About this mod
No Man's Land aims to keep the landbased planet exploration spirit of the game's early hours alive throughout the whole game. Becoming airborne is a feat each time. Also, the journey to the center of the galaxy is much more challenging and longer now. Works perfectly in tandem with the great PtSD mod.
- Permissions and credits
- Donations
No Man's Land (NML) works best in tandem with the amazing "No Man's - Prepare to Sky Edition (PtsD) Mod" by Xen0nex. Therefore, you will find - with the gracious consent of Xen0nex - an optional file in the download section that combines PtSD and NML and can be used by you via simply copying into your mod folder (instead of the main file). It's this single combined file that I use for my own playthroughs of No Man's Sky - just use it, choose "Survival Difficulty" ingame and you're good to go.
If you should consider endorsing No Man's Land, please make sure to endorse PtSD beforehand. The same is true for the following mods and their authors whose wonderful work is found in PtSD and NML:
Inventory Rebalance by jackty89
Unique Exocrafts by jackty89
Portions of Unique Space Ships by jackty89
Living Ship Upgrades by LazMonk
Space Combat Reworked - and Larger Space Battles by Xaliber13
Further adjustments to Space Combat Reworked by Estel1
Reduced Launch Cost 2.1 by Lexman6 & maintained by Lo2k
Exosolar's Savage Sentinels by ExoSolar & Babscoole
ExoSolar's Super Ship Teleporter by Exosolar & Babscoole
Portions of gExo's Challenge Modpack by Exosolar & Gumsk
gDamage - Damage Difficulty Mod by Gumsk
gCreatures Predators - Difficulty Mod and gCreatures Predators Frequency - Difficulty Mod by Gumsk
Gumsk's Base Building - gBase by Gumsk
gMech - Exomech - Mech Improvements by Gumsk
New Milestones by Lo2k
gLonely and gCam by Gumsk
No Teleporters by pythonaut
Jaros Fiends by jjhookah
For a great gameplay experience I also recommend installing these additonal, wonderful mods:
No Danger Marks 1.2 at No Man's Sky Nexus - Mods and Community (nexusmods.com)
by Lo2K (this way predators, biolgical horrors and sentinels can catch you offguard and there is much less clutter on the screen in combat situations)
ArghWater at No Man's Sky Nexus - Mods and Community (nexusmods.com)
by Argh (wow - the water is a whole graphical generation better with this gem)
No Man's Crosshair at No Man's Sky Nexus - Mods and Community (nexusmods.com)
by Ryuk94 (playing without on foot crosshair makes the whole experience more immersive and a bit more difficult, too)
So, without further ado my own little twists: entries marked with "MyChoice" are part of the drag & drop install pak "No Man's Land vX" as well as the - strongly recommended - PtSD-NML.pak. Furthermore all luas - highly modular - are provided, including those alternative to my choices or optional to add on top.
