No Man's Sky

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FriendlyFirePL

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FriendlyFirePL

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22 comments

  1. FriendlyFirePL
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    I'm putting this comment up because it became necessary.

    As a mod author who decided to put in the effort in creating this mod and sharing it with the community for free, and as a person not affiliated with Mjstral's customizer and delivery bot services (though studying the earlier made this mod possible), I support their decision about the forms of pricing or compensation for these services in general as they see fit. I'm including the links to their services because I think they deserve recognition for the one-of-a-kind work they were able to achieve.

    That said, any comment posted here that is not about the Sentinel Starship Fabricator mod itself, including opinions about Mjstral's services, will be removed.
  2. tholwin
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    Do you think you can find a way to assemble ships with empty components?
    Or are there "fake components" adding no visuals?
    1. FriendlyFirePL
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      What do you mean by "empty / fake components"? Per mod description page, unused slots can be disabled by selecting Oxygen. That will enable you to pick parts from "conflicting" slots, like the different types of wings.
    2. tholwin
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      Oh sorry, I missed the info about using Oxygen to disable slots. That's exactly what I was looking for, thanks!

      (By "empty components" I meant "unused slots". And I called "fake component" something selected to disable unused slots, which is exactly what you did with Oxygen.)
  3. nms808
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    Been waiting for something like this to address Sentinels...the main ships worth custom building these days imho. Looks like a good first stab at this mod, I'm sure it will improve with time, or not hahaha! Regardless, I'm super happy to have a new tool to play with while in game regarding Sentinel ships, even with it's limitations. The provided LUA will let me fiddle with the back end myself as well so I'm really excited to play around with this. Thank you and as always with your mods, great work!

    \:-) 
    1. FriendlyFirePL
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      I can't make any promises about whether new stuff will be added. I have 1 potential idea but I haven't researched it yet, plus the fabricator's UI page is already filled pretty densely. Still, thanks for the nice words.
    2. nms808
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      Hey, great update!

      :-))
  4. Optue
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    Good mod. I hope you continue to add more parts because there is lots of sentinel parts. Keep up.
    1. FriendlyFirePL
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      I wouldn't keep my hopes up. As I stated in other comments, there is no way to implement proper logic for the rules used in procedural generation of the Sentinel ships, plus I'm running low on the screen real estate.
    2. Optue
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      Oh i see. Sorry to hear that. Still you did a great job.
  5. BSWoolfe
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    Good afternoon. Thanks for the mod! The question is how to get legs in the form of tank tracks? such as in the 3rd screenshot. I didn't find them either in the lower wings or in the chasis.
    1. FriendlyFirePL
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      Tank legs can be selected in the Lower Wings section by using Activated Emeril (going from memory, would need to check later in game).
    2. BSWoolfe
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      Thank you!
  6. C0lbyte
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    This may be a dumb question but when the mod is installed are all the parts available from the beginning? Or do i farm ships for their parts?
    I wish i had to farm ships or else its a bit cheat :D
    1. FriendlyFirePL
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      All the parts are picked using basic resources like the stellar metals or forms of ferrite. It's only the reactor core upgrades that were replaced with Sentinel themed items.
  7. neosquall777
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    I don't understand why, when building a ship with this mod, other players will not be able to see the same ship. It turns out that this is not a mod for the fabricator, but a substitution of the true appearance.
    1. Hailfire89
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      LOL what does the ship look like to others then?
    2. FriendlyFirePL
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      Per mod description page:

      For any question like "do other players see my custom ship colours?" or "does the Interceptor keep its appearance once the mod is removed?", assume the answer is NO.

      Mods in NMS are for the most parts local only. Other players will not see the custom built Interceptor because my mod introduces code bits describing those parts that are not present in the vanilla game, hence modifications to CHARACTERCUSTOMISATIONDESCRIPTORGROUPSDATA.MBIN. And even if other players would have the same mod installed, I don't know if that's the kind of data that gets synced between players. I would assume what other players see on their end is an Interceptor starship which design is based on the seed value alone.

      It turns out that this is not a mod for the fabricator (...)

      Lmao
    3. neosquall777
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      This is exactly what I meant. For example, the Gumsk's Custom Freighters mod, if both players have it, works fine and both players see the same thing and there mod textures are added to the game. But here only native, vanilla parts are used, and it is not clear what the problem is - it seems that all the parts of the ship are in the game and nothing new is added. Why won’t other players see what you have created, but will see something incomprehensible? What is the problem?

      I can only hope that the author of the mod will improve it and add both the correct display of the assembled ship for all other players, and the settings of the fabricator itself - because now there are many shortcomings associated with the assembly process. It is very difficult to assemble a ship when the parts that don't fit each other are not mutually exclusive, but remain. It's not clear what the "decal" does, because it doesn't change anything. Almost all parts of the "face" of the ship's cabin are missing. Well, the saddest thing is that assembling the ship is practically free.
    4. FriendlyFirePL
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      Comparison to Gumsk's mod is not valid, because that mod operates differently - freighter model based off the same seed value gets replaced with the same model from their collection for each player individually on their end. No data about custom textures or models is being sent in multiplayer.

      The problem here is related to the network code the game uses. Per Mjstral who I consider the most knowledgeable person in this regard:

      New custom ships won't sync. The mp code doesn't sync the descriptor part names but a special integer index (for each part) dynamically created based on the customisation parts file. So everyone would require the exact same file.

      Based on that, I would assume all players would need to have this mod installed to see the same ship parts after assembly, because my mod adds all the descriptor groups for selected Interceptor parts. Im not sure about the colours.

      As for shortcomings - there are lots, like I wrote in the very 1st disclaimer, but the ones you called are bad examples. I can not "add proper display for all players" because there is no way for me to edit the network layer of the game. That's just one of many limitations of modding in NMS.

      You say it's very difficult to assembly a ship, almost like the Sentinel ships are the most complex ship type in the game so far, with billions of combinations available, with selected model nodes getting turned off by non-compatible parts. Maybe there is a correlation between those statements, who knows.

      Decal reffers to the procedural lights that can be found on some Interceptor ships, what you probably call "the face". Emphasis on "some", because as explained in Features section, one cockpit type does not allow these lights at all, 2 others have their own dedicated sets of lights. Those were grouped together in one input slot, because there is no logic / property for us to hide unused input slots in the fabricator.

      The assebmly is free? Yes, because I couldn't be bothered with assigning actual products to all the different parts. We're talking about 3 cockpits, 20+ lights, 9 grills, 30 wings, 17 hull designs. I only replaced the reactor cores because that would be fitting and it did not impede on me testing the various part combinations working with each other.
    5. neosquall777
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      Thanks for the answer.
      Well, I can replace resources with something valuable/rare directly in the .lua script, this is not a problem. But everything else is sad. It’s unclear why HG made everything so difficult.
    6. FriendlyFirePL
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      Yup, welcome to the world of modding NMS, where your idea of what you want to do is met with restrictions on what you are allowed to do with the game files.