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droot

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41 comments

  1. Negative0007
    Negative0007
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    This mod could REALLY use an update.  I know it's as old as the Crypt Keeper, but it's such a good mod, and with people scrapping more and more ships these days, it would make the grind less grindy.  Thanks.
  2. NooBzPoWaH
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    Here's the link to my file updated for NMS BEYOND v2.11/2.12 (build 4203647) :

    10-15x Smaller Ship Repair Requirements-2-11-677-1.7z

    Have fun !
  3. NooBzPoWaH
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    So here we go, this is the link to my file updated for NMS BEYOND v2.06/2.09.1 : NOT UP TO DATE WITH NMS v2.11 I'LL BE UPDATING IT SOON !!!!!!
    10-15x Smaller Ship Repair Requirements-677-1.zip
    As usual whenever droot wants to get back to take care of his Mod i'll delete my link.

    Enjoy !
    1. LordDivine
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      Awesome, thanks mate.
    2. NooBzPoWaH
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      You're welcome.
    3. RyeEncoke
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      would it be possible for you to give an option for "just" the 10-15x Smaller Ship Repair Requirements part and exclude all the other stuff?
    4. NooBzPoWaH
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      @RyeEncoke
      I'll see what i can do for you tomorrow.
      I had enough for today/tonight.
      It's a pity you don't want more (features like way OverPowered) i've just been merging it with Unlimited Hyperdrive, Jetpack, & Launch Cost & Better Tech Three in Anomaly, so i'm a bit fed up right now and quite hungry, sorry mate.
    5. RyeEncoke
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      okay I downloaded it and it doesn't seem to conflict with anything I have so I will use this one

      edit: doesn't seem to conflict, at least I don't crash on loading, so I will use this one. Thanks!
    6. NooBzPoWaH
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      Great, i'm glad to read that's good enough for you, since i've got quite a few request from all over the place that's one less thing to worry about.
    7. RyeEncoke
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      I can only imagine the onslaught of requests for mods. Almost makes me glad I don't know how to do it myself....almost. Would still be nice to be able to mod my own game.

      If I track you, I mean from your page, does that update me on any mods you put out?
    8. NooBzPoWaH
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      Not really because i didn't publish any Mod myself, i'm only keeping old ones up to date and sharing some of my merged ones occasionally.
    9. NooBzPoWaH
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      Bumping it up for the very few (crazy) users still digging into old Mods, so they don't miss it...
  4. RyeEncoke
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    okay for some reason this mod doesn't allow me to repair and then open damaged machinery. You know the little crashed pod like things that you repair and you have to have chromatic metal or something. I have been able to repair and open them fine until this mod and not sure why. I removed this mod and was able to repair and open the machinery (10 sodium nitrate needed). Closed to desktop, put this mod in and removed all my other mods so this mod was only one being used, and couldn't repair or open machinery.

    edit: going to start a new game and see if the problem persists or if it was just my current save
    1. NooBzPoWaH
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      I'm sorry about that, but that's weird, i've just been checking in-game and i did get plenty of nanites out of them (one was empty out of 10 like and i was still able to repair it).
      I checked the new "NMS_REALITY_GCTECHNOLOGYTABLE.MBIN", from NMS v2.09, comparing it to the modified one from the Mod and there's nothing that would break this Mod.
      And since nobody else has been complaining i'd say it must be on your side somehow unfortunately.
      Sorry not to be able to be more helpful , do let me know how it goes on your new save.
    2. RyeEncoke
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      okay so new game. Kept all my mods in (by mistake). Never got around to finding a damaged machinery but after using my superman jetpack, it failed after a couple seconds and wouldn't recharge. Removed this mod and everything was working fine. Again no idea why. But I will remove this mod since I really want all the other mods I have and this one seems to be conflicting with one of my other mods somehow. No biggie, not every mod will work for every player. I wouldn't worry about it, I appear to be the only person having difficulty so it is on my end (a conflict with something I imagine).
    3. NooBzPoWaH
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      That's so weird, this Mod and Superman aren't modifying the same files at all.
      It's the 1st time i hear about such bug, but yeah i guess it must be conflicting with an other Mod, there's quite a few ones modifying "NMS_REALITY_GCTECHNOLOGYTABLE.MBIN" out there.
      You should make yourself a little list ( or a big one ) with all the modified files you're using to avoid such conflict.