- Starship Launchfuel becomes very precious: it requires 40 times the amount of Di-Hydrogen now (ie 1600 Units instead of 40 Units for a cannister)
[_No_Mans_Land_Launchfuel_production_set_to_1600_DiH_20230414.lua]
MyChoice
-- - Only Starship Launchfuel is accepted by Launch Thruster: Only Starship Launchfuel allows to start the Launch Thruster, regardless of ship type
[_No_Mans_Land_only_starshipfuel_for_launching_with_any_ship_20230414.lua]
MyChoice
-- - No buying of Starship Launchfuel, Di_H or Jelly [extended in v5]: Neither Starship Launchfuel nor Di-Hydrogen nor Jelly can be bought at stations, terminals, etc.; use the hardest settings for buyable goods in the custom games menu for his to work , please
[_No_Mans_Land_Launchfuel_and_others_cannot_be_bought_20230414.lua]
MyChoice
-- - No auto-recharging launchers: Former auto-recharging technologies for launchers instead lower the take off cost a bit now[_No_Mans_Land_Disable_Launch_Autochargers_20230414.lua]
MyChoice
-- - Di-H, Launchfuel and ION Battery recipes much less effective [extendend in v5]: for Starship Launchfuel the recipes have seen a 40 times resource cost increase; for Di-H it's 10000x times, i.e. it is not practicable to refine Di-H anymore from Di-H Jelly or Tritium; same for refining ION Batteries
[_No_Mans_Land_DiH_Recipes_overthetop_expensive_Launchfuel_recipes_very_expensive_adjustments_20230414.lua]
MyChoice
-- - Advanced Mining Laser required for all Crystals: Especially Di-Hydrogen mining requires an Advanced Mining Laser now, so mining from the spaceship while airborne does not work
[_No_Mans_Land_Advanced_Mining_Laser_required_for_DiH_20230415.lua]
MyChoice
-- - Start with Advanced Mining Laser known: The recipe for the advanced Advanced Mining Laser is known from the start
[ _No_Mans_Land_Advanced_Mining_Laser_is_known_from_start_20230415.lua]
MyChoice
-- - Building Advanced Mining Laser is easier [even easier since v10]: Required ressources for Advanced MininLaser are modified to be easily collectable from the start
[_No_Mans_Land_Advanced_Mining_Laser_resource_cost_adjustment_20230416.lua]
MyChoice
-- - Difficulty presets [hazard drain to "low" by default in v10, this is still challenging but also allows enjoying a planet without too much pressure, too; resource gain to medium also for better PtSD compatibility]: Default settings for [Custom, Survival] and [Custom, Permadeath] come otherwise with highest difficulty options preselected; tutorial off by default; makes my many restarts much more convenient; best play by choosing "Survival Difficulty" from main or custom menu, it comes with all settings preadjusted for No Man's Land
[_No_Mans_Land_Adjusted_Predefined_Difficulty_Settings_v2_20230418.lua]
MyChoice
-- - Teleporting restricted [since v10 space station teleporters work, but the rest - especially base/freighter - is still shut down]: all teleporters but space station teleporters are disabled, so there is no easy way off a planet, e.g. directly to a connected easier planet for gathering or to your freighter/base for storing Launchfuel, Di-Hydrogen or Jelly (you can build launchpads as well as use those prexisting on various sites on the planet though: challenge here is to find the preexisting ones or in case of building new ones, to get your ship onto the freshly build launchpad in the first place). Note: the following two luas/paks for restricting teleporting are more of a redundant saftey net to this comprehensive solution
[_No_Mans_Land_All_teleporting_disabled_20230419.lua]
MyChoice
-- - No interaction with existing teleporters [since v10 space station teleporters work]: existing teleporters e.g in. the Nexus will not interact with the player (special credits to Pythonaut whose great NoTeleporters mod is kept alive this way); only excemption are space staion teleporters so players can travel back to known locations to e.g. visit their bases or their settlement
[_No_Mans_Land_No_interaction_with_any_teleporter_at_all_20230417.lua]
MyChoice
-- - No building of teleporters: the player cannot build teleporters (in base, freighter...) anymore - no easy way off a planet in No Man's Land
[_No_Mans_Land_no_building_of_own_teleporters_20230414 .lua]
MyChoice
-- - Launchfuel, Di-Hydrogen, DiH-Jelly and Cobalt become illegal [extended in v6] : police authorities will get after you if you ship them around. This creates a dilemma: farm them directly on dangerous planets or farm them on safe planets in preparation, but risk trouble with system police then. A lore reason for such classification as illegal I like to think of could be that sentinels want less disturbance now from pilots landing or driving exocraft in the wilds. Instead, they want all spaceship/exocraft traffic flow via or around establishebd structures and their landing pads.
