No Man's Sky

2397 comments

  1. WoodyMontana
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    Better Planet Generation has been updated for Echoes.

    Fixes :

    - Fixed crashes in the Toxic biome.
    - Fixed faulty geometries that were causing severe performance drops.
    - Fixed some assets lacking proper LODs.


    Improvements :

    - Overhauled the natural placement system. It's now generated through three layouts at a time instead of only one. Multiple scales and layouts combinations available.

    - Clumping has been improved further.

    - Most trees cannot spawn as medium objects anymore.

    - Only large plant-like and / or dead trees are allowed as medium objects but at a reduced rate.

    - Added some new asset variants to the Toxic, Radioactive and Scorched biomes.

    - Rebalanced their asset probabilities to better focus on their alien look.


    Additions :

    Added back large scale generation planets.

    They were removed from the mod years ago as I was not satisfied with how they looked. Been working on the system on and off since Prisms and I think this current implementation is my best attempt. Still not perfect but I already have two alternative implementations on the side to possibly improve them further.

    These planets place assets on a very large scale compared to vanilla or the rest of the mod. It is a wildly different experience in terms of gameplay and I believe it to be more immersive and sometimes more challenging.

    These planets are composed of six layouts of varying scales. The objects clumps and patches generated this way spawn in different patterns that overlap regularely in order to maximize variety. Expect both dense and empty areas on most planets.


    To come :

    I'm working on overhauling ground objects layers for a next update. Not a big task but ground objects are tricky to work with due to the performance impact so I'll be taking all the time I need.

    Now that large scale generation planets are added back in my focus will shift on Exotic biomes. I might have already talked about them in the past but I have something very interesting and unique planned for them. More on that soon.


    Move to space station / freighter before updating or installing. I had to add new sub-biomes in order to introduce the new planets so expect terrain changes.

    Don't hesitate to post feedback and bug reports in the comment section. I don't always answer but I read everything.


    Have a good time.
  2. Babscoole
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    I've now also added an Lua for BPG itself.  This comes in two parts:
    1)  The Lua script itself, which scripts out all of the changes to vanilla files that the mod makes.
    2)  EXMLs for all of the custom files in the mod.

    Can be found at the same link as the other Luas, in a sticky above,  in a 7-zip archive file.

    Extract the lua script and GlobalMEFTI folder into AMUMSS\ModScript.  Run in Lean mode.
    Be aware, the additional ~34,000 additional custom files in the GlobalMEFTI folder will use ~2.5GB of disk space.
  3. Babscoole
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  4. NarutoNinja4
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    Hello

    I need help.
    I understand from BPG's description that it is compatible with DUD's SKY - COLORS, as long as it loads before BPG.
    However, I get an error when launching NMS, and upon conflict detection, I get these records.

    Neither BPG nor DUD's provide .lua files.

    How do I proceed from here?
    1. thelionzheart1
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      That's normal. It just means BPG will take priority in the load order. FrozenColors and SwampColors will not load, so you can actually just remove those 2 mods now that I think of it.
  5. thelionzheart1
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    Anyone know if this is working with Orbital?
    1. FirstMateFilch
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      Yes, works fine. I've been using it daily.
    2. Zweite93
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      Better Colours breaks lightning is space stations, so I would avoid using that.
  6. federico922
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    My favorite biome generation mod because it places the props well and I also see some difference albeit minimal in the same object be it plant or rock if I encounter it again on another planet.But I want to make a note

    I notice that you have reintroduced large-scale generation on some planets I encounter. I must tell you that at least for me the result is not very satisfactory, I see groups or patches of objects or plants following one another on empty surfaces, and these patches of objects clash with each other, in short there is not the same coherence and beauty as the planets which I encounter with a single biome, which however is well studied and characteristic. Mine is not a criticism but in my opinion you should focus on the objects and plants and make them as varied as possible where possible, because the way you place them (always in single biome planets and not in the new large scale ones) the result is very interesting
    1. naeg7
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      I tend to disagree. I admit that often large scale generation planets are incongruous, but some are really better than the normal ones regarding exploration. I think the main problem could be coherence between the different environments. Especially Lush and Marsh planets, or every densely vegetated look better, but also some Barren/Scorched because it allows empty areas which give a "Oasis vs Desert" feeling, which I think is not possible with normal ones. I'm only 50 hours with the mod so not sure of my opinion yet but really some of the most interesting planets I saw were large-scale ones and I wouldn't like to miss them only because some of them are not good :) Maybe it can still be improved.
    2. FirstMateFilch
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      I agree with you, naeg7. The thing with any of the great biome gen mods is there is a level of procedural and randomness to what you get. Even in the vanilla game this is true, it's just amplified by these mods. Some planets are going to look like crap, full stop. I'd still take the occasional clunker, if it means creative, beautiful vistas on other planets.
  7. mrwallace888
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    Would it ever be possible to change planet generation so that planets have multiple biomes per type?

    Something that's irked me a bit, it's a little disappointing with planets in how they're pretty repetitive. Particularly in terms of landscapes and biomes. It'd be nice if traveling to different areas on a planet would be different biomes, instead of one biome and terrain everywhere. Especially if said biomes took up large chunks of the planet as seen from space. For example you could see a large patch of desert across the planet in space that's like 30% of the landmass in terms of size, it's just one big area.

    Like what if you had an emphasis on actual "continents" and proper land design and stuff? Because most planets with oceans that I've seen seem to be these little tiny island/land areas peppered around small oceans, so it looks more like patterns than an actual planet surface. A paradise planet could have long, flat, grassy plains and fields, but then very large areas where it's like really thick forests. Beaches and coastlines could be a bit more emphasized, too. And then maybe some more rocky mountainous areas too similar to Earth.

    I've heard some folks say that having multiple biomes on one planet would ruin to the need to visit other planets, and I simply don't feel like that's true. You could still have varying biomes unique to each planet "type". Like a paradise planet, since that's more similar to Earth, could have fields, forests, but also these really small deserts here or there, that are still temperate and balanced with the rest of the planet, so they're not as like arid and dry, and as I said, take up less area since they're smaller. And then they could have a biome that's like some much smaller mountain ranges compared to a mountain planet, but still has mountain biomes.

    Go to a desert planet and it'll have deserts too, but the deserts are hotter, drier, take up a larger percentage of the planet, terrain is way more cracked and there's more emphasis on dryness in general, and then another biome on that planet could be really sandy and hilly dunes, with very fine sand instead of mostly sun-dried soil. And then in another biome you can have these huge, vast canyon areas with an emphasis on verticality like with the Grand Canyon or Mars' canyons.

    Go to an arctic planet and you'll have really huge mountain areas, probably the biggest mountains of all planet types, but then also big, icy oceans with icebergs, and areas comprised of large, flat sheets of ice and snow that stretch for miles.

    You can also give planet types more unique atmosphere colors and cloud types, which also can have a small chance to appear for other planet types like the biomes do. Like a volcanic planet has extra thick clouds and barely any visible sky because there's so much ash, dust, and volcanic storms, so much so that you can barely even see the sun, and you can't see the surface from space.

    1. thelionzheart1
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      I agree 100%, this would be incredible if someone could pull this off.
    2. FirstMateFilch
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      Lasagna Biome Generation has a pak that creates up to 4 unique biomes or pseudo-biomes, at least from the prop generation standpoint. The game has limitations that you can't for example have a heated planet that has ice and cold weather at the poles. But visually you can mix it up using Lasagna's.
  8. SpicySpaceSnake
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    "scan unique minerals" quests are broken with the mod; animal scan quests seem to be working fine, haven't tested to see if the same is true for plants though. seems like most of the new minerals simply don't count towards the quest, rendering it either very difficult or impossible to complete depending on if I manage to find minerals that do count
    1. FirstMateFilch
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      This is true of all mods that change biomes etc. 

      I believe it is because the generated flora/minerals do not match what the vanilla game generates and the quests are based off of that.

      Options are to save in space, take out the mod temporarily and complete the nexus mission, or take the mission and abandon it for the next mission in this list (if it's not the main weekend mission etc.).
  9. mrwallace888
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    I've always wondered, what actually happens when you have mods likes these installed? More in the sense of multiplayer and/or discoveries. Will players ever see the same things as you?
    1. plotinus185
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      Planets are generated locally, by the machine you’re playing on. So other players will see the same stuff as you do if they have the same mods installed. If they don’t, then they won’t.
    2. thelionzheart1
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      If it changes terrain though would that mean in a scenario where player 1 has lower terrain, and player 2 has higher terrain, player 2 would be floating in the air from player 1's perspective?
  10. MeteorJunk
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    Used full version on my game and none of my bases or settlements were broken, S tier mod.
  11. Nomanoclass
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    Hello,
    the mod with the new update 4.6 makes the holograms in the stations as powerful as the stars, can you fix that please ;)
    1. plotinus185
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      Yes, they’re all impossibly bright! I’m hoping it’s an easy fix to make… 😬
    2. draghan2
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      +1. If that would be any helpful, the particular mod file causing the issue is the base "___MOD_BETTER_PLANET_GENERATION.pak".
  12. DaGrimSleeper
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    Has anyone been getting trees popping out of reality as you approach them while flying in your ship? You can see them from a far but as you get near them they'll just disappear. I have a few mods and Im wondering if the culprit is this mod since it hasn't been updated to the newest version yet. My Mods are Better Planet Generation, Dud's Colors, Dud's Terra Firma, Fine LOD, ArghWater, Fast Actions, HD Clouds, and No Lag Leaving Planets. I have Terra Firma loading last, and Dud's Colors loading before Better Planet Generation. Any help is appreciated :)
  13. swushae
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    dunno if it's an effect of the new update but im playing on the lite version and some tree textures are bugged
    1. Rietto82
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      Yeah, there's some weirdness going on with trees for me, too.