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Denser Forests

IMPORTANT: This mod is now part of my “AUTO MOD BUILDER – UPDATER – MOD SCRIPT SYSTEM” and can be build on your own with a few clicks.

  1. Download the tool and extract it
  2. Copy the mod script (.lua) file from the ModScriptCollection folder to the ModScript folder
  3. Enter your No Man’s Sky game folder path into the NMS_FOLDER.txt
  4. Click the BuildMod.bat
  5. When asked enter “y” to copy the mod to your mods folder (it also gets created into the root folder of the tool)

When the mod doesn’t get created you need to wait until monkeyman updates the MBINcompiler tool.

Mod Description:


Denser Forests

9 Variants: x2 to x10

For No Man’s Sky 1.5.2 NEXT Update.

Many thanks to monkeyman192 for his huge efforts towards the NMS modding community and his work on the mbin compiler.

Mod made by Mjjstral aka MetaIdea

Contact: [email protected]


This is the first new release of Megaliths for No Man’s Sky NEXT!

Megaliths is a mod that reintroduces existing assets as immensely-sized objects, picked from a roulette, into the game to further diversify the visuals and distinguishability of existing biomes but without having to alter the biomes themselves.

This new release for NEXT qualifies as the newest installment of the mod since Foundation!


Megaliths attempts to list as many vanilla procedural assets and picks two to spawn on every planet. One variation is larger but sparser in density, while the other is smaller but also denser in population.

Imagine dice rolls – for each planet, you roll two dice. You have 25% chance of having no Megaliths, 50% chance of having rocky (rock formations, stalagmites, spikey rocks, etc.) Megaliths, 25% chance of having flora (trees, plants, shrubs, flowers) Megaliths for each dice.



In order to offer up more options, the mod has been divided into various PAK’s. Listed also are any critical files Megaliths has depenencies over for compatibility notice.

_MOD.MSSP.MegalithsNEXT.Core.pak – Contains Megaliths’ various object lists and rules. *REQUIRED*
_MOD.MSSP.MegalithsNEXT.CoreSpawner.pak – Contains the base spawner. The spawner uses LEVELONEOBJECTS FULL and FULLSAFE. *REQUIRED*

_MOD.MSSP.MegalithsNEXT.NotOnHugeBiomes.pak – Overwrites the vanilla HUGEBIOME settings to NOT include any Megalith objects, as these biomes already contain big objects. Overwrites HUGE[word]BIOME settings.+
_MOD.MSSP.MegalithsNEXT.OnDeadPlanets.pak – Allows Megaliths to spawn on dead planets. Overwrites the DEADBIOME settings.
_MOD.MSSP.MegalithsNEXT.Underwater.pak – For a far smaller chance, Megaliths can spawn in underwater areas of any planet. Overwrites all UNDERWATEROBJECTS[word] settings.

+ Megalith objects are not intended to spawn in WEIRD biomes as those biomes have a specific theme, and WEIRD biome objects are purposely excluded from Megaliths.



Megaliths may cause a change in the composition of flora and rocks in your planet but should not cause any other change.

A Megalith object may potentially spawn over your base but is guaranteed to no longer ever spawn over planetary structures. (thanks to HG for the DistantObjects support!) Megalith objects retain the entity settings of their originals and thus large trees will still give the same output as regular old trees and so will rocks, crystals, and so on. Megalith objects inherit collision settings from the original assets including vehicle/starship collision behavior. If it does not have collision, terrain-manipulating the origin of the object will cause it to disappear if desired.

Some objects are extremely large – beware of your decent as you enter a planet.



Making mods is fun, but hard work! If you have a dime to spare, please show your appreciation with a kind donation! It will allow me to give more time to modding than face the unfortunate circumstance of how crappy the planet Earth is for everyone right now!