Wow the pace you have been updating this mod is amazing. Thanks for all the new content. it would be cool if the hud was even more minimal like getting rid of the crosshair, ammo count, or especially getting rid of the ship marker so you can actually get lost.
Thank you, Cap Morgan7. After I have uploaded v9 (almost done), I will look into even more minimal hud options for v10. Especially the ship marker shall be gone then (also from visor then).
idk how much time you want to spend on suggestions but as a fan of limited hu d, even more options would be cool such as...no undiscovered planet info (explore or use freighter scanner), no enemy ship health and arrow/target (pretty sure your ship panels shows the shield level of current target which is cool feature but currently useless), no anomaly and space station markers (use ship radar)
Great ideas there - again! It will take me some time to tackle these as I am currently balancing No Man's Land and To the Center in combination. Also I have some clean up to do with the description of No Man's Land. For the space ship hud changes - I will try to do them, but I like spaceflight with 3rd person cam, so I might flag some these upcoming hud changes as optional/other choice then. No differnece in the end, always good to have options :-).
Made you a new cover photo, which you can find here. I tried to keep it in line with the original. Feel free to use it if you wish. :-) Great mod & idea!
This might sound crazy, but would you consider a version of this that also removes the jetpack entirely?
I see all these mods that give infinite jetpack fuel, which is cool for people that enjoy that, but I feel like jetpack melee boosting largely invalidates most land based threats, and makes vehicles feel less important. Wandering on foot *should* feel dangerous if people want a more hardcore experience, but it's practically harmless once you know how to melee boost. :/
That's a great idea and fits the theme of No Man's Land very well. I will look into adding an optional file that shuts the jetpack down for good (with all the risks of getting stuck in the proc landscape). The terrain manipulator will become very important to free yourself then.
Edit2: Another path might be to keep the jetpack , but remove/restrict the melee boost...
On the other hand, I also contemplate to remove the terrain manipulator as digging holes to hide from hazard as well as sentinels is a bit strong for my taste. This will be tricky as it is needed for many gameplay elements (buried tech/resources) and mining all those special metal deposits. Likely too disruptive to the game....
Edit: I might make the Terrain Manipulator work much slower though (slower rate, smaller area affected, both) - digging a hole mid storm and especially mid combat is more challenging at least.
Ah, sigh, I fruitlessly tried for 2 hours to remove/bypass the melee boost (or the jet pack or the melee attack). There are many unused variables for those in the EXML files unfortunately, leading upon wrong tracks. The only one that worked (long delay between melee attckas) also delays shooting for the same amount of time.
I have to give up on remvoing the melee boost for the time being. Maybe later on I will find a new angle while further exploring the EXML files. I am sorry I could not offer you better help.
These settings basically make the jetpack powerless and even more those hinder its refill forever. So it's one short, already forceless burst (without) take off on first time usage and then it's off. Will upload an optional file with these settings in a few minutes.
A small suggestion to expand this idea: No Jet Pack when you start the game and make it available at a later time. Turning it into a recipe to make it yourself. Starting bare bones as possible without killing the possibility to become mobile later on is the idea.
Great idea about the jetpack opening up later on, but I fear I Iack the proper handle right now to implement this. Maybe I can return to such battle plan once my understanding of modding NMS has further grown.
Great taste in mods there, thumbs up :-)! I use PtSD myself (combined with max difficulty settings ingame, rather drastic effect - I have been killed sooo often by one of these hidden plants from the ninth circle of hell). From gLonely I have borrowed the NoFlyerOvers part, as I find those constant flyovers of pilots who also tend to fly through the landscape rather annovying - especially when I am ground bound and hard at work mining to launch one fine day again ;-). I wasnt aware of ImmersiveGen (and The Traveller and follow up projects) - cool stuff there, much of it in the very spirit of No Man's Land.
Thanks. To mix and match, that's why I like to modular aspect of a lot mods here. :)
Take your time. If it will become possible then cool. If not, well then there are other ways to impose a self challenge. The flyover of ships wouldn't bother me actually. It would more like "One day I can be finally like them. Flying up into the skies." :D Anyway, keep going. I'm sure you will come up with some cool stuff. :)
Thank you :-)! I will try my best to increase the challenge a bit further by getting more items form my todo list at end of the mod description into No Man's Land.
