trip.
The point of the mod is looking for an other space ship, be it crashed or bought. I give you the tools to survive, ie build base, ... if need be. As i can't remove the starter ship the only solution that was left was to spawn it km's away with no viable tech.
Of course i use it in tandem with my other mod that extends my exocrafts scan options, but it is doable without. So even without it, the goal is to look for a new ship, technically i'd wanted to give the nomad or any other exocraft and not the mino but i expected a lot of people not liking that. You can change what exocraft you get by editing the script and recompiling
Well now, that makes sense! I wish you had included that bit in the description and saved me all that time. It ALSO explains why the start ship is full with un-repairable things. Maybe I had tunnel vision about (in Arnolds voice) GET TO DA SHIP!! I already have a mod installed that bumps all exo up decently (the cheaty one I used to fly was temp), which includes scanning. So!! I am going to delete that save and load a new one with this new understanding. I encourage you to put a short paragraph up top to let dummies like me know that the idea is to ignore the starter ship and build from the ground up!
-edit- BTW, I don't suppose it is possible for you to control the type of planet the game starts on? Maybe give us an option to get a Lush one?
I can always suggest my own mods, extended exocraft scanner and unique exocrafts.
On part of specific planet spawning idk. For me it was basically make the start 'challenging' again, especially for veteran players. I might look into when i have time Try this mod on perma or hardcore to get the full experience i'd say
It would be cool to have a version you wake up at a trader outpost. You have a steal a ship and go to a Black-Market system on a time scale b4 the sentinels hunt your relentlessly. Sell the ship at the Black-Market Space Station and buy a legal or laundered Starship. That would be a cool use of the Black Market anyway. Sell stolen ships to the Black-market chop shop lol
36 comments
Feedback is welcome, if you have any idea's or questions feel free to ask.
If you encounter any bugs please let me know.
Before posting any issues please read the description.
If you have more then one mod that change the same file do not forget to merge those mods
How To merge with AMUMSS
How to merge without AMUMSS
Now Supports NMSMB
How to use NMSMB (pdf)
How to use AMUMSS (pdf)
NMSMB Releases?
EDIT: tested with current pak, both minotaur bay and save beacon were in inventory so it should work as intended. Keep in mind you have to use this on a new save, and I'm not sure if it works for Expedition.
Just because you don't seem to get a lot of complements: I very much love this mod. One game quite a while back the game spawned my starter ship way farther than it usually does and it was one of the most fun early games I played.
You can recompile the script with NMSMB see the How to use NMSMB link in sticky if you need help or visit the modding discord
Noticed this "Currently this mod is NMSMB only, no lua script available" Said alright I'll try that, installed NMSMB and its NET framework, loaded it up, pointed it to the nms install, it did its thing and loaded is there a button to press start NMS? I'm not sure where I'm making a mistake but any help would be appreciated.
Could be that the current pak is out of date as HG has updated few times since last week, so ill check it out.
I forgot, I came across a Pilgrim exocraft base in the wild. I interacted with the control panel and it summoned the bike for free and I was able to claim it. I had not gotten around to even unlocking it yet. Was that something intended for this mod?
And no random base is not something i added
So first, as far as I know this isn't the "hard" version because I got the Minotaur. But over 100km?!!??! Is this intended? If so, do you think we can get a third version where the ship is, say, 2km or so away from us? 5km? 150+ seems pretty excessive. If the planets were actually interesting it would be one thing, but after you cover several hundred meters, you have seen 100% of what the entire planet is going to offer. AND it's not like the planet is a lush one anyway. I got lucky and got a hot planet, but a rad or fungal one would have sucked, heh.
So anyway, I loaded a cheat mod that let the minotaur travel as fast as a spaceship flying, and spent about 10 minutes flying to my ship. Now that I am here I will pick up as normal again. -edit- After thinking on it a few minutes, I wondered if the idea of the mod was to build a base and just hoof it around for a while until you can build an exocraft better suited to long distance travel. But even on something like the motorcycle, it would take a solid 5-10 hours to travel that distance on the planet I got. Time you can't *do* anything during. At least at your base you are doing stuff. But the trip out to your ship is pure boredom. So even if the mod is meant to build a base first and go get your ship after a dozen or more hours, it is STILL a massively long and boring trip.
Of course i use it in tandem with my other mod that extends my exocrafts scan options, but it is doable without. So even without it, the goal is to look for a new ship, technically i'd wanted to give the nomad or any other exocraft and not the mino but i expected a lot of people not liking that. You can change what exocraft you get by editing the script and recompiling
-edit- BTW, I don't suppose it is possible for you to control the type of planet the game starts on? Maybe give us an option to get a Lush one?
On part of specific planet spawning idk. For me it was basically make the start 'challenging' again, especially for veteran players.
I might look into when i have time
Try this mod on perma or hardcore to get the full experience i'd say