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Lo2k

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16 comments

  1. jantermmm
    jantermmm
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    need to update 
    1. Lo2k
      Lo2k
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      nope
  2. dtrail
    dtrail
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    Thx for updating your mods :)
    I have a question. As the ship's speed is increased in mods like NMS Fantasy Synthesis,, it would be nice to have planets spawn more far away from each other, as they feel really close. There is an older mod that does it, but therefor it modifies the GCCAMERAGLOBALS.GLOBAL.mbin (only, not the exml file), and it's been released in 2016, which definately makes it incompatible. Also this is the same file, that is modifed in your mod (and Asteroid Fields too). MCDaMM is not able to unbin that file, but shows an error. Maybe the format ro whatever has changed since 2016, or it requires a exml file additionaly, I don't know. But maybe you could tell me how to get planets spawn further away from each other, increasing the solar sytem's sizes.
    Thx in advance
    1. Lo2k
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      Well, it would maybe be easier to decrease speed then, instead of scaling the whole systems.
    2. dtrail
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      I thought of that, but I'd like it more with distant planets, as there's w whole lot of "free" space. According to that mod's description, it is very simple and only increases some planet spawn distance values. So these variables are already there. It seems that mods from 2016 don't modify exml files at all, but the mbin files. I thought because of that, maybe these variable are just included in the related exml files now, but I cannot find them. Do you know how to figure this out? Or what about editing mbin files directly?
    3. Lo2k
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      mbin files are encrypted exml ones... There are settings about system scale, but it's not so easy to use it as a lot of things are dependant on these.
    4. dtrail
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      Yeah, that's what I just figured out xD haha.. a malfunction of NMS-MCDAMM made me think that way, because it unpacked the exml from one mod, while not unpacking the other one and only showing the mbin file. Today I figured out, that I had to update MBIN unpacker to fix that for certain files... don't know why it happened, maybe something changed with NMS 2.3x... Idk.
      In the meantime I found the related changes in the exml files to expand the system scales, and it seems to work just fine :)
    5. Lo2k
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      Good news !
  3. mrlucasgray
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    Thanks for this mod and all of your mods. Its impressive that you keep them all up to date. I was hoping to tweak this mod for myself just a little so that asteroids are only like 75% tritium. When I open up the lua file with notepad I see that the line that says "CommonAsteroidResourceFuelMultiplier" says "3". I've tried messing with this number a bit and it is still 100% tritium. Is that just a multiplier for how much tritium you receive?
    Obviously I'm not very skilled with any of this but am I on the right track? Is there a way to affect the percentage?
    1. Lo2k
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      Thanks
      Yep, it's a multiplier for the quantity of ressource gained for the asteroid destruction.
      the ratios (there are 3) are set by different variables that are not in this lua.
      In fact, I kept the original ratio but replaced varied resources by tritium for this mod.
  4. deleted75839548
    deleted75839548
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    it would be nice to have 4 of your asteroid mods in one pak working nicely toghether .
    cant use this with "asteroid fields" and also cant find tritium hyperclusters (its needed for building a tech). thank you.
    1. Lo2k
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      "- A .lua script is also provided to merge this mod with Asteroid Fields or any other AMUMSS script modifying the same file."
      That's the way to make both asteroid mods working together.

      For hypercluster, I will check, I'm not sure they are touched but I will double check.
    2. deleted75839548
      deleted75839548
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      thanks man.
      my modding abilities: sees a pak file , copies in mods folder ,prays for no conflicts
    3. Lo2k
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      There was indeed an issue because Synthesis added unexpected changes.
      I just fixed the mod by releasing the 1.2 version.
      Thanks for the report.
    4. deleted79214503
      deleted79214503
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      hello.
      sir you mentioned using .lua scripts for merging conflicting mods.i have next to zero coding background.
      how long will it take for me to learn it from the beginning? also can you suggest any good and concise study source for that purpose?
      thank you.
    5. Lo2k
      Lo2k
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      Hello,
      It depends on what mods you want to merge. both needs to be designed for AMUMSS and be provided with a .lua script (like this mod does).
      This mod also includes a short installation.txt file summarizing the few steps needed to merge it with another mod using AMUMSS.
      Hoping this could be of some help...