      If you feel like trying an another bugged Mod i've just been updating my variations of Himeki's Mod "Meki's Multiple Maneuvers". lol
    4. RyeEncoke
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      ROFL. No that mod doesn't hold any appeal for me.

      Yeah I don't get why there is a conflict either but *shrugs* there appears to be one for me. It's not a huge deal, I only was using the mod for the less damage on ships. I will hold out for the Less Damaged Slots mod here on Nexus, and if it isn't updated I will just have to play without it.

      I will at some point try to figure out exactly which mod is giving me the problem. I have a sneaky feeling it is the Better Rewards mod for some reason but that is just a wild guess on my part and no idea why it would be that one interfering with this one that cause the superman one to malfunction. But my head hurts now after putting that sentence together so I am off for the night, hehehe. Have a good one PoWaH and thanks for all the help over the last few days, it's been much appreciated.
    5. NooBzPoWaH
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      Nope i don't think Better Rewards has got anything to do with all that, i'm using it too, it's modifying "METADATA\REALITY\TABLES\REWARDTABLE.MBIN" & "METADATA\REALITY\TABLES\EXPEDITIONREWARDTABLE.MBIN", at worse you should get more nanites that's all... lol

      You're welcome Encoke it's been my pleasure, good luck and good night to you !
    6. RyeEncoke
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      found the conflict..Super Ship Teleporter
    7. NooBzPoWaH
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      Yep this one is modifying "NMS_REALITY_GCTECHNOLOGYTABLE.MBIN" as well so it would conflict.
      I can make you a merged file of both Mods, let me know if you want it.
    8. RyeEncoke
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      really? that would be great! thanks!
    9. NooBzPoWaH
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      Which one are you using, Full planet, 1000u or 10ku ?

      On my side i'm anxiously awaiting for MBINCompiler to deal with "GCGAMEPLAYGLOBALS.GLOBAL.MBIN" so i can update my SSOOR's variations, which does the same as Super Ship Teleporter plus some extra features (can't wait for the Tech Stacking especially).
    10. RyeEncoke
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      probably full planet


      oooooh, I want that one too, you have all the good mods don't you
    11. NooBzPoWaH
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    12. RyeEncoke
      RyeEncoke
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      thank you very much. Just picked up the Hover mod as well....gonna love flying my ship, heheeh
  5. NooBzPoWaH
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    Here's the link to my file updated for NMS Visions v1.76 :
    10-15x Smaller Ship Repair Requirements-677-1.zip
    Again as soon as droot updates his Mod i'll be deleting it.

    Enjoy it guys ! ;)

    Edit :
    Updated for NMS Visions v.1.76 !
    Compatible with NMS v.1.77 !
    1. iambobredding
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      Thank you, you're right, this was one of my missing puzzle pieces to get me up and running again.
      I still need Fast Refiners; but, that is waiting for an update to MBinCompiler [1.75 pre3 isn't enough just yet for the reality sutff]
      I think that is my last puzzle piece.
      Now I have to update my husband's computer, and then give him the good news. He's been sad since Thursday without his NMS. Poor Sweetie :D
      Us, and our gaming addiction, along with the zillion others. lol
      Thank you, NooBzPoWaH,
      Stephanie & Bob
    2. NooBzPoWaH
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      lol You're welcome ! :)
    3. NooBzPoWaH
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      The link has been changed to a new archive updated only because i left a file when repacking the Mod that shouldn't be there ("_Merged_Mod_RENAME.pak").
    4. Adriansayori
      Adriansayori
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      I think this is out of date now. I was running this through XMM with my other mods and tons of lines look like this now:
      From: 4396 <Property value="GcTechnologyRequirement.xml">
      To: 4396 <Property name="Requirements" value="GcTechnologyRequirement.xml">
      Also, your mod changes the stats on the shotgun and the blazefire gun. Also, the change to the terrain gun doesn't seem to do what it says on the tin. It eats 10xthe metal for a full charge but isn't actually any more efficient.
    5. NooBzPoWaH
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      Yeah you're right it was out of date. Sorry i wasn't around to update it but i just did it for "Beyond".
  6. NooBzPoWaH
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    Hi droot,
    None of my exocrafts were working at all since v1.63 (not moving & couldn't interact with them apart from getting into them), it took me quite a while to find out it was due to this Mod (& "Legit Max Ships and Multitools - NEXT" for the number of slots being wrong).
    In fact "METADATA\REALITY\TABLES\NMS_REALITY_GCTECHNOLOGYTABLE.MBIN" has been having a hell lot of changes in it. It took me about 2 hours to update it, i'm a slow one yeah but still, some coded lies added a few deleted lots of values (names) changed as well.
    I thought i'll let you know in case you still want to update it and if you don't people can PM me if they're facing the same issue or if you don't mind i can put a link to my updated file. ;)

