For those of you true explorers, you can enter: setgs fHandScannerMapMarkerMinRange 0 into the console to remove your mapmarkers for more of an exploration feel. Quest markers will remain. To return to vanilla: setgs fHandScannerMapMarkerMinRange 1000
I'll explain each bit, so if it seems im going over obvious stuff, it may help someone.
setgs <--This is short for Set Game Settings, just instruction to the game to change its default value of the following thing.
" " <--quotes around things because some game settings will not work without them (I actually learned that last night)
uPlanetContentMinRequestsPerCell:PlanetContent uPlanetContentMaxRequestsPerCell:PlanetContent <-- The minimum/maximum attempts to generate random content in a cell (small area) This does not guarantee a location spawns, good example is very dense mountains.
setgs "uPlanetContentMinRequestsPerBlock:PlanetContent" setgs "uPlanetContentMaxRequestsPerBlock:PlanetContent" <-- The minimum/maximum attemps to generate content per Block (larger area) Same as above for attempts to spawn locations.
"5,10 etc" is the new variable you want to have for that setting, see below for tips on how to choose them.
Vanilla is: setgs "uPlanetContentMinRequestsPerCell:PlanetContent" "1" setgs "uPlanetContentMaxRequestsPerCell:PlanetContent" "3" setgs "uPlanetContentMinRequestsPerBlock:PlanetContent" "4" setgs "uPlanetContentMaxRequestsPerBlock:PlanetContent" "5" <--These are important in case you want to restore old settings.
Minimum requests per block must be equal/higher than max requests per cell or it will hang at loading in a new landing site if it exceeds it.
In my findings I think most of the min/max settings tends towards the center. Someone asked for a extremely varied amount version(higher and lower than vanilla) When I was testing it, it still kept ending up in the middle.
Unless you are already struggling for fps, other than mild stuttering if you run straight at the edge of the map without stopping the engine reacts the same for small increases as well as big.
I also made a version where I put in 0 for all values, and it produces exactly one location per landing site.
Putting numbers too high doesn't really affect much, the game can only make itself so dense.
No matter the settings, the game will only spawn things out to a certain distance. With the exception of landing ships sometimes will show up outside the last random location.
Hope these can steer you and others towards your own goals.
Is there a way to get rid of all those useless unmarked concrete foundations with random solar panels, storage units and other junk sits. I think Aunty Beth would have been better employed making more realistic flora and fauna with a predator prey mechanic on habital planets, (something that was present in "Skyrim I think".
When I started playing at launch this mod was awesome, hated the fact i land on an empty moon and find it full of factories etc... I had the below settings. Now after some time, I started a new playthrough, same settings, but it seems much more populated that I remember - maybe now back to vanilla.
Does anyone know if this still works or has things changed, and if not, is there an alternative?
This mod is awesome, really makes space seem vast. My only complaint is that planets no longer have as many natural traits, thus scanning a whole planet is too difficult. Has anyone else encountered this?
So, here is situation. The game has this settings: setgs "uPlanetContentMinRequestsPerCell:PlanetContent" "0" setgs "uPlanetContentMaxRequestsPerCell:PlanetContent" "1" setgs "uPlanetContentMinRequestsPerBlock:PlanetContent" "1" setgs "uPlanetContentMaxRequestsPerBlock:PlanetContent" "2"Along with these settings the map had 16 POIs: • 7x Cave • 1x Storage Depot • 2x Ship Landing Site • 1x Supply Train • 1x Civilian Outpost • 1x Collapsed Mine • 1x Crystal Crater • 1x Pipeline Station • 1x Pipeline Terminus
Could somebody explain me how this work actually? What settings I have to use to get smaller amount of POIs? Any suggestions are welcome!
Do you know if gas vents are pulled from the same list as flora/fauna/buildings etc??
I want to remove gas vents from the game, or at least not have them be placed every 7 feet on EVERY single moon and planet, but I haven’t figured out how the game spawns them.
Does this include the "random" aka anytime i land, ship landing sites? Getting very sick of having ships show up right after i do no matter how remote or "dead" (moons etc) the planet i am on is.
It should make ship landings less likely by result of having less chances to be triggered, but animals buildings and ship landings all seem to be pulled from a list at random. (unless dead planet, then it toggles off animals entirely from that list)
For now haven't seen any method of fully avoiding them.
Is it possible, or is it already included that there are empty planets? (no human outpoost, facilities, shiplanding, starting) and that in areas with Alienstructures (if they are) those alien structures are the only ones?
184 comments
Enjoy tweaking to your hearts content.
Empty Universe version added: Generates only one location at a landing zone. Hermits Rejoice!
