Now ATLAS RISES COMPATIBLE! After the release of Atlas Rises I was forced to go back and update this mod, so instead of just updating it, I overhauled the whole damn thing. Lots of new features, lots of more awesomeness and lots more to come.
New Technologies
Base Claim Terminal - build your base anywhere you want.
Buildable Base Teleporter - build a base teleporter in your custom base. NOW WITH SNAPPING!
Buildable Base Chest - Access the building materials from your lame previous base by building a base chest.
Mobile Teleporter - Build a mobile teleporter anywhere in the world (don't do it on a freighter) and teleport right back to your base, just like you were on a Space Station. NOW WITH CUSTOM MODEL
Mobile Shop - Buy and Sell anywhere with the mobile shop
Freighter Transfer Terminal - NEW for Atlas Rises Edition! Transfer items directly to and from your freighter.
Buildable HoloCom Terminal - Don't search the galaxy just to phone home. Build one on your base to talk to anyone across the stars!
Buildable Ship Landing Post - Stop wasting Plutonium to take off from your base. Build a simple landing post and take off for free.
New Buildings and Features
Build Alien Buildings - Build factories, Observatories, Depots, Radio Towers and More!
Buildable Alien Buildings Snap Together- NEW FOR ATLAS RISES EDITION - Snap Nodes on the building doors allow them to snap to corridors, cuboid rooms, landing pads, doors and even other buildings!
Buildable Alien Buildings Have a Strong Foundation - NEW FOR ATLAS RISES EDITION - Snap Nodes on the bottom of buildings allow you to snap Cuboid Room Foundations to the bottom so that you don't have floating buildings. Put 'em on stilts!
Buildable Bungalows! - NEW FOR ATLAS RISES EDITION - Build your own Gek, VyKeen or Korvax Bungalow and decorate it however you like.
Buildable Trading Posts - Build your own Trading Post and watch as the ships fly in to buy and sell to you! WARNING these kinda kill your FPS if you already have a big base.
Buildable H.O.O.P. Ring - NEW FOR ATLAS RISES EDITION - Build that cool Ring that was added in Atlas Rises from the early E3 Videos.
Buildable HoloHub Foundation - NEW FOR ATLAS RISES EDITION - The new HoloHub is a really cool looking building. Now you can build your base on top of that tower! The HoloCom Terminal has been removed and snap nodes added to allow the HoloHub to be used as a building foundation.
Buildable Ship Landing Post - Stop wasting Plutonium to take off from your base. Build a simple landing post and take off for free.
New Ruins NEW FOR ATLAS RISES EDITION - Buildable Ruins!
DIY Portal - No longer do you need to search all over the planet. Just build your own portal!
Temple - A massive temple to the Atlas (non-functioning currently)
Monolith - A massive stone of ancient Warrior origins
Plaque - Not just why you brush your teeth!
New Decorations
Build HoloLadder - NEW FOR ATLAS RISES EDITION - Build your own HoloLadder (currently kinda buggy)
Buildable CryoChamber- NEW FOR ATLAS RISES EDITION - Build a CryoChamber and get those sweet ExoSuit upgrades (also looks sweet).
Buildable Baby Walkers - NEW FOR ATLAS RISES EDITION - Put up decorative (de-activated) baby walkers to use as lawn ornaments.
Buildable Crashed Freighter! - NEW FOR ATLAS RISES EDITION - Crash a freighter in your front yard (can hurt your FPS because it's huge)
Much Much More - There's a lot of other cool decorations but I'm not gonna go through them all right now.
Installation
Just drop it in your MODS folder like normal. Important Notes:
If you use the Mobile Base Claim Terminal you must build a base teleporter, otherwise when you attempt to teleport to base you may have some serious problems.
Don't build more than 1 trading post in the same general area... they seem to use up a lot of resources graphics card wise and you may see other buildings "disappear" they're still there but they get unloaded by the game when it runs out of memory.
If you build every added building on your base you will experience a slower loading time when first loading up the game if your saved at your base. This is due to the game having to load up a lot more stuff than it normally would.
If your frame rate sucks it's probably because you built a trading post and/or a crashed freighter... those are resources hogs. Avoid them.
If you build a crazy huge base, performance will be affected. This should be expected.
Compatibility
This mod changes the following files and is incompatible with any mods that change the same files.