    Edit:
    Here's the link to my file updated for NEXT v.1.64 :
    http://www.mediafire.com/file/mf87myvc9o4utzz/10-15x_Smaller_Ship_Repair_Requirements-677-1.zip/file.
    As soon as you'll update yours or if you don't want mine to be linked here i'll delete it ASAP ! ;)
  7. RDV
    RDV
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    Hi,
    Is it possible you could share with us which lines of code on Terrain Modifier you edited to allow it to use less materials during operation?
    I've managed to increase it's magazine capacity but that was a workaround because no matter what I did I couldn't make it more effecient.
    I'm running an unpacked game now so I can change individual values as I find tweaks that need doing rather than adding full mods and worrying about conflicts and getting undesired effects alongside the desired ones.
    Great work by the way, it's good to see No Man's Sky is getting some mods despite the unfriendly structure it's built with.
    Much appreciated, Thank you.
    1. droot
      droot
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      sure it's
      <Property name="FragmentCost" value="5" />
      lower value means more efficient.
      And I have a question
      Why run the game full unpacked
      Does it run better or is there another reason to?
    2. RDV
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      That's great thank you. I'll give that a try when I get home. Near constant Iron mining just to keep the terrain editor running is starting to get a little tedious, .
      I'm running it fully unpacked purely for ease of editing files. I don't see any noticeable performance gains from doing so, takes longer to start up if anything.
      I've also not had a lot of luck unpacking (or more often repacking) files so it's easier for me just to leave it all unpacked.
  8. NooBzPoWaH
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    I'm a bit confused here, it says "10x more charge for terrain modificator + 10x lower cost of operation",
    but it looks like that's actually 10x "higher" cost of operation.
    Might just be me, a misunderstanding being a frog and all...
    But 200 "Ferrite Dust" was enough to refill it and now 250 will barely recharge 15%.
    Is it how it's meant to be for balance purposes like ?

    I guess you wouldn't get people asking for multiple variations if that particular point wasn't so harsh.
    (That's here for those wondering what the hell am i talking about)
    1. RDV
      RDV
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      The 10x more charge means the magazine capacity for it holding it's Ferrite Dust.
      So instead of holding 200 Ferrite Dust it now holds 2000 Ferrite Dust.
      So before this mod 200 Ferrite Dust would have filled it up to 100%, now 200 Ferrite Dust only fills it to 10%. Meaning that it works for 10 times longer between running out of charge from 100%, but it still requires the same amount of Ferrite Dust to operate as it did before... If that makes sense?
      So taking away the change in effeciency that this mod adds; 2000 Ferrite Dust would last for the same amount of use before this mod as it would after it, however it removes the need to recharge it 10 times during the process and have to carry enough Ferrite Dust in your inventory to recharge it 10 times.
      Hope that helps..
    2. NooBzPoWaH
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      Yep that did help !
      I knew i was gonna make a fool of myself again, but it totally makes sense when i think about it now.
      Your kind explanation is Crystal clear and very helpful.
      Thank you very much RDV and sorry droot for posting an useless comment.
  9. NooBzPoWaH
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    Hi droot,
    I hate to be the one asking, but would you please be kind enough to specify in the description which file(s) has been modified ?
    I'm guessing that might have something to do with "GCAISPACESHIPGLOBALS.GLOBAL.MBIN", but i'm not quite sure,
    and while your Mod is really appealing i'd like to make sure to avoid any conflict.

    An other quesrtion, would this take effect right away on the ship you're on or the next time you'll get one ?
    (Edit : the answer is yes right away, dumb question i agree...)
    1. droot
      droot
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      NMS_REALITY_GCTECHNOLOGYTABLE
    2. NooBzPoWaH
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      Thanks for the answer.
      So i replaced "MMDALHG" by your Mod (since they're conflicting).
      The only feature i'd miss is the "Ship Launch Cost Reduced",
      but yours has got so much more to offer that's a little sacrifice i'm happy to make.
      Thanks again for your awesome work/Mod.
      Endorsed.