Increases terrain manipulator use time before charging (x5), but charging requires equally more resources
Tag: terrain
More Varied Terrain
This mod adjusts the voxel generation settings to achieve more varied planetary terrain. Such changes improve:
- Higher and larger mountains
- Lakes
- Low points in the terrain which either appear as crevasses or craters
- Greater overall contrast in terrain between planets and on the surface of a particular planet
- More flat areas and more bumpy areas
Please note that this mod has the potential to clip bases into the ground.
DECEARING EGG MOD!!! (Multiple mods to make the game more fun) – NMS v1.55 ONLY
UPDATED FOR NMS 1.55!!!
Stay tuned! More versions of the DECEARING EGG mod may be coming soon! Multiple versions to choose only the options you want to use! As long as I can get everything coded correctly.
This is the DECEARING EGG mod. It modifies many different things in the game, all of which may not be in the description (because I forgot what I modified).
I created this mod because my friends and I were bored with the vanilla game. We discussed what we thought would make the game a little less boring and we came up with a list of things I tried to address with this mod. This mod modifies a lot of in game mechanics so I am not responsible if your saves get messed up, it causes your computer to crash, or any other problem. I personally have not have any crashes or issues from using this mod.
There are three version of this mod. All have everything listed below, but different modifications to the player/jetpack speed. Please use only one version at a time.
Current things modded:
- Most movement speeds increased, on foot and in your ship.
- Your ship can hover, go backwards, and fly underwater.
- Health regeneration increased.
- Terrain editor tool has bigger remove tool and uses no energy.
- Ship has no launch cost, no pulse engine cost, and can do 42 jumps on one warp cell.
- Warpdrive range increase to 110 million lightyears (I think).
- Ability to build freighter base items in your planet base and build planet base items in your freighter.
- Stack sizes of most items increased 42 times.
- Storms should never happen.
- Most weapons should take a really long time to overheat now.
- Mining speed is faster for the Multitool
- You can now access your ship inventory from really far away.
- Instant scanner recharge
- Instant scan for plants and animals etc.
- Greatly increased scan distance.
- You can now use unlimited technology upgrade modules.
- Increased health a bit because I can’t figure out how to stop the fall damage.
- Unlimited life support energy.
Credits:
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I want to give credit to these people as I have downloaded their mods to see how they worked to help me make my own mods myself:
ATaXiA a.k.a Armageddonv2 for their Bases+ and JetPack OverHaul mods.
Toddyupa for their Increased Ship Inventory Distance mod.
ClearanceClarence for their Improved Scanner mod.
Gameslinx for their Stack 1/2/3 More Upgrade Modules mod.
Compatibility Info for Modders
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This mod changes the following files:
- NMS_REALITY_GCTECHNOLOGYTABLE.MBIN
- GCTERRAINGLOBALS.GLOBAL.MBIN
- GCSPACESHIPGLOBALS.GLOBAL.MBIN
- GCPLAYERGLOBALS.GLOBAL.MBIN
- GCDEBUGOPTIONS.GLOBAL.MBIN
- BASEBUILDINGTABLE.MBIN
- NMS_REALITY_GCPRODUCTTABLE.MBIN
- NMS_REALITY_GCSUBSTANCETABLE.MBIN
- GCSKYGLOBALS.GLOBALS.MBIN
- GCGAMEPLAYGLOBALS.GLOBAL.MBIN
Larger Terrain Editor Destroy Size
This mod makes the largest destroy mode on the terrain editor even bigger.
The original maximum destroy size was 1.6 units. It is now 4 units large. What this mod does not do is add more sizes to the terrain editor – it replaces the largest size for the destroy mode. Build mode is untouched.
Note – This mode does not consume more power from the terrain editor.
This mod alters the “GCTERRAINGLOBALS.GLOBAL.MBIN”
CrispyTerrain
This mod makes the terrain look much better than the normal game. This mod doesn’t make the whole world a mountain like other mods.WARNING YOUR BASE AND SPACE SHIP WILL GO AWAY IF YOU SPACESHIP IS ON PLANET. LAND SPACE SHIP ON A SPACE STATION. IF YOU HAVE A BASE IT WILL BE IN THE GROUND!!!
Megaliths
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!
[HOW IT WORKS]
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.
[INSTALLATION OPTIONS AND COMPATIBILITY]
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.
[IMPORTANT NOTES]
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.
[ POSTSCRIPT ]
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!
Batch MBIN Processor
DISCONTINUED
This tool allows you to batch extract, decrypt, edit, and repackage files for the game No Man’s Sky using MBINCompiler and PSARC.
Example mod and presets are included to get you started.
Special thanks to monkeyman192, theFisher86, and those helping them for making tools like this possible.
About Merging:
Certain mods can’t be concatenated with the merge option.
- Instant Button Reaction
- More Ships Per System
- Photo Mode Unlocker
- E.T. Ecology
- For Science
- Any mods that can’t be compiled with MBINCompiler
To merge mods, you need to use both the –merge and the -f flags to force new PAK file creation. Some mods being merged may make the game crash because their keys are being reconciled automatically. If this happens, you can try renaming the mod you prefer to have first priority so it comes first alphabetically inside the BMP directory.
Better Environment
I really liked the Extreme Terrain mod but it hasn’t been updated yet, nor do I know if it ever will be, so I decided to do so myself, and extra.
There are 3 pak files included; One is the Extreme Terrain version of the mod which has all of the values copied over from the Extreme Terrain mod, and it should be known that this version has glitches. By “glitches” I mean that with the Extreme Terrain version, the mountains are so high that you have things like visual clipping (you can see through the ground), and invisible terrain, so this one’s probably best just for screenshots. Another pak file is the stock version, which has the maximum height you can make the landscape without having the aforementioned glitches. Both of these version allow for there to be planets completely covered in water. Finally, there’s the No Water Level Change version which is like the stock version, except keeps the water level as is default in the game so that water planets don’t occur.
Now there’s newly added alternatives to the current mods which make slopes steeper, therefore making clearer defined mountains.
More info on the values changed in the README provided.
To give an idea on the landscape (hills and mountains) increase amount, the non-Extreme Terrain versions make seas deeper, and DOUBLE the landscape height, which you can also see exampled in the screenshots provided.
SAVE OFF PLANET FIRST SO THAT YOU DON’T SPAWN IN THE GROUND.
Link to the Extreme Terrain mod.
Mountains
This mod makes terrain on planets more different from each other. It will allow for 1.575 times bigger mountains but will also decrease other mountains to enable flatter planets. All in all I changed values that were all the same before to different values higher and lower than before.
Someone took the time to make a video about it (and while this is only one planet it should give you an idea): https://www.youtube.com/watch?v=icXoLobjUEg
If you have any suggestions or ideas, just post them below and I will see what I can do.
How it was done: In VOXELGENERATORSETTINGS.MBIN there are height values set at 400. These seem to control the mountain hight (overall hight of terrain). When changed to something higher terrain will rise and therefor the waterlevel will relativly decrease. At least when the next flag attribute is changed to “False” or else the water will rise with the terrain level.