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goosetehmoose aka sunnysummit

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  1. goosetehmoose
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    Comments locked. Direct any comments either to the Bugs tab or this youtube video comment section. Youtube has more advanced comment management options. Bug reports should be posted under the Bugs tab along with detailed info. and steps you took to resolve the issue, not on youtube.

    I also changed the name to Better Lasagna Biome Generation 3. Better than what? I have no idea. I was told that adding Better means your mod will receive a lot of endorsements and glowing reviews from 12 year olds on the internet. Woot.
  2. goosetehmoose
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    Changelog:

    v3.2 temp fix: If you crash on load, remove 300 (or more) biomes (MBINs and MXMLs) from '+Lsgn3 Planets Lasagna 3.2'. It doesn't matter which ones. If the issue persists, move to a space station without mods first. I didn't notice this when testing, but apparently this is an issue for some people.

    Update v3.2:

    • Reworked Lasagna Highlights so they can also spawn on weird/exotic biomes (but now with randomized ground props + arcane oddities)
    • Regular Lasagna Highlights biomes on gas giants are unchanged -- you'll still see the intended/hand made ground props
    • Added ground objects from Highlights to all weird/exotic biomes
    • Fixed issue with missing props on planets (X in placement name)
    • Reduced scale of large "tall plants" and huge buildings
    • Fixed crash caused by an underwater biome
    • Decreased max angle of huge crystals (less clipping at weird angles), decreased max scale by 33%
    • Increased scale and max angle of smaller crystals
    • Decreased max scale of largest creatures from 5 -> 4, 4 -> 3
    • Decreased spawn radius from 2 -> 1.5, this caused lag



    Update v3.12g:

    • Fixed issue with 2x biomes on desolate planets
    • Generally increased density, especially detail objects
    • Reduced LOD/draw distance of some very high density props
    • Reduced size/density of some huge ground plants, grass, inactivevolcanos, crashed ships, etc
    • Fixed crash caused by high density hazardous plants (replaced with common plants) & high density floating props

    Update v3.11m

    • Fixed crashes due to high density big/huge props
    • Fix for Large Creatures not working correctly
    • Lowered density of high density ruins
    • Reduced instances of floating trees
    • Reduced scale/density of some huge plants

    Mod compatibility update: Lasagna 3 seems to be compatible with e.g. Multi Biomes, Parallel Universe, BigThings & Large Flora, although it cranks up flora density sometimes. It might also play nice with other mods if you adjust '+LSGN3 SPAWNER' ModPriority to a lower number in No Man's Sky/Binaries/SETTINGS/GCMODSETTINGS.MXML (if you want to see custom models, etc). But again, it definitely increases density.

    Note: I'm aware of extreme high density planets causing a crash, but I don't know what exactly causes this. Lowering planet quality settings seems to help in my case.

    Update v3.1:

    • Lowered density of extreme high density flora/props
    • Generally decluttered props
    • Reduced scale of some huge detail props
    • Reduced scale of already huge props (like buildings)
    • Fixed misc. crashes e.g. tinycrystals on mountain terrain, extreme density 'Single' props

    FAQ:

    I crash on load, what should I do?
    If you crash on load, remove 300 (or more) biomes (MBINs and MXMLs) from '+Lsgn3 Planets Lasagna 3.2'. It doesn't matter which ones. If the issue persists, move to a space station without mods first. I didn't notice this when testing, but apparently this is an issue for some people.

    I'm getting an error that the filepath is too long when trying to unzip the archive. What should I do?
    Use 7-Zip or WinRAR to extract the files instead of the default Windows unzip tool.

    Does this work with multiplayer?
    Yes. But if someone doesn't have it installed, then they won't see the same biomes.

    Is it compatible with xyz mod?
    Probably. See changelog^ under Update v3.11m for more info.

    Are the new biomes added to the vanilla ones, or are some vanilla ones replaced?
    You can find vanilla biomes, but it's extremely rare.

    Will this destroy my base?
    It shouldn't. I haven't personally tested this, though.
  3. ItsmePaulieB
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    Greatest mod and mod author of No Mans Sky!!! LOVE IT LETS GOOO
    1. goosetehmoose
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      Thanks PaulieB! Cheers!
  4. AlexMuseMatrix
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    This is actually insane. So many years of work has truly made this mod wonderful. I am looking forward to using this modpack. You will see my images on NexusMods!
  5. plotinus185
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    Looks excellent, but the latest version is impossible to unzip! Biome 510 has too long a filename. Even putting the zip file in my C drive and unzipping there won't work.
    1. goosetehmoose
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      I haven't changed any filenames.
    2. FoxyLindz
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      You need to use 7zip or Winrar to avoid errors like "0x80010135: Path too long" due to native windows zip extract not being able to handle that.

      Native windows unzip will give an error trying to extract "C:\Users\########\Downloads\Lasagna 3.12g\+Lsgn3 Planets Lasagna 3.12g\metadata\simulation\solarsystem\BIOMES\PLUMGENX43\BIOME_1211_HUGE_RUINS_BURNT_HOT_BURNTREMIX_SUBZERO_WEIRD_BARREN_SCORCHED_CORAL_IRRADIATED_FROZEN_DEEPWATER.MBIN"

      And others like that, like the Biome 510 etc. 7Zip (and I assume Winrar) handles it just fine though.
    3. goosetehmoose
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      Thanks for the info, I just updated the FAQ and mod description.
  6. nms808
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    "Note: I'm aware of extreme high density planets causing a crash, but I don't know what exactly causes this. Lowering planet quality settings seems to help in my case." 