METADATAREALITYTABLESPURCHASEBLEBLUEPRINTS.MBIN
METADATAREALITYTABLESBASEBUILDINGTABLE.MBIN
METADATAREALITYTABLESNMS_REALITY_GCPRODUCTTABLE.MBIN
This mod also contains CustomModels but no custom textures so performance should not be affected.
Important Stuff to Remember
DO NOT ask mod creators for updates or ETAs on updates or demand things. For every update request/demand/ETA I receive I will stop working on the mod for that day (thus delaying the update). This is by far the most annoying aspect of modding and is what causes mod creators to quit modding. Please don't do it.
We're all doing this for free.Â
There is a distinct limit to what is possible via mods in No Man's Sky. A lot of games have systems that just aren't existent in NMS (for example, scripted events). This makes things that you see in other games really hard to do in this game. So when making feature requests, suggestions, etc please keep in mind that there's a lot of stuff we can't do.
Bug reports are always welcome, however, bug complaints are not. Report the problem, don't complain about it, this isn't your companies IT help desk.
Just drop it in your MODS folder like normal.
Important Notes:
If you use the Mobile Base Claim Terminal you must build a base teleporter, otherwise when you attempt to teleport to base you may have some serious problems.
I'm not kidding about the Base Teleporter needing to be built on Cubroid flooring. If you build it outdoors you can put it anywhere but for some reason it'll only allow you to place it indoors if it's on Cuboid Flooring. Basically, the teleporter invisible box is a little bit bigger than 1 floor so if you put 2 cuboic boxes on top of each other... fill in between them with cuboid flooring then it'll let you place the teleporter. I'm working on a better solution but this works for now.
The alien buildings don't snap yet and if you build them on ground that isn't flat they probably won't look so great.
In all honesty you're going to be better off building where the game gives you bases to build on... this will allow you to put the pieces wherever you want but that big chunk of flat ground is invaluable.
Don't build more than 1 trading post in the same general area... they seem to use up a lot of resources graphics card wise and you may see other buildings "disappear" they're still there but they get unloaded by the game when it runs out of memory.
If you build every added building on your base you will experience a slower loading time when first loading up the game if your saved at your base. This is due to the game having to load up a lot more stuff than it normally would.
If you build a crazy huge base, performance will be affected. This should be expected.
Compatibility
This mod changes the following files and is incompatible with any mods that change the same files.
It also modifies most of the vanilla material files for the buildings to make them recolorable, however it's unlikely any mods are going to modify those files so I'm not gonna list them here.
This mod also contains CustomModels but no custom textures so performance should not be affected.
Compatibility with Other Popular Mods There are a few other popular mods that add buildable items and I wanted to address some compatibility issues with those mods.
Eucli-EA - WinderTP has released a compatibility mod that makes SimCity 5300 and Eucli-EA compatible. You should download that as well as this mod and use the .pak file that has "SC" in the name
RayRods Overhaul - SimCity 5300 needs to over-write RayRods mod-pack to be compatible so you will want to rename SimCity 5300 .pak file so it starts with zzz so that it's loaded last. RayRods Overhaul doesn't add anything that isn't already included in Eucli-EA or SimCity 5300 except some buildable sentinels (which I previously released and will add back in future updates) so if you want full functionality download the Eucli-EA patch, this mod and rename both of those .pak files so they start with zzz and they'll overwrite the stuff in RayRods modpack.
Any other mod that adds buildable items - Will not be compatible with SimCity but if you come across something let me know in the comments and I'll see if a patch should be made.
v1.0 - Made the damn thing...
v1.1 - Fixed bug where the base teleporter recipe wasn't showing up.
v1.5 - Lots of changes:
Added color customization
Buildable vehicles
Really cool custom model for the teleporter
Ship Summoner
Re worked recipes to make more sense
Added more relevant icons
Setup the base for more complex additions in the future.
v1.8 - Fixed vehicle bug
You now obtain vehicles by "hacking" the garage instead of purchasing in the blueprint store.
This fixes a bug that was caused by building a vehicle before building the garage.
v1.12 - Fixed a lot of bugs
The "Uranium" bug or any problems people were having not being able to build structures in Normal/Survival mode b/c of required substances that didn't exist has been fixed. I was reference the names referred to in the icons but not the actual IDs (dumb mistake)
Trading Post costs fixed to make a little more sense.
Comments