Nope, Lua is no longer needed. I previously used Lua to inject the EXML records required by the mod, but with Worlds Part II changing how modding works, using EXML files directly is a natural fit. Simply place the downloaded folder in <No Mans Sky>/GAMEDATA/MODS, and the game will handle loading the mod without conflicts. This approach should also significantly improve compatibility across game version updates. Enjoy!
Nope, Lua is no longer needed. I previously used Lua to inject the EXML records required by the mod, but with Worlds Part II changing how modding works, using EXML files directly is a natural fit. Simply place the downloaded folder in <No Mans Sky>/GAMEDATA/MODS, and the game will handle loading the mod without conflicts. This approach should also significantly improve compatibility across game version updates
Awesome, thanks for this bit of info. It's been about 2 years since I played and I was behind on updates and mods. I even saw a completely new version of AMUMSS to use now. I was completely baffled by the new extracted mod folders... they looked familiar and for a minute I thought they were MEFTI files to include with AMUMMS. Im glad about the compatibility with EXML. Im still not entirely sure about what it is, as I mess with xmls a lot, but this sounds like its in a format similar to Harmony and other similar utilities for mods to mesh well together.
I've updated about 50+ mods now and this is the first bit of info I've seen helping explain what's happened during my hiatus, lol. I can only imagine what newcomers may think without any updated instructions haha.
Nope, don't need lua to have this mods changes merged in properly. As an EXML mod, the game engine will make those merges for you, even if you have other EXML mods or LUA mods that change REWARDTABLE.MBIN.
"Cooking with Cronus" just turned two. Didn't even realize it until I was finishing up the "Cursed" update. Time distortion on my end?
It's been quite a journey. The concept behind "Cooking with Cronus" is a bit of an outlier, and I'm grateful to everyone who's been willing to give it a chance. Thanks for playing, for the bug reports, and for the feedback.
Looking ahead, I'm planning to continue with these version-related events whenever it makes sense. I've really enjoyed finding ways to keep things fresh and connected to the game's evolution. This time, with "The Cursed," I've tried a slightly different approach. I hope you enjoy this variation.
As always, I appreciate your thoughts and feedback on this latest version.
Important Notice: Language File Update Required (NMS 5.20)
Just a heads-up that a recent update to AMUMSS has made a change that impacts the language lua file. If you're using a custom language file (i.e., you're not using the default English language file), you'll need to update your file to avoid errors.
Specifically, you'll need to replace the addChangeTableand createLanguageFile functions in your language file with the updated versions from the latest English language file. You can find the updated English language file in the AMUMSS Source in the Files tab.
This change was made to address an issue that could cause an "unclosed string or CONTAINER" error.
You are missing or have a conflict with the registering of my language entries. Assuming you have both .paks or are using both scripts in an AMUMSS build, look for a conflict in GCDEBUGOPTIONS.GLOBAL.MBIN.
Hello, hello. This mod looks incredible! I'm really hoping the error I'm having is my own boneheaded mistake.
No matter what I do, none of the dialogue will link with the language file; that is, when I show up in the Anomaly, the quest header for Cronus says "ALCH_CHEF_INTRO_TUT_MESSAGE", and all of his dialogue options similarly list the tag for the dialogue to be displayed, rather than the dialogue itself.
I'm using versions downloaded today (9/15), the English releases, and this happens both for the .pak files downloaded directly, and for the ones built from the .lua files with AMUMSS, which I tried building both as seperate and combined .paks. The langEntry function in the language .lua is exactly as listed in your "regarding translation files" post.
I'd appreciate any thoughts you have, and thanks again!
Sorry you are having an issue and thanks for a thorough account of your testing. Unfortunately, it likely still comes down to a conflict. Make sure my edits to GCDEBUGOPTIONS.GLOBAL.MBIN are not being discarded by another script. Note that AMUMSS runs scripts sorted by the filename, so you can rename my scripts to ensure they are applied last in your build order.
Is "Jellied Eel" possible to make? I think it is in the recipe table but not possible because "Seafood Stew" with a general recipe of any seafood + any seafood takes priority. So maybe you should rotate it out for some other seafood recipe? Two suggestions: Fish Biscuit or Salty Platter
76 comments
CHANGELOG
(02 February 2025) "Worlds Part II" support has been RELEASED. Place downloaded folder in `GAMEDATA/MODS`.
Awesome, thanks for this bit of info. It's been about 2 years since I played and I was behind on updates and mods. I even saw a completely new version of AMUMSS to use now. I was completely baffled by the new extracted mod folders... they looked familiar and for a minute I thought they were MEFTI files to include with AMUMMS. Im glad about the compatibility with EXML. Im still not entirely sure about what it is, as I mess with xmls a lot, but this sounds like its in a format similar to Harmony and other similar utilities for mods to mesh well together.
I've updated about 50+ mods now and this is the first bit of info I've seen helping explain what's happened during my hiatus, lol. I can only imagine what newcomers may think without any updated instructions haha.
Thanks again for this!
Hopefully it can be done, as this seems to make interacting with Cronus actually useful and fun now.
It's been quite a journey. The concept behind "Cooking with Cronus" is a bit of an outlier, and I'm grateful to everyone who's been willing to give it a chance. Thanks for playing, for the bug reports, and for the feedback.
Looking ahead, I'm planning to continue with these version-related events whenever it makes sense. I've really enjoyed finding ways to keep things fresh and connected to the game's evolution. This time, with "The Cursed," I've tried a slightly different approach. I hope you enjoy this variation.
As always, I appreciate your thoughts and feedback on this latest version.
Even with the lua.
Just a heads-up that a recent update to AMUMSS has made a change that impacts the language lua file. If you're using a custom language file (i.e., you're not using the default English language file), you'll need to update your file to avoid errors.
Specifically, you'll need to replace the addChangeTable and createLanguageFile functions in your language file with the updated versions from the latest English language file. You can find the updated English language file in the AMUMSS Source in the Files tab.
This change was made to address an issue that could cause an "unclosed string or CONTAINER" error.
why does cronus keep going 'LANG_' and so on. syntax error mf sitting in a space anomaly
No matter what I do, none of the dialogue will link with the language file; that is, when I show up in the Anomaly, the quest header for Cronus says "ALCH_CHEF_INTRO_TUT_MESSAGE", and all of his dialogue options similarly list the tag for the dialogue to be displayed, rather than the dialogue itself.
I'm using versions downloaded today (9/15), the English releases, and this happens both for the .pak files downloaded directly, and for the ones built from the .lua files with AMUMSS, which I tried building both as seperate and combined .paks. The langEntry function in the language .lua is exactly as listed in your "regarding translation files" post.
I'd appreciate any thoughts you have, and thanks again!