[_No_Mans_Land_Launchfuel_Launchsub_Jelly_are_illegal_20230417.lua]
MyChoice
-- - Increased Basecomputer build cost [new since v4]: Building a Basecomputer cost 3.200 Di-Hydrogen now (worth 2 full Launchfuel cannisters), so like landing it's a very consequence heavy decision whether and where to build a base with its protective and logistic benefits
[_No_Mans_Land_Basecomputer_costs_3200_Di-H_20230418.lua]
MyChoice
--
- Slower Terrain Manipulator [made a bit faster again in v4]: Terrain Manipulator operates only with about 2.5% of its former speed. This way it will take you 40+ seconds to build a really tiny hole to barely hide in - likely too long to use such holes spontaneously as hiding places from the sentinels already on your tracks . Of course, the drawback is that mining metal deposits or doing excavations takes about 40 times longer, too, now. Pick your poison - I kinda like how "solid" the ground feels now.
[_No_Mans_Land_slowed_down_Terrain_Manipulator_v2_20230418.lua]
MyChoice
-- - No jetpack [new since v3]: The jetpack is shut down for good. This slows down exploration quite a bit and prevents melee boost speeding. Terrain is much more dangerous now, because you could fall into a hole you will never get out off again. Huge parts of the landscape will be unreachable on foot. Not for the faint of heart, for sure, but wandering this way around a planet has a very distinctive feel. An acquired taste.
[_No_Mans_Land_Jetpack_off_20230417.lua]
OtherChoice
-- - Freighter Beam cost exorbitantly increased [new since v5]: The Freighter Beam as a teleportation device from freighter inventroy to exosuit inventory is a teleportation technology and very special in No Mans Land. Build cost is increased by 1000x times. When using the combined PtSD-NML.pak the requirements set by Xen0nex take precedence - tehy are rather strict also (requiring completion of the Atlas quest line).
MyChoice
--
- Di_Hydrogen, cobalt... not sold in Pirate Stations [extendedin since v6]: Pirate/Smuggler/Outlaw stations do not sell Di-H, Cobalt... anymore.
[_No_Mans_Land_Launchfuel_not_sold_at_smugglerstation_20230420.lua]
MyChoice
-- - ION-Battery for 30 Cobalt [reduced a bit in v9]: Production cost of ION-Battery increased by 3x times from 10 Cobalt to 30 cobalt.[_No_Mans_Land_ION_Battery_production_30_Cobalt_v2_20230423]
MyChoice
-- - Fiend Spawn when mining, especially in caves [extended again in v8]: There 's a little chance each time you mine for rocks or crystals that Fiends (Biological Horrors) will ambush you. Beware, often they lurk around cave entzrances when you are on your way back out. Many thanks to JJHookah for making this possible with super helpful and very friendly advice and exchange. Have a look at his Jaros Fiends Mod (Jaros Fiends at No Man's Sky Nexus - Mods and Community (nexusmods.com)) that invented this very concept, please. Also, I think it's essential to use the No Danger Marks mod by Lo2K as it removes all those onscreen symbols for dangers and danger directions, including fiends, too.
[_No_Mans_Land_FiendChance_while_mining_v3_20230423.lua]
MyChoice
-- - All exocraft incl. Mech need Cobalt as fuel [new since v6]: This way the early game most important survival strategy of looking for a cave stays important even with exocraft (and their mobile full hazard protection) access. The caves provide the fuel direly needed.
[_No_Mans_Land_Cobalt_as_only_Exocraft_Mech_fuel_20230421]
MyChoice
-- - Geobay production needs Cobalt [new since v6]: This prevents a geobay spam for moving a fuel empty exocraft. Furthermore, especially with Cobalt being an illegal, non-buyable good now, players might often land on a planet without Cobalt in their inventory and spend the first minutes - like in the beginning of the game - on foot, looking for caves and cobalt to mine to get into one of their excocrafts.
