Datamining (Maximum Spoilers)

So the cloud save icons previously found, I decided to look at the references and the Upload one is referenced in the UI elements, UI_PSN_UPLOAD_SAVE, with the crosssave boolean in the usersetings (stored in save file) its clear this feature is being tested, if not coming in part 2. Hell I wouldn’t be surprised if it came with the expedition. And maybe the delay with xbox.

UPDOWN
UPLOAD

4 Likes

I have some Exotic Egyptian Serpentis Lipids for you.

Taken strait from the source. Pure, raw, clean. Guaranteed to smooth your skin and reverse hair loss. Can also be used as a body wash, cooking oil and engine oil and as a direct replacement for a blood transfusion regardless of blood type.

And just for you, ill give you a special discount. A 1 ounce jar goes for $150 but if you subscribe to the lifetime Gold Cobra plan you get a jar sent to you every month for only $50 a month. You wont find a deal like that anywhere else.

Edit: its not snake oil, this is snake oils Egyptian cousin serpentis. :disguised_face:

3 Likes

I was so distracted by the name that I already decided I need 5 jars of Gold Cobra before you’d finished talking.

3 Likes

So next expedition…we are going to engage in a lot of Carnage.

Public Enum FiendCrimeEnum As UInt32
	None = 0
	EggDamaged = 1
	EggDestroyed = 2
	EggCollected = 3
	UnderwaterPropDamaged = 4
	UnderwaterPropCollected = 5
	RockTransform = 6
	GroundPropDamage = 7
	ShotWorm = 8

Carnage = 9
FishCarnage = 10
Bugs = 11
End Enum

So…we commit a killing spree of fish??? lol
Even a CarnageMode added to seasonal options: CarnageMode As Boolean

LAND CARNAGE
Missions
UI_EXPED_S14_CARNAGE_MSG2
Current liquidation goal at %CMTIERPERCENT%<>
Do your part by liquidating biological horrors<>, sentinels<>, and the vile brood<>
Individual kills: %CURRENT%/%AMOUNT%

UI_EXPED_S14_CARNAGE_MSG3
Current liquidation goal at %CMTIERPERCENT%<>
Do your part by liquidating biological horrors<>, sentinels<>, and the vile brood<>
Individual kills: %AMOUNT% and counting


FISH CARNAGE!

UI_EXPED_FISH_SWARM_NAME
Blood in the Water

UI_EXPED_FISH_SWARM_NAME_U
BLOOD IN THE WATER

UI_EXPED_FISH_SWARM_DESC
Lure %AMOUNT% deep-sea monstrosities

IN MECH SUIT CARNAGE
UI_EXPED_KILLS_IN_MECH_MSG4
Eliminate hostiles while piloting the Minotaur: %CURRENT%/%AMOUNT%
Board the Minotaur Exomech<>
Summon any exocraft from the Quick Menu<> (QUICK_MENU<>)

Grendades, Sentinels, Apex predators…Appearently if it moves…kill it.

SOOOO MUUUUUCH CARRRRRRNAGE!!!

5 Likes

So do we lure the deep-sea monstrosities with blood in the water?

5 Likes

wouldn’t that be cool…kill a giant creature hang it off your ship into the water lol

4 Likes

I’ve had that happen while taking off. A large diplo got murder killed by the allosaur variant as I was taking off in my ship and the diplo rag dolled around my ship and got dragged for a bit, flew close to water and it got flung off into spaghettified vertices.

6 Likes

a little surprised they jumped to 5.1 for bug fixes.

4 Likes

Im having a dilemma.
With adrift as most know they changed the order of the properties. For most of the stuff I read I don’t use MBINCompiler for one main reason. Up until Adrift I could read all versions of MBIN ProductData etc, So If I wanted to scan for changes version to version i could. To Get around this I added a SortWeight Float Attribute to keep properties lined up how they were and still be able to read all past versions as before by using partial numbers of the properties removed, example 3.001
keeping all current property whole numbers

But they keep changing the Property orders, so it broke reading all but the latest versions of things. Friggin sucks. I can’t have different sort orders for every version…I mean I would have to use an array of version/guid and sortorder…so it could be done…but after a few versions, reading it would be a nightmare.

Or I would have to maintain different class structures for each version.

Or maybe include a special instruction during reading to sort the properties based on a list of property names for each guid…probably the easiest, but having it generate this when reading the EXE and keep old code too might be tricky to automate and would mean a lot of code capture and manual editing…

or scrap reading past versions all together.