I have increased the modularity again a bit by offering not only one single all combined pak, but also many smaller paks as modular building pieces. This might be helpful for users who avoid luas because e.g. they dont have the time to install and understand AMUMMS.
Yeah, those fly-overs can be seen as an inspiration to get up there, too. All a matter of perspective :-). Many thanks for the encouragement - I will do my best to push forward.
Thank you very much for splitting the mod further up. I work mostly with LUA-files so that makes the integration a lot easier to fine tune. By the way: I didn't know there is a mod around to make those alien monsters spawning in caves while mining. While I like some relaxed cave exploration, sometimes i missed some kind of challenge in form of fiends. I'll try that one out. :D
For sure, no problem. If you see other parts you would like to have placed in optional, just let me know please. It's easy to do for me and more a sorting and naming thing.
Thank you so much! Yes, this mod is definitely right up my alley. One of the struggles I have with NMS is how easy it is to just travel around space, and land on different spots on a planet repeatedly. I feel vehicles have become useless because of it.
I want to land on a planet and be forced to use a vehicle to travel around the planet because I know how expensive and rare launch thruster fuel is. The game moves to fast and any mod that slows it down is always welcome. I even downloaded another mod awhile back that removed your starter ship and forced you to run around and get resources to sell to buy a new ship at the trading platform...if you could find one lol.
I want everything I do to be deliberate and planned. I will say one thing though, I would recommend someone play the game normally until they complete the required base building tutorial, since everything up until that point is annoying to do without a teleporter.
Speaking of the teleporter, love it. Now smuggling can be more risky, rather then teleporting to the Nexus, then to whatever station you want to sell the goods at.
"The game moves too fast" is a perfect description of the situation. I see it the very same way. The teleporters are quite at the centre of the issue. A moment ago you limped forward, looking for caves like your first ancestors... and then in minute tact you beam effortlessy through spacetime, trivializing any distance or logistical effort, command a capital ship, send fleets of ships... This is not per se bad, I mean, it's fascinating actually. But it should come over many many hours of the game and better integrate with the challenge from the beginning, not totally replace it. This way it feels like the devs giddily could not wait to show everything they got on the table and overrushed it.
That said, I love Hello Games - they are a truely lovely bunch of geniuses, no doubt about it. And maybe if it were my game, I would get carried away the same way, who knows :-).
Please keep checking by from time to time - I have quite a lot of stuff still planned and my poor skills slowy grow.
I think I see the way foward for the upcoming, more modular approach on pak level (many thanks to Babscoole for very helpful explanations):
For every affected mbin file, there will be only one pak. If several luas change the same mbin, they go into the same pak file.
I will try to avoid luas that change two mbin files and split by mbin affected and not by concept of change, if in doubt.
In the case of multiple luas in the same pak I will offer alternative paks if (1) requested by user (like with the illegality parts right now) or (2) in case of luas I do not use myself (but which were requsted beforehand by users).
38 comments
say, does No man's land include also these little lovely candy features i saw recommended in PTSD?
idk how much time you want to spend on suggestions but as a fan of limited hu d, even more options would be cool such as...no undiscovered planet info (explore or use freighter scanner), no enemy ship health and arrow/target (pretty sure your ship panels shows the shield level of current target which is cool feature but currently useless), no anomaly and space station markers (use ship radar)
Not sure if they are feasible but just some ideas
I see all these mods that give infinite jetpack fuel, which is cool for people that enjoy that, but I feel like jetpack melee boosting largely invalidates most land based threats, and makes vehicles feel less important. Wandering on foot *should* feel dangerous if people want a more hardcore experience, but it's practically harmless once you know how to melee boost. :/
Edit2: Another path might be to keep the jetpack , but remove/restrict the melee boost...
On the other hand, I also contemplate to remove the terrain manipulator as digging holes to hide from hazard as well as sentinels is a bit strong for my taste. This will be tricky as it is needed for many gameplay elements (buried tech/resources) and mining all those special metal deposits. Likely too disruptive to the game....