[_No_Mans_Land_Geobay_productions_costs_Cobalt_20230421]
MyChoice
-- - Immersive HUD [expanded since v10]: Seven different luas that disable various hud components for more immersion: Compass (use visor instead; note: a rather non-disruptive part of the compass will reapear after visor usage, issue pending), hazard bars (check via backpack graphics or via reload quickbar), interaction markers (mouse over info when mining , clickable info for containers or interfaces; note: all these work still, of course), misson/quest text in bottom right corner of the screen (check log screen instead), weapon info, health, shield bar and ship icon. For removing the crosshair I recommend the No Man's Crosshair mod by ryuk94: No Man's Crosshair at No Man's Sky Nexus - Mods and Community (nexusmods.com). The feeling of being truely there increases instantly big time once all this hud clutter vanishes.
[_No_Mans_Land_HUD_Hide_Compass_20230422, _No_Mans_Land_HUD_Hide Mission_Text_Info_in_Bottom_Right_Corner_20230422, _No_Mans_Land_HUD_Hide_Hazard_Bars_20230422, _No_Mans_Land_HUD_Hide_Interaction_Markers_on_Mining_Opening_etc_20230422]
MyChoice
-- - Free Camera [new since v7]: Integrates the wonderful gCam mod by gumsk, only slightly modified in an attempt to allow for even more degrees of roational freedom in some scenarios; this allows for very immersive third perosn ship flight that shows how tiny the ship is compared to the universe; also many new camera angles on foot are possible now
[_No_Mans_Land_Free_Camera_based_on_gCam_by_gumsk_20230422]
MyChoice
-- - Deadly Fiends [a bit toned down again in v9]: The fiends (biological horrors) are much more deadly now. They move much faster, pounce furher, stay longer before burrowing back into the ground, have more health and pack a lot more damage. Also, their hordes are larger and more of them attack at the same time. Unless really well equipped - try to run away from them, which is not exactly easy. Combined with the random fiend encounter chances lua (see above), this makes exploring planets rather scary (as I like it to be). Always be on your toes. Credit to gumsk and xen0nex for their great prior work along these lines, which I expanded by few new affected properties.
[_No_Mans_Land_Deadly_Fiends_20230423]
MyChoice
-- - Icarus Fuel recharger [new since v8]: The Icarus Fuel Recharger, which automatically refuels exocraft during daytime, is about 1000x more resource intensive to build now. No Man's Land is at its core about the need to get the resources from the planet you landed on in order to ever be able to take off again. Therefore, automatic recharging (like teleporting) is a very rare, if possible at all, in the modified universe of No Man's Land.
[_No_Mans_Land_Icarus_fuel_sYstem_very_expensive_20230423]
MyChoice
-- - Bankruptcy as death penalty [new since v10]: When dying the player loses all credits - this gives a great incentive to invest the credits into re-sellable valubale goods and store those safely. Which in turn leads of course to piracy risks, as buying and selling is not possible on freighter/own bases anymore, but needs to be done in space station or on preexistent planet structures liek tradehubs.
[]MyChoice
-- - No building of own trade terminals (base/freighter) [new since v10]: The player has to use the existing trade terminals instead, so there's more incentive to travel and risk hostile encounters.
[]MyChoice
-- - Upgrade tech modules above C-Rank are more rare [new since v10]: All kinds of traders have much less choice for above C-Rank tech upgrade modules (reduced by 66%), so it becomes even more important explore different star systems.
[]MyChoice
-- - Warp Cells require Vortex Cubes or alternatively racial relics via refining [new since v10]: Warping is much more difficult now as it requires system exploration. Warp Cells require 30 Vortex cubes (90 for Warp Hyper Cores) now. Alternatively each the Gek Relics, the Vykeen Daggers or the Corvax Casings can be refined into Warp Cells (10 required, 30 for Warp Hyper Cores). This will make system travel and getting to the center a much more challenging and longer journey.
[]MyChoice
-- - Black hole jump distance shortened [new since v10]: Black holes cover only 20% of the original distance on average. This is in line with the increased cost/challenge of warp cell production.
[]MyChoice
-- - Portals effectively disabled [new since v10]: Portals allow for almost getting to the center in one swipe. This breaks all the other changes around more expensive and challenging warping, so they get disabled (by increasing the charge cost to max). They still should work for the quest line though.
