3xperimental (Steam)

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Wind calculations can help nearby people after you consume a huge bean burrito! :laughing:

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You do not wanna be down wind of a Gek after it’s eaten an Impulse Bean burrito


I’ve always thought they looked more like Peas.

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Experimental Branch 03/01 :link:

  • Updated the file loading system.
  • Updated mod loading to allow for mods to be more forward compatible in the future. Note that mods are not created or officially supported by Hello Games, and are used at your own risk.
  • The game will now detect mods placed in subfolders inside the GAMEDATA\MODS directory.
  • A new file called GCMODSETTINGS.MXML allows mod users to set the priority order of their mods. If files between two installed mods are in conflict, the mod with the lower ModPriority number (starting at 0) will take precedence.
  • If the game crashes on boot with mods installed, mods will automatically be disabled on the next launch.
  • Mods can now directly load mbin and exml format files. pak format files will not be loaded.
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“We don’t officially support mods. Also, here’s a patch that improves mod support!” :laughing:

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That last point is kinda concerning. Granted HG aren’t the best at wording their patch notes, but if the game only loads .MBIN and .EXML files, how would packaging loose files (textures, sounds etc) work? It might be a step back for modding if the exe can’t read those, but hopefully they just forgot to list those filetypes…

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From what others and myself have seen, it is not limited to just these two file extensions. I am actually not even sure if ‘exml’ is supposed to work, as those fail for me currently, and are not a format found by default but merely a result of MBINC. Tools and ways will have to be adjusted, that’s for sure. Time will tell if this is going to be an improvement in any way or not.

I have yet to test any shaders (Spir-V/SPV), but I see someone typing who should be more familiar with those to begin with.

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This immediately struck me as insane. There are base building mods that contain thousands of pak’d files. This would be far less organized, load slower, and take up much more space. I hope there is just a lack of clarity going on here, otherwise this is really unacceptable.

@DevilinPixy: I’m not currently on experimental so unfortunately I can’t test the shaders yet.

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I can already see load times currently taking a hit for that matter.

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Exmls can now apparently be written additively, i.e. mod authors can add entries or change specific existing ones instead of having to copy and modify entire existing game files. It won’t compress the actual model sizes, but it should prevent bloated installs for some of the files touched.

Since HG updated and are using the GcModSettingsInfo struct to generate the load order list for mods, I wonder if the other properties are gonna come into play? The game uses enabled = false to disable a mod when it causes a crash (as mentioned in the patch notes), but the Dependencies property is also generated (but empty so far). Since HG’s .MXML files don’t include default values, we might see these other fields come into play when the system’s fully released?

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That part sounds good. How are individual mods organized though? If not pak’d, are they put in separate folders? Seems much more preferable to me to .pak 'em up. Also concerned if other types of resources (textures, audio, shaders, etc.) are still replaceable, like @DevilinPixy was talking about.

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Each subfolder in the GAMEDATA/MODS folder is treated as a separate mod, and given a Mod Priority alphabetically. There’s also some quirks with naming, such as the final underscore in a name (and any text after it) being culled. Other resources and loose files still seem to be replaceable and load fine apparently, HG just seem to be bad at explaining the changes haha.

There’s also a property in GcDebugOptions which lets us Hot Reload any Global now, which is interesting…

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Experimental Branch 07/01 :link:

  • Better handling for large numbers of loaded mods.
  • Fix handling of mods with _ in the folder name.
  • Add disable all mods flag to gcmodsettings.mxml, to avoid wiping saved mod settings on crash.
  • Write out default values to gcmodsettings.mxml for clarity.
  • Added an optional loc table per mod that will be loaded from /LocTable.mxml
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Default value printing seems to be working, but only for select values such as Enabled and EnabledVR and not the entire GcModSettingsInfo struct. This is pretty cool though since it now lets you enable / disable mods from GcModSettings instead of having to remove the entire folder for a mod.

LocTable.mxml was being loaded by the exe last build, but I’m glad HG enabled it in this one! The table can overwrite existing entries, as well as add new one, and gets rid of having to make LOC tables for each separate language! They’re also snippet based which means text entries can be added / edited in ~4 lines.



In terms of other things the exe should be reading but isn’t right now, are directories called BASEBUILDINGPARTS and EXPORTED. We might see support for these next going off the pattern.

EXPORTED seems interesting since, iirc, the 4.13 Debug Editor allowed you to change game files in running memory and save (export) them to the same directory. Wonder if that’ll come into play somehow. If they really are gunning for Workshop support, they’d need to make some sorta tool to integrate mod creation / uploading anyway, so maybe giving us the debug editor isn’t too far off?

But that’s probably just one wishful theory on top of another :sweat_smile:

P.S. If y’all are in the mood to streamline mod files, mind making mission tables more readable HG? :stuck_out_tongue:

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Experimental Branch 29/01 :link:

  • Fixed an issue that prevented some new materials from being harvested by planetary extractors.
  • Fixed an issue that prevented some flora and mineral discoveries from appearing in the discoveries list after scanning.

  • Fixed a rare graphical glitch that caused some creature models to explode.
  • Fixed an issue affecting water reflections on Xbox One X and PS4 Pro.
  • Fixed a number of graphical issues on Mac.

  • Fixed a crash related to networking.
  • Fixed a crash that could occur when donating items to a guild envoy.
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Experimental Branch 29/01 :link:

  • Fixed an issue resulting in hangs on PS5.
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Oh, man! I hope somebody got a video of that!

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I think I saw this today! :joy: Went to my main base planet to see whats changed and I was looking at a huge creature walking around near my base till suddenly it just silently rag-doll launched into space as if something blew up from under it. It kind of scared me a bit :sweat_smile:

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