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jackty89

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  1. jackty89
    jackty89
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    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.
    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.


    Mod Format Explantion

    EXML Format: Partial edit, only touches the lines/values that need editing. Very low chance of conflicts with other mods (unless they edit the same values). Can be edited easily by user using an editor like Notepad ++/VSCODE/... .
    MBIN Format: Full File Replacement. High chance of conflict, comparable with old pak format (pre. WORLDS). Can be used together with EXML, MBIN mods are loaded first so changes in EXML mods that edit the same file will still be applied. Other MBIN mods that change the same file follow the FIFO principle, merging is highly recommended with MBIN mods (see How To).
    Lua Format: Script file used by AMUMSS to generate the mod or used for merging with this tool.
    CS Format: Script file used by NMSMB to generate the mod or used for merging with this tool.


    Interesting links

    Modding Discord: Discord
    Step WIKI: Step WIKI

    How To Guides

    Quick Guide: How To merge with AMUMSS
    Extensive Guide: How to use NMSMB (pdf)
    Extensive Guide: How to use AMUMSS (pdf)
  2. jackty89
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    UPDATE: WORLDS PT2


    Mods folder has changed, all mods should now go in: ...\No Man's Sky\GAMEDATA\MODS

    For more information read this: (credits to GumskBF): NMS modding After 5.50
  3. masternetra
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    Love the mod, have some thoughts though.

    1. Instead of messing with UNLOCKABLEITEMTREES like you did and causing issues with the research layout, you could instead add the utopia stations to the starting tech, or The Utopia Build Station plus the 4 stations that are unlocked in Abandoned Mode (Added so they can be enabled in Normal as well).

    <Property name="KnownProducts" value="S9_SUITTREE" _index="59" />
    <Property name="KnownProducts" value="S9_WEAPONTREE" _index="60" />
    <Property name="KnownProducts" value="S9_EXOCRAFTTREE" _index="61" />
    <Property name="KnownProducts" value="S9_SHIPTREE" _index="62" />
    <Property name="KnownProducts" value="S9_BUILDTREE" _index="63" />


    OR

    <Property name="KnownProducts" value="AM_SUITTREE" _index="59" />
    <Property name="KnownProducts" value="AM_WEAPONTREE" _index="60" />
    <Property name="KnownProducts" value="AM_EXOCRAFTTREE" _index="61" />
    <Property name="KnownProducts" value="AM_SHIPTREE" _index="62" />
    <Property name="KnownProducts" value="S9_BUILDTREE" _index="63" />

    2. Recommend adding the tent (BLD_BUI_TENT) too and the following to BASEBUILDINGOBJECTSTABLE;

     <Property name="Objects" value="GcBaseBuildingEntry" _id="BLD_BUI_TENT">
    <Property name="ID" value="BLD_BUI_TENT" />
    <Property name="BuildableOnPlanet" value="True" />
    <Property name="BuildableOnPlanetWithProduct" value="True" />
    <Property name="CanPickUp" value="True" />
    </Property>
    <Property name="Objects" value="GcBaseBuildingEntry" _id="BASE_SWAMP3">
    <Property name="ID" value="BASE_SWAMP3" />
    <Property name="BuildableOnPlanet" value="True" />
    <Property name="BuildableOnPlanetWithProduct" value="True" />
    <Property name="CanPickUp" value="True" />
    </Property>

    Allows the both the tent and mud hut to be built outside of a base.
    1. jackty89
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      I'll take look when i have more time
  4. TheLandYacht
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    Does this mod remove some uncommon items?  I only ask because I've been playing for 3 hours (all travelling) and have yet to see a single rolling mold ball set.  Lots of sac venom & crystals tho
    1. jackty89
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      i don't remove anything, at least not that i know off. Depends on the planet
  5. Talyda
    Talyda
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    This is a fun challenge! The beginning of the game is the bit I enjoy the most, and this has DEFINITELY made that more fun for me! Thanks!