[]MyChoice
-- - No more random flyovers of NPC ships on planets [new since v7]: Removes the often planet geometry colliding flyovers of 1 to 3 random NPC ships. Given that in No Man's Land flight in the wild - far away from landing pads - in dangerous and supposedly rare it did hurt my immersion to see these guys cruise above me so often. The mechanic is directly extracted from gumsk's wonderful gLonely mod. All other spaceship traffic is still in operation (at planatary structures, in space, at space station, etc.). Also the bigger frigates still spawn from time to time high in the sky.
[_No_Mans_Land_NoRandomFlyoverShips_on_planets_excerpt_from_gLonely_by_gumsk_20230421]
MyChoice
--
- GCGAMEPLAYGLOBALS.GLOBAL.MBIN: (1)_No_Mans_Land_Adjusted_Predefined_Difficulty_Settings_v2_20230418.lua, (2) _No_Mans_Land_Launchfuel_cannot_be_bought_20230414.lua, (3)_No_Mans_Land_All_teleporting_disabled_20230419.lua
-- - GCPLAYERGLOBALS.GLOBAL.MBIN: _No_Mans_Land_Jetpack_off_20230417.lua
-- - METADATA/REALITY/DEFAULTREALITY.MBIN: _No_Mans_Land_Launchfuel_not_sold_at_smugglerstation_20230420.lua
-- - METADATA/GAMESTATE/DEFAULTSAVEDATA.MBIN: _No_Mans_Land_Advanced_Mining_Laser_is_known_from_start_20230415.lua
-- - METADATA/REALITY/TABLES/NMS_REALITY_GCTECHNOLOGYTABLE.MBIN: (1)_No_Mans_Land_Advanced_Mining_Laser_resource_cost_adjustment_20230416.lua, (2) _No_Mans_Land_Disable_Launch_Autochargers_20230414.lua, (3) _No_Mans_Land_only_starshipfuel_for_launching_with_any_ship_20230414.lua, (4)_No_Mans_Land_Freighter_Matter_Beam_Resource cost_very steep_20230420.lua
-- - METADATA/REALITY/TABLES/NMS_REALITY_GCPRODUCTTABLE.MBIN: (1) _No_Mans_Land_Basecomputer_costs_3200_Di-H_20230418.lua, (2)_No_Mans_Land_Launchfuel_production_set_to_1600_DiH_20230414.lua, (3)_No_Mans_Land_Launchfuel_Launchsub_Jelly_are_illegal_20230417.lua, (4)_No_Mans_Land_ION_Battery_production_50_Cobalt_20230420.lua
-- - METADATA\REALITY\TABLES\NMS_REALITY_GCRECIPETABLE.MBIN: _No_Mans_Land_DiH_Recipes_overthetop_expensive_Launchfuel_recipes_very_expensive_adjustments_20230414.lua
-- - METADATA\REALITY\TABLES\BASEBUILDINGOBJECTSTABLE.MBIN: _No_Mans_Land_no_building_of_own_teleporters_20230414.lua
-- - GCTERRAINGLOBALS.GLOBAL.MBIN: _No_Mans_Land_slowed_down_Terrain_Manipulator_v2_20230418.lua
-- - MODELS\PLANETS\BIOMES\COMMON\BUILDINGS\PARTS\COMMONPARTS\TELEPORTER\ENTITIES\TELEPORTERINTERACTION.ENTITY.MBIN: _No_Mans_Land_No_interaction_with_any_teleporter_at_all_20230417.lua
-- - MODELS\PLANETS\BIOMES\COMMON\BUILDINGS\PARTS\COMMONPARTS\TELEPORTER_NEXUS\ENTITIES\TELEPORTERNEXUSINTERACTION.ENTITY.MBIN: _No_Mans_Land_No_interaction_with_any_teleporter_at_all_20230417