    They are either running out of system memory, video memory, or both. Quite simple really. ;-)
    We could use systems with 128gb of both system and video memory. System mem is doable. Video mem? They have been shorting us for a long time. It's why I never gave up my RTX 3090's. Can run them in SLI. You don't get a monstrous boost for gaming but you do for AI and LLMs. 48GB of GPU memory per SLI unit is nothing to sneeze at. :-)

    Almost forgot to mention...mod looking great! Nice work, as always!!
     
    1. goosetehmoose
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      That makes sense, thanks for the info. Yeah I want to increase my video memory so I can play extreme Skyrim mods, but won't upgrade until I really need it. Appreciate the comment. :)
    2. nms808
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      I'm so thirsty to see your mods in full 4K ultra glory with every bell and whistle in addition to all the other mods I use and have it run fast and fluid with no crashes. I'll need a 5090 for that. They sell out in minutes at $3700 US lol. When I upgrade I buy a minimum of 2 and often 4 cards so no thank you thank you very much hahaha! I'll lower the quality where I can and wait...
    3. nms808
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      Also wanted to ask if you could post a chaneglog (tab) section that lists every change from 3.0 on. I noticed some of the changes reduced density, size, and removed high volume single prop planets but I love the chance of finding that kind of stuff. I've archived the last H, J, M, versions and now 3.12G so I can go back and get the scripts I need to restore some of that stuff. I suppose I could just do that in Plumgen? Eh, just too many irons in the fire atm...
    4. goosetehmoose
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      Almost every change in the last few days had to do with extreme high density/huge scale planets which caused crashes, like planets reducing frames to a slide show. Also, from what I understand, 'Single' props (vs 'Instanced') means: objects with its own unique copy of data in a scene, vs. Instanced which uses copied data. Single = extreme overhead, like interactive objects, Instanced = common/high density objects, like trees.

      The changelog above is pretty much every change, but we're talkin' several hundred changes across the entire mod. In the same way that I don't know exactly what's in this mod, I'm also "guesstimating" the best changes, then doing checks by testing the same ~10 star systems. Because the mod is so large, changes means making python scripts to target specific attributes using multipart if else statements. It also means I'm not really making "new" versions, I'm pretty much just filtering the same MXML/EXML files until I tune it right. My goal rn is a really good filter that can potentially fix the worst issues with any biome mod.
    5. nms808
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      Gotcha. Guess I'll just have to test them all out. Some of those heavy on system resource planets turn out to be very cool. I have yet to find one I couldn't make render. If I can't get to the surface, I just turn the quality down (to high-performance), land, and then punch up the setting back to quality. Basicallly using DLSS. The heaviest planets can often crash when trying to photo them but I always manage to pull it off somehow hehe. Must...get...more...powerrrrrrr!! :-)))
  7. Fountainhead1970
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    I get this error when installing 
    Error 0x80010135 Path Too Long
  8. ChimpyEinler
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    Question about the mod order- should FastFade be loaded before your spawner/biomes folders or afterwards, to minimize pop-in?  Thanks!
    1. goosetehmoose
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      In this case, FastFade doesn't overwrite anything in spawner/biomes folders (or anything else in this mod), so no need to adjust load order.
  9. silveraindays
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    sry if its sound stupid to ask but what happen in multiplayer? do others player see a complete different planet when on the same as mine? they cant see what i see right?
    1. ItsmePaulieB
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      If they use same mod they see the exact same. No mod different stuff
  10. goosetehmoose
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    Fun fact, I don't know what all is in this mod. Like these floating rocks:

    1. nms808
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      Cool!
  11. ChimpyEinler
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    Thanks for bringing back the full-fledged version of the mod to Nexus.  Just a note, as I know bug-fixing for individual worlds is probably a pain, but it seems like the world type known as "The Nest" causes a crash upon entering the atmosphere for some reason with your mod.  Not sure if this is due to it already being a screwy type of world in the base game.  Keep up the good work, dude.
    1. goosetehmoose
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      Thx for the support. With 100s of unique "biome objects" files per subbiome, performance issues generally aren't tied to specific subbiomes anymore. E.g. the recent v3.1 update meant creating a dozen rules to find and address specific issues across all subbiomes. It changed a lot of the mod, so definitely give it a try if you haven't yet.
  12. mimmoskyrim
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    La mod sarà sicuramente fantastica, avendo provato le versioni precedenti. Il mio problema è che ogni volta che carico il gioco va in crash durante la schermata iniziale.
    Ps: Uso solo questa mod. Il mio pc è un pò datato. Forse può influire?
    1. goosetehmoose
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      Sorry for the issues, try moving to a different planet or a space station first, then re-add the mods. Also try changing your settings to improve performance. It can be a demanding mod, but my friend can run it on an RDNA2 APU with 16GB of RAM. Just avoid planets that cause problems.
    2. mimmoskyrim
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      allora credo che non potrò giocarci. Il mio pc ha 8 giga di Ram e come scheda video una gtx 1080. 
    3. goosetehmoose
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      Your gtx 1080 is much, much better than my friend's mobile iGPU. I can't speak to 8GB of RAM, but I've already suggested a few solutions that could help.
  13. Nicodemo99
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    Yours and redmas's altogether will be too much to handle, right? 
    1. goosetehmoose
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      I do not know how that mod works. First step would be to read my docs/README file for some basic info.