    (I just realised I thought this had broken, but I have installed another mod, and just realised it is modifying the same stuff, so I now need to learn how to merge them - or do without the other one!)
    1. jackty89
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      glad you enjoyed it. Yes this mod wil probably require merging with any mod that changes the Unlockableitemstree. This is the only file I should technically put in as an Mbin but since i want to give the users the oppertunity to merge manually i still provided the EXML. Learning how to merge with AMUMSS isn't terribly hard but right now the HowTo is a bit out of date but should still be valid for about 90% on the other hand you can also manually merge with compare (programs like VsCode or NotePad++). ANyway if you're stuck the modding discord link is in the HowTo should you require any assistance
    2. Talyda
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      They did help me already! The problem was actually "Better Buildings Scans - BBS" changes the same settings as you do in "GCBUILDINGGLOBALS.GLOBAL.EXML" but it was actually easier than merging mods! Was able to just change the load order, so yours loaded after theirs, and voila! Worked perfectly! (mostly putting this here in case anyone else runs into it too!)
  6. Gengiskam
    Gengiskam
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    First of all thanks for the mod. I would like to ask how do I change the mod so that it does not have any exocraft enabled?
    1. jackty89
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      I'll have to double check with exml, with the lua it's easy. But on the other hand for now you can just delete it. ;)
    2. Gengiskam
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      Duh! I'm feeling a little stupid now hehehe... Thanks!
  7. StronGV
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    Is it possible to make radars find the closest points of crashed starships, and not 8-10 hours away by foot? It's just that a funny situation happened a few times when I accidentally found a crashed starship on the way to a starship that I found using radar. And I also noticed that subsequent radar detections of the first starship on a new planet always occur at a distance of 8-11 hours of walking, but if you get to this starship and take it, then the next starships on the same planet are already detected normally, i.e. the closest ones are detected, sometimes even 1 kilometer from me.
    1. jackty89
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      The point of this mod is actually even skip your own starship and find one yourself. Since i can't remove your own starship i can only make it useless by spawning it far away and filling it with broken parts

      That is the challenge (try on Perma Death)
  8. Tar
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    Very cool mod, love the idea of starting whiteout a ship, keep up the great work :)
  9. StronGV
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    Thanks to this mod I learned that the game does not have procedural generation of the landscape and everything that is on it. There is a procedurally generated landscape, approximately 1 x 1 km, and then this landscape is copy-pasted across the entire planet. While I was getting to the crashed starship, I saw the same mountains, ravines, flora growing in the same places several dozen times - endless déjà vu. :(
    1. jackty89
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      Not sure how this remotely related to this mod. But that's how proc gen works
    2. StronGV
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      This has nothing to do with this mod, I just haven't traveled around planets for so long (for several hours) before, I've only flown from point to point.
  10. StronGV
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    I wonder who spent how long to find a new ship?
    1. jackty89
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      that's the point of this :D
    2. StronGV
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      I was very lucky! The very first planet after installing the mod had scrap metal underground (yellow down arrows).
      And the first scrap metal that came across was worth 2,500,000 units. The rest of the scrap metal was found at a price of approximately 200,000 u.
  11. StronGV
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    What do the "StartShelterMinDistance" and "StartShelterMaxDistance" parameters do? Is this just the distance between shelters or between all objects that have a save beacon? Does it affect only the starting planet or all planets in the future.
  12. bongodoctor
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    Love the mod, but would love the ability to be able to start with no exocraft or a different one* without having to edit a script file - I could probably edit a script file in a text editor but have no idea how to repackage it etc as a pak file etc -  I have made mods for Skyrim, but that uses a Creation Kit editor and exports the file for you. How complex or difficult is it to make the change you suggest? I am assuming I would have download some sort of software to edit it and repackage?

    Maybe a FOMOD installer could offer user the option to pick exocraft type (if any)/and save beacon etc?

    *I only play in VR and the minotaur is really difficult to control... 
    1. jackty89
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      See the how to's on sticky/ description on how toe recompile. IF you need more help visit the modding discord and we're happy to help you step by step (link to the discord is provided in how to's)