-- - MODELS\PLANETS\BIOMES\COMMON\BUILDINGS\PARTS\COMMONPARTS\TELEPORTER_STATION\ENTITIES\TELEPORTERSTATIONINTERACTION.ENTITY.MBIN: _No_Mans_Land_No_interaction_with_any_teleporter_at_all_20230417.lua
-- - MODELS\PLANETS\BIOMES\COMMON\BUILDINGS\PARTS\BUILDABLEPARTS\FREIGHTERBASE\ROOMS\TELEPOROOM\ENTITIES\TELEPORTERINTERACTION.ENTITY.MBIN: _No_Mans_Land_No_interaction_with_any_teleporter_at_all_20230417.lua
--
Various Crystals/Shards/Cubes from Planets/Biome/Common:
- MODELS\PLANETS\BIOMES\COMMON\CRYSTALS\SMALL\CRYSTAL_SMALL\ENTITIES\CYSTAL_SMALL.ENTITY.MBIN: (1)_No_Mans_Land_Advanced_Mining_Laser_required_for_DiH_20230415, (2)_No_Mans_Land_FiendChance_while_mining_20230420.lua
-- - MODELS\PLANETS\BIOMES\COMMON\CRYSTALS\SMALL\CRYSTAL_FRAGMENT\ENTITIES\SHARDS.ENTITY.MBIN: (1)_No_Mans_Land_Advanced_Mining_Laser_required_for_DiH_20230415, (2)_No_Mans_Land_FiendChance_while_mining_20230420.lua
-- - MODELS\PLANETS\BIOMES\COMMON\CRYSTALS\SMALL\CRYSTAL_FRAGMENT_CAVE\ENTITIES\SHARDS_CAVE.ENTITY.MBIN: (1)_No_Mans_Land_Advanced_Mining_Laser_required_for_DiH_20230415, (2)_No_Mans_Land_FiendChance_while_mining_20230420.lua
-- - MODELS\PLANETS\BIOMES\COMMON\CRYSTALS\SMALL\CRYSTAL_FRAGMENT_MOUNTAIN\ENTITIES\SHARDS_MOUNTAIN.ENTITY.MBIN:
(1)_No_Mans_Land_Advanced_Mining_Laser_required_for_DiH_20230415, (2)_No_Mans_Land_FiendChance_while_mining_20230420.lua
-- - MODELS\PLANETS\BIOMES\COMMON\CRYSTALS\SMALL\CRYSTAL_FRAGMENT_UNDERWATER\ENTITIES\SHARDS_UNDERWATER.ENTITY.MBIN: (1)_No_Mans_Land_Advanced_Mining_Laser_required_for_DiH_20230415, (2)_No_Mans_Land_FiendChance_while_mining_20230420.lua
-- - MODELS\PLANETS\BIOMES\COMMON\CRYSTALS\SMALL\CRYSTAL_SMALL_CAVE\ENTITIES\CYSTAL_SMALL_CAVE.ENTITY.MBIN: (1)_No_Mans_Land_Advanced_Mining_Laser_required_for_DiH_20230415, (2)_No_Mans_Land_FiendChance_while_mining_20230420.lua
-- - MODELS\PLANETS\BIOMES\COMMON\CRYSTALS\SMALL\CRYSTAL_SMALL_MOUNTAIN\ENTITIES\CYSTAL_SMALL_MOUNTAIN.ENTITY.MBIN:(1)_No_Mans_Land_Advanced_Mining_Laser_required_for_DiH_20230415, (2)_No_Mans_Land_FiendChance_while_mining_20230420.lua
-- - MODELS\PLANETS\BIOMES\COMMON\CRYSTALS\SMALL\CRYSTAL_SMALL_UNDERWATER\ENTITIES\CYSTAL_SMALL_UNDERWATER.ENTITY.MBIN: (1)_No_Mans_Land_Advanced_Mining_Laser_required_for_DiH_20230415, (2)_No_Mans_Land_FiendChance_while_mining_20230420.lua
-- - MODELS\PLANETS\BIOMES\COMMON\CRYSTALS\SMALL\CRYSTALCUBE_SMALL\ENTITIES\CYSTALCUBE_SMALL.ENTITY.MBIN: (1)_No_Mans_Land_Advanced_Mining_Laser_required_for_DiH_20230415, (2)_No_Mans_Land_FiendChance_while_mining_20230420.lua
-- - MODELS\PLANETS\BIOMES\COMMON\CRYSTALS\MEDIUM\CRYSTAL_MEDIUM\ENTITIES\CRYSTAL_MEDIUM.ENTITY.MBIN: (1)_No_Mans_Land_Advanced_Mining_Laser_required_for_DiH_20230415, (2)_No_Mans_Land_FiendChance_while_mining_20230420.lua
-- - MODELS\PLANETS\BIOMES\COMMON\CRYSTALS\MEDIUM\CRYSTAL_MEDIUM_CAVE\ENTITIES\CRYSTAL_MEDIUM_CAVE.ENTITY.MBIN:(1)_No_Mans_Land_Advanced_Mining_Laser_required_for_DiH_20230415, (2)_No_Mans_Land_FiendChance_while_mining_20230420.lua
-- - MODELS\PLANETS\BIOMES\COMMON\CRYSTALS\MEDIUM\CRYSTAL_MEDIUM_MOUNTAIN\ENTITIES\CRYSTAL_MEDIUM_MOUNTAIN.ENTITY.MBIN: (1)_No_Mans_Land_Advanced_Mining_Laser_required_for_DiH_20230415, (2)_No_Mans_Land_FiendChance_while_mining_20230420.lua
-- - MODELS\PLANETS\BIOMES\COMMON\CRYSTALS\MEDIUM\CRYSTAL_MEDIUM_UNDERWATER\ENTITIES\CRYSTAL_MEDIUM_UNDERWATER.ENTITY.MBIN: (1)_No_Mans_Land_Advanced_Mining_Laser_required_for_DiH_20230415, (2)_No_Mans_Land_FiendChance_while_mining_20230420.lua
-- - MODELS\PLANETS\BIOMES\COMMON\CRYSTALS\MEDIUM\CRYSTALCUBE_MEDIUM\ENTITIES\CRYSTAL_MEDIUM.ENTITY.MBIN: (1)_No_Mans_Land_Advanced_Mining_Laser_required_for_DiH_20230415, (2)_No_Mans_Land_FiendChance_while_mining_20230420.lua
-- - MODELS\PLANETS\BIOMES\COMMON\CRYSTALS\LARGE\CRYSTALCUBE_LARGE\ENTITIES\CRYSTALCUBE_LARGE.ENTITY.MBIN: (1)_No_Mans_Land_Advanced_Mining_Laser_required_for_DiH_20230415, (2)_No_Mans_Land_FiendChance_while_mining_20230420.lua
-- - MODELS\PLANETS\BIOMES\COMMON\ROCKS\MEDIUM\MEDIUMROCK\ENTITIES\MEDIUMROCKCAVE.ENTITY.MBIN: _No_Mans_Land_FiendChance_while_mining_20230420.lua
-- - MODELS\PLANETS\BIOMES\COMMON\ROCKS\MEDIUM\RESOURCEROCK\ENTITIES\RESOURCEROCK.ENTITY.MBIN: _No_Mans_Land_FiendChance_while_mining_20230420.lua
-- - MODELS\PLANETS\BIOMES\COMMON\ROCKS\SMALL\RESOURCESMALL\ENTITIES\RESOURCEROCKSMALL.ENTITY.MBIN: _No_Mans_Land_FiendChance_while_mining_20230420.lua
-- - MODELS\PLANETS\BIOMES\COMMON\RARERESOURCE\GROUND\SPOREBAG\ENTITIES\SPOREBAG.ENTITY.MBIN: _No_Mans_Land_FiendChance_while_mining_20230420.lua
-- - MODELS\PLANETS\BIOMES\COMMON\RARERESOURCE\GROUND\UNDERGROUNDLUMP\ENTITIES\UNDERGROUNDLUMP.ENTITY.MBIN: _No_Mans_Land_FiendChance_while_mining_20230420.lua
-- - MODELS\PLANETS\BIOMES\COMMON\INTERACTIVE\SPOREVENT\ENTITIES\SPOREVENT.ENTITY.MBIN: _No_Mans_Land_FiendChance_while_mining_20230420.lua
-- - MODELS\PLANETS\BIOMES\COMMON\INTERACTIVEFLORA\VENUSFLYTRAP\ENTITIES\VENUSFLYTRAP.ENTITY.MBIN: _No_Mans_Land_FiendChance_while_mining_20230420.lua
-- - MODELS\PLANETS\BIOMES\COMMON\INTERACTIVEFLORA\TENTACLEPLANT\ENTITIES\TENTACLEPLANT.ENTITY.MBIN: _No_Mans_Land_FiendChance_while_mining_20230420.lua
-- - MODELS\PLANETS\BIOMES\COMMON\INTERACTIVEFLORA\TENTACLEPLANT\ENTITIES\TENTACLEPLANTSIDE.ENTITY.MBIN: _No_Mans_Land_FiendChance_while_mining_20230420.lua
