Ok, this is a big one!
So the MBIN header has changed, as well as a log of the internal processes for serializing and deserializing data. This has led to a decent amount of work required to get this back into shape.
There are still quite a few files not working yet, and I’ll get to these soon, but this should bring decent coverage for globals, some metadata (there are some tables which won’t work), and scene files.
Entities and geometry will need work…
Coverage should improve over the coming days as I get time to work on it.
From the Discord
the update you have all been waiting for and I have been sacrificing sleep for: Release v5.01.0-pre1 · monkeyman192/MBINCompiler · GitHub
Please read the release notes and look at the coverage report before raising issues here or anywhere about files not working. I know that they aren’t, and I know this still needs work, but I just wanted to get something up
Enjoy and happy modding!
I look forward to seeing what new and interesting stuff people find in the data!
This release should have good compatibility with the latest game files.
The report shows a few failures, however these are due to some kind of misalignment that is happening within the classes. Not sure why, and not sure if it’s worth fixing so I’ll leave it for now.
If this produces mbin files which can’t be read by the game, please let me know by raising an issue.
Discord:
This I think should have us basically back to where we were before the update in terms of compatibility!
One thing to note for all lua authors is that many instances of NMSString0x80’s were changed to VariableSizeString’s inside lists. In this case you may need to update your script (if you haven’t already). NMSMB users are probably unaffected.
Enjoy and Happy modding!
This is the non exhaustive list of the features of NMS A TASTE OF FANTASY (aka without all the worlds generation part that adds hundreads of custom assets + an almost unlimited diversity on planets’ surface )
asteroids fields rework
space blur
rework of the far view ( more blur, less fog )
clear view during storms
remove speed contrails on spaceships
reduces speed effects during pulse drive travel and on high space speed
metalic looking spaceships
darker space colors
NPCs and players spaceships default trail rework ( old NMS looking )
fix for vanilla blury imposters
planets default Filters swap fith brighter , more colorful ones
game menus rework with NMS artwork
Player default skins ( starting skins & races presets) are replaced with more advanced ones using the lastest customisations
The sentinel drone pet skin is replaced by a Trident drone
binocular visor rework
background menus reworked
creatures density reworked ( more birds & fishes , less casual creatures encounters)
pets riding improved ( ride longer ) trot speed reworked to look like horses
pets stay closer to the player
sandworms slide and roam on planets surface
gigantic creatures are possible
all timers are reduced to 2 hours ( instead of 24 hours )
creatures spawn disatances are increased ( for creatures that you are expecting to see from far, like giant ccreