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.
Thanks so much for this mod.. I recently started an abandoned mode save and am finding wiring looms to be near impossible to find, might be just my bad luck, but still this will be a life saver.
Seems like a great idea as Wiring Loom can be a little pricey on the trade market. Perhaps make some optional files with different material requirements to craft the Loom. Just a suggestion.
I love the mod. I was hoping to edit the .lua to change the recipe, but I don't know how to see what the resources are called to be able to do so (i.e. Robot2, Cave1 as referenced in your .lua). Would you mind giving me some pointers?
Also to note to people, this and Craftable Upgrade Mods seem to be incompatible, even from a LUA stand point. While the Loom shows up in the research thing, you can't actually learn it when combined with Craftable Upgrade Mods, you spend the nanites to learn it but it remains unlearned and uncraftable.
Found the "issue", Solution is to make sure CraftableWiringLoom runs before CraftableUpgradeMods since this would require no code change So rename the craftablewiringloom lua
19 comments
Mod Format Explantion
Interesting links
How To Guides
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
I love the mod. I was hoping to edit the .lua to change the recipe, but I don't know how to see what the resources are called to be able to do so (i.e. Robot2, Cave1 as referenced in your .lua). Would you mind giving me some pointers?
Thank you,
Toirty
There's a PDF file out there listing the IDs of everything, and also a multiple page Spreadsheet somewhere
Solution is to make sure CraftableWiringLoom runs before CraftableUpgradeMods since this would require no code change
So rename the craftablewiringloom lua
Changes_To_Product_Table[#Changes_To_Product_Table + 1] =
{
["SPECIAL_KEY_WORDS"] = {"Id", ProductId, "CraftAmountMultiplier", "1"},
["VALUE_CHANGE_TABLE"] =
{
{"IsCraftable", "True"}
}
}
Please be more specific what to change and where.