-- - MODELS\PLANETS\BIOMES\COMMON\INTERACTIVEFLORA\TENTACLEPLANT\ENTITIES\TENTACLEPLANTFLAT.ENTITY.MBIN: _No_Mans_Land_FiendChance_while_mining_20230420.lua
-- - MODELS\PLANETS\BIOMES\COMMON\ROCKS\MEDIUM\MEDIUMROCK\ENTITIES\ROCKMEDIUM1.ENTITY.MBIN: _No_Mans_Land_FiendChance_while_mining_20230420.lua
-- - MODELS\PLANETS\BIOMES\COMMON\ROCKS\SMALL\SMALLROCK\ENTITIES\SMALLROCK.ENTITY.MBIN: _No_Mans_Land_FiendChance_while_mining_20230420.lua
--
The mod is compatible with NMS 4.23 (Interceptor hot fixes phase). I will keep it updated to the best of my abilities for the foreseeable future. No grudges though please if one likely far away day I might turn to other projects.
Finally, many thanks again to Xen0nex for inspiration, explanantions and very well documented lua files that helped me to get my bearings a lot faster. Also, many thanks to gumsk (for all those modular great buidling piece mods, ecpsially gLonely and gCam, which I have both integrated in slightly modified forms), pythonaut (for the clever No Teleporters Mod I used as base here), JJHookah for the great message exchange around Fiend Spawning and also the amazing help/advice he gave me, monkeyman192 & WinderTP (for the mbin compiler, so impressive), Wbertro & Mijstral (AMUMMS, mind blowing!), babscoole for great helpon discord and all you other heroes of the great and welcoming NMS modding community. And, of course, heartfelt hugs to Hello Games, the best dev team out there!
P.S. On my to do list:
- Make caves and derelict freigthers darker, potentially nights, too
- Slow walk speed/walk speed build up,
- Look into FiendCrimeSpawnTable(s) in defaultreality.exml (at the end) to make use of all the fiendcrime attribute taht many entities carry e.g. in their shootable components
- Adjust klling loot from creatureglobals for the fiends
- Lower range of ship warp drive signifcantly, long range warping only for the freighter; Freighter will only accept WarpHyperCores which in turn will require combat acquired items like Walker Brains for recharge
- Lower max inventory of storage containers significantly
- Lower max stack sizes for Vortex Cubes, Relics and Walker Brains
- Make Milestones requirements for Atlas Quest (which leads through center) much higher
- Long term (partially already realized, see: To the Center mod): scale enemy & hazard stength based on distance to centre (the closer, the more dangerous), scale likelyhood of better gear offered based on distance to centre (the closer, the likelier) and also scale warp cost based on distance to centre (money sink), all of which will likely require CheatEngine usage.