Sorry using you guys as my sounding board…work is boring today…on a “coffee” break lol

7 Likes

Managed to enable Purple Systems using a direct function hook to the running process, right now they’re hardcoded so that 0 spawn per region, but I’m guessing HG will give us ~ 50 or so when finished. They seem to replace existing Phantom Systems, but override the generation parameters of the System quite a bit, such as always being an abandoned system (mentioned in the MBINs), or turning every planet into a Dissonant World (specific exe function override somewhere). I noticed being in the Phantom System w/o the hook changed the star class of it and even the Planets generated which should only happen if the seed changes, or the code using that seed changes, so it looks like HG has a lot of controls over hardcoding and spawning specific things in these systems.





11 Likes

So if they’re introducing systems that they have a bit more override control on for conditions etc… certainly adds credence that the Atlas path will finally maybe have my dream possibility of actually getting to design our own star system some day? Everyone got their custom ships so I get my thing now? I’m just gonna keep dreaming and hope to one day wake up :smiley:

The other thought I had was, if getting to handpick our own planets etc for a star system is a bit too gameloop breaky, it could be proc genned based on our actions and decisions up to that point, kinda like a personality test. So an aggressive players system might be more on the hostile side of things etc. It would be a nice touch to put us in the head of null. I asked the atlas what it thought of my journey and apparently it thinks I’m an asshole XD

6 Likes

Love the deep dive. I haven’t found much time to play lately, but all the enhancements and added lore may pull me away from other things I ought to be doing. :grin:

5 Likes

I’m still trying to finish the expedition. Busiest time of the year for me, and don’t seem to get enough time to do much. All I got left is the 4 walkers…1 down…so long to do…argh…

but did notice something today, steel reinforced plants?..i don’t recall this being a thing…haven’t had time to investigate, and since on expedition dont have advanced mining to see what i get from it…

And coding? in the middle of rewrite and brok everything lol
…Christmas is coming…Christmas is coming…

4 Likes

Careful, if you say Christmas is coming one more time, the coca cola truck shows up and murders you.

Hope you and @clemm get free from lifely duties to dive in proper, who knows maybe part 2 will be out just in time for it.

Killing the five walkers was always last thing for me too on my two playthroughs. That and the 30 odd dissonant sentinals.

Try kill a walker without wiping out sentinel presence on world is the key to speed but easier said than done

5 Likes
  <Property name="ExtremePlanetChance">
    <Property name="Yellow" value="0.2" />
    <Property name="Green" value="0.2" />
    <Property name="Blue" value="0.6" />
    <Property name="Red" value="0.25" />
    <Property name="Purple" value="0.33" />
  </Property>
  <Property name="AbandonedSystemProbability">
    <Property name="Yellow" value="0" />
    <Property name="Green" value="0.1" />
    <Property name="Blue" value="0.1" />
    <Property name="Red" value="0" />
    <Property name="Purple" value="0.5" />
  </Property>
  <Property name="EmptySystemProbability">
    <Property name="Yellow" value="0" />
    <Property name="Green" value="0.4" />
    <Property name="Blue" value="0.4" />
    <Property name="Red" value="0.95" />
    <Property name="Purple" value="1" />
  </Property>
  <Property name="PirateSystemProbability">
    <Property name="Yellow" value="0.25" />
    <Property name="Green" value="0.15" />
    <Property name="Blue" value="0.15" />
    <Property name="Red" value="0.5" />
    <Property name="Purple" value="0" />
  </Property>

Fun times … lol

8 Likes

So when they add the Kevin Costner star systems, will the spawn chance of waterworlds be above zero? I’ll see myself out…

5 Likes

tools still broken…busy life sucks…but pulled I think…

5 Likes


20240904_185252
image-25

Didn’t see it mentioned in the patch notes, but there’s a new Jellyfish Boss and some debug NPC behaviours for fishing.

Interesting that the boss is called the “Deepwater” guardian… Since that’s what those new water biomes reference

8 Likes

I feel like Ahab and I have found me Moby Dick

4 Likes

Aforementioned Deepwater Guardian, does not seem finished or used in game:

Edit: Updated my Unused Features mod to include this as a purchasable spawn from the QS Vendor: Unused Features Reinstated at No Man's Sky Nexus - Mods and Community

6 Likes