Edit: I might make the Terrain Manipulator work much slower though (slower rate, smaller area affected, both) - digging a hole mid storm and especially mid combat is more challenging at least.
I have to give up on remvoing the melee boost for the time being. Maybe later on I will find a new angle while further exploring the EXML files. I am sorry I could not offer you better help.
From GCPLAYERGLOBALS.GLOBAL.MBIN:
{"JetpackForce","0"},
{"JetpackUpForce", "0},"
{"JetpackMaxUpSpeed","0"},
{"JetpackIgnitionForce","0"},
{"JetpackUpForce","0"},
{"JetpackFillRate","0"},
{"JetpackFillRateMidair","0"},
{"JetpackUpForceDeadPlanetExtra","0"},
{"JetpackForceDeadPlanetExtra","0"},
{"JetpackIgnitionForceDeadPlanetExtra","0"}
These settings basically make the jetpack powerless and even more those hinder its refill forever. So it's one short, already forceless burst (without) take off on first time usage and then it's off. Will upload an optional file with these settings in a few minutes.
I like that you made the mod very modular. I might try to look into possible combinations with Prepare To Sky Edition and ImmersiveGen. Adding gLonely - Gumsk's Lonely Galaxy to mix. I find the idea of a No Man's Sky "Hard Mode" intriguing. :)
Great taste in mods there, thumbs up :-)! I use PtSD myself (combined with max difficulty settings ingame, rather drastic effect - I have been killed sooo often by one of these hidden plants from the ninth circle of hell). From gLonely I have borrowed the NoFlyerOvers part, as I find those constant flyovers of pilots who also tend to fly through the landscape rather annovying - especially when I am ground bound and hard at work mining to launch one fine day again ;-). I wasnt aware of ImmersiveGen (and The Traveller and follow up projects) - cool stuff there, much of it in the very spirit of No Man's Land.
Take your time. If it will become possible then cool. If not, well then there are other ways to impose a self challenge.
The flyover of ships wouldn't bother me actually. It would more like "One day I can be finally like them. Flying up into the skies." :D
Anyway, keep going. I'm sure you will come up with some cool stuff. :)
I have increased the modularity again a bit by offering not only one single all combined pak, but also many smaller paks as modular building pieces. This might be helpful for users who avoid luas because e.g. they dont have the time to install and understand AMUMMS.
Yeah, those fly-overs can be seen as an inspiration to get up there, too. All a matter of perspective :-). Many thanks for the encouragement - I will do my best to push forward.
By the way: I didn't know there is a mod around to make those alien monsters spawning in caves while mining. While I like some relaxed cave exploration, sometimes i missed some kind of challenge in form of fiends. I'll try that one out. :D
You are welcome. :)
Glad to hear the concepts resonates with you :-).
I want to land on a planet and be forced to use a vehicle to travel around the planet because I know how expensive and rare launch thruster fuel is. The game moves to fast and any mod that slows it down is always welcome. I even downloaded another mod awhile back that removed your starter ship and forced you to run around and get resources to sell to buy a new ship at the trading platform...if you could find one lol.
I want everything I do to be deliberate and planned. I will say one thing though, I would recommend someone play the game normally until they complete the required base building tutorial, since everything up until that point is annoying to do without a teleporter.
Speaking of the teleporter, love it. Now smuggling can be more risky, rather then teleporting to the Nexus, then to whatever station you want to sell the goods at.
That said, I love Hello Games - they are a truely lovely bunch of geniuses, no doubt about it. And maybe if it were my game, I would get carried away the same way, who knows :-).
Please keep checking by from time to time - I have quite a lot of stuff still planned and my poor skills slowy grow.
For every affected mbin file, there will be only one pak. If several luas change the same mbin, they go into the same pak file.
I will try to avoid luas that change two mbin files and split by mbin affected and not by concept of change, if in doubt.
In the case of multiple luas in the same pak I will offer alternative paks if (1) requested by user (like with the illegality parts right now) or (2) in case of luas I do not use myself (but which were requsted beforehand by users).