No Man's Sky
Help us shape the future of the Vortex mod manager by taking our survey

About this mod

Improves the diversity and scale of the generation to make planets more varied and less predictable.

Permissions and credits

Features :

Procedural Planets :

- Every aspects of the planet generation is made procedural to an extent : flora, rocks, grass, caves, mountains, underwater, ...
- Planets are generated through multiple layers of proc gen.
- Each biome has multiple "subtypes" or templates
- Each template is unique in its placement rules, objects density and overall feel.
- Each biome also has one unique subtype using objects placement and combinations not found in others.
- Vanilla planets are still possible.

Improved Placement :

- Objects placement can be generated through regu
lar rules (dotted vanilla placement) or through a custom made region generation.
- Region generation spaces out some objects or groups of objects far enough from each other to create a more natural feeling to objects placement and gives an incentive to cover vast distances on each planet.
- Planets can look dramatically different from one spot to an other.

Improved Scale :

- Along the scale of the overall generation, objects sizes vary more now.
- Most landmarks are now up to ten times bigger.
- Many combinations of megaliths types and placements can now be encountered on planets.

Caves :

- Whole new multi-layered way to generate caves.
- New cave tables for some more variety.
- More hazardous plants in caves.
- Chance to generate resources rich underground.

Underwater :

- Whole new procedural underwater biomes alongside the vanilla ones.
- Megaliths can spawn underwater, towering through the water surface.
- Shores now have their own dedicated objects tables.
- Some underwater objects can spawn closer to or above the water level generating objects in shallow ponds.

Mountains :

- New procedural tables for mountains.
- Three
different life levels.
- More to come for mountains.

Weird and exotic Biomes :

- Redone placement rules for each weird sub-type.
- Still relatively similar to vanilla, but I wanted them to keep their overall feel.

- Added six new procedural objects tables of each exotic planet.
- Two new anomalous planet templates for more variety and combinations.

Ecosystem Module :

- Ecosystems vary more in terms of variety and density.
- Air tables are more present and mor varied.
- Richer underground and underwater tables.
- Improved animal scale and group sizes.
- Improved size and behavior of herds
- Improved fauna behavior and reactivity.
- Increased health of animals.
- Improved predators aggressivity.
- Dead planets are overrun with biological horrors at night.
- New predator oriented tables for more dangers on some planets. Especially at night.
- New and improved prehistoric table.

Terrain Module :

- New voxel settings starting from 3.0. Made to imitate pre-Next terrain. Should be closer to Foundation than Pathfinder.
- Removes the large scale smoothing applied to terrain. Creates wilder and less practicable topography.

Buildings Module :

- Reduces buildings density.
- Allows crashed freighter, abandoned buildings and crashed spaceships, among others, to spawn on dead planets.