No Man's Sky

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Name: Shaidak's Generation
Version: 6.0
Release: 2017.07.08
Update: 2019.10.21
Category: Environments, Generation
Author: Shaidak
Source: http://www.nexusmods.com/nomanssky/mods/407/?

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Description
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Fully compatible with BEYOND.

Enhances the generation of all biomes (except for the weird, some mid/low or huge
and the barren) by tweaking the areas and adding higher and more diverse flora.

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Features
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- More diverse and dense flora/minerals on planets
- Increased size differences for flora/minerals
- Inner flora (usually trees) is higher than the one on the edges
- Vanilla-friendly (although subjective, I did my best to ensure it "looked" like NMS)
- Presets to change the density of the flora (taste or performance)

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My other mods
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- Shaidak's Pulse Jump http://www.nexusmods.com/nomanssky/mods/430/?

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Install
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1. Remove the file "DISABLEMODS" from the "No Man's Sky\GAMEDATA\PCBANKS" folder.
2. Create a folder "MODS" as such: "No Man's Sky\GAMEDATA\PCBANKS\MODS".
3. Unzip "_Shaidak.ShaidakGeneration_PRESETNAME.x.x.pak" and copy it in the mods folder
"No Man's Sky\GAMEDATA\PCBANKS\MODS"
4. Launch the game and enjoy your modded version :)

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Uninstall
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1. Delete the file "_Shaidak.ShaidakGeneration_PRESETNAME.x.x.pak"
from No Man's Sky mods folder (No Man's Sky\GAMEDATA\PCBANKS\MODS)
2. Launch the game and enjoy the vanilla version :)

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History
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6.0 - 2019.10.21
- Full compatibility with BEYOND (yes finally!)
- Full rework of the generation process (now using AMUMSS)
- Direct modification of the vanilla files instead of overlay (gives me more control)
- Removed unnecessary biomes (low or mid already good in vanilla)
- Removed weird modifiers (might add them in a patch if needed)

5.1 - 2018.08.14
- Fixed some flora elements not having colors variations (Secondary / Random)
- Reduced spawn chance of weird elements from 33% to 10%
- Fixed collisions tags not being correct (even though they seem useless atm)
- Slight generation changes to have consistency between presets
- Adjusted huge biomes to hold more small trees since big ones are already there

5.0 - 2018.08.13
- Full port to NEXT (after many days of pain & struggle XD)
- Reworked all the biomes for consistency
- Tried to maintain presets to what they were (performance wise)
- Merged weird with "normal" biomes (33% chance to spawn)
- Created an ODS file to generate xml content for biomes (seperate optional file)
- Makes my life A LOT easier when it comes to tweaking the biomes
- Easier for humans to tweak / add things
- Can be used by others (other mods or this one in case I stop workig on it)

4.3 - 2017.08.27
- Fixed props spawning in structures for HQ Frozen biomes (tree growing on a rock)
(Thanks imacor)
- Removed weird props spawning in structures

4.2 - 2017.08.23
- Added optional file to remove the blurr trees (Big Oak)
- Added optional file to remove both blurr trees & the ugly small one
(the one with no leaves)
- Improved drawing distance for the BigTree1 models on lush planets
(should not affect too much fps)
- Reduced density of custom weird biomes to enhance performance & consistency

4.1 - 2017.08.15
- Removed the chance for hexagon elements to spawn in barren biome
(they don't blend well and I forgot to remove them while testing...)

4.0 - 2017.08.15
- Full port to Atlas Rises
- Fully reworked all the biomes to take into account the changes made by HG
- Fully reworked the files system to allow easier integration with other mods
(and easier update for me in the future)
- Added weird preset for weird elements to have a chance to spawn in normal biomes

3.1 - 2017.08.12
- Quick lush port on Atlas Rises (includes all presets for lush & lush HQ)
- Other biomes are in progress but will require more time + investigation

3.0 - 2017.08.02
- Fixed remaining collider issues for TrunkA on LargeTree1
- Fixed consistency across all biomes for priorities on generation & densities
- Improved generation for all biomes to match vanilla
- Inner trees are now usually bigger than outer trees
- Added presets for lush & frozen biomes: low, medium or high
- Generation seeds preserved for lush & frozen biomes
- Generation seeds slightly changed for radioactive, scorched & toxic biomes

2.1 - 2017.07.25
- Fixed colliders being too tall when flying over big trees on lush planets
- Implemented custom colliders for all big trees on lush planets
Pros: Can walk on top of the shroom canopy (the dream comes back! :D)
Cons: Had to make all the colliders manually (still needs some improvements)
- Slightly altered the generation to allow better performances on scorched & lush

2.0 - 2017.07.23
- Major improvements for the frozen biome
- Added custom colliders for trees in frozen biomes to match the scale
- Added custom generation for radioactive , scorched and toxic biomes
- Small improvements of the lush biome (better repartition + consistency)
- Fixed imposters for big lush trees (BigOak1 => LargeTree1 as it has an imposter)
- Colliders on the giant mushroom hats are now missing due to the change in models
Cons: We can't walk on a shroom canopy (my dream comes to an end XD)
Pros: We have imposters to render across large distances (better immersion)

1.0 - 2017.07.08
- Initial release.

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Credits & tools used
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Thanks to Hello Games for creating No Man's Sky and allowing us to mod it
Thanks to nexusmods for hosting my mod

MBINCompiler - https://github.com/monkeyman192/MBINCompiler (fork)
AMUMSS - https://www.nexusmods.com/nomanssky/mods/957
Notepad++ - https://notepad-plus-plus.org/

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Notes
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You can use any other mod as long as they do not tweak the biome files.
If it is the case, I can't guarantee the mod will be working as expected.

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Licensing/Legal
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You can used this mod as you please, credits are always appreciated though ;)