Crowded Universe discussions and other info can be found Here
setgs fHandScannerMapMarkerMinRange 0
into the console to remove your mapmarkers for more of an exploration feel. Quest markers will remain.
To return to vanilla:
setgs fHandScannerMapMarkerMinRange 1000
setgs <--This is short for Set Game Settings, just instruction to the game to change its default value of the following thing.
" " <--quotes around things because some game settings will not work without them (I actually learned that last night)
uPlanetContentMinRequestsPerCell:PlanetContent
uPlanetContentMaxRequestsPerCell:PlanetContent <-- The minimum/maximum attempts to generate random content in a cell (small area) This does not guarantee a location spawns, good example is very dense mountains.
setgs "uPlanetContentMinRequestsPerBlock:PlanetContent"
setgs "uPlanetContentMaxRequestsPerBlock:PlanetContent" <-- The minimum/maximum attemps to generate content per Block (larger area) Same as above for attempts to spawn locations.
"5,10 etc" is the new variable you want to have for that setting, see below for tips on how to choose them.
Vanilla is:
setgs "uPlanetContentMinRequestsPerCell:PlanetContent" "1"
setgs "uPlanetContentMaxRequestsPerCell:PlanetContent" "3"
setgs "uPlanetContentMinRequestsPerBlock:PlanetContent" "4"
setgs "uPlanetContentMaxRequestsPerBlock:PlanetContent" "5" <--These are important in case you want to restore old settings.
Minimum requests per block must be equal/higher than max requests per cell or it will hang at loading in a new landing site if it exceeds it.
In my findings I think most of the min/max settings tends towards the center. Someone asked for a extremely varied amount version(higher and lower than vanilla) When I was testing it, it still kept ending up in the middle.
Unless you are already struggling for fps, other than mild stuttering if you run straight at the edge of the map without stopping the engine reacts the same for small increases as well as big.
I also made a version where I put in 0 for all values, and it produces exactly one location per landing site.
Putting numbers too high doesn't really affect much, the game can only make itself so dense.
No matter the settings, the game will only spawn things out to a certain distance. With the exception of landing ships sometimes will show up outside the last random location.
Hope these can steer you and others towards your own goals.
Does anyone know if this still works or has things changed, and if not, is there an alternative?
setgs "uPlanetContentMinRequestsPerCell:PlanetContent" "1"
setgs "uPlanetContentMaxRequestsPerCell:PlanetContent" "2"
setgs "uPlanetContentMinRequestsPerBlock:PlanetContent" "2"
setgs "uPlanetContentMaxRequestsPerBlock:PlanetContent" "3"
Makes me want a new spell sign in Witcher that is just Geralt air-quoting at people to make them mute.
Oh, and this is now one of my must-use mods. Thanks so much for making life better.
The game has this settings:
setgs "uPlanetContentMinRequestsPerCell:PlanetContent" "0"
Along with these settings the map had 16 POIs:setgs "uPlanetContentMaxRequestsPerCell:PlanetContent" "1"
setgs "uPlanetContentMinRequestsPerBlock:PlanetContent" "1"
setgs "uPlanetContentMaxRequestsPerBlock:PlanetContent" "2"
• 7x Cave
• 1x Storage Depot
• 2x Ship Landing Site
• 1x Supply Train
• 1x Civilian Outpost
• 1x Collapsed Mine
• 1x Crystal Crater
• 1x Pipeline Station
• 1x Pipeline Terminus
Could somebody explain me how this work actually?
What settings I have to use to get smaller amount of POIs?
Any suggestions are welcome!
setgs "uPlanetContentMinRequestsPerCell:PlanetContent" "0"
setgs "uPlanetContentMaxRequestsPerCell:PlanetContent" "1"
setgs "uPlanetContentMinRequestsPerBlock:PlanetContent" "1"
setgs "uPlanetContentMaxRequestsPerBlock:PlanetContent" "1"
I'm completely lost... How?!
Do you know if gas vents are pulled from the same list as flora/fauna/buildings etc??
I want to remove gas vents from the game, or at least not have them be placed every 7 feet on EVERY single moon and planet, but I haven’t figured out how the game spawns them.
I’ll give a big kiss to whoever finds it
Even if you turn off all generated content, resources still populate.
thanks for the reply! And for the mod
It should make ship landings less likely by result of having less chances to be triggered, but animals buildings and ship landings all seem to be pulled from a list at random. (unless dead planet, then it toggles off animals entirely from that list)
For now haven't seen any method of fully avoiding them.
and that in areas with Alienstructures (if they are) those alien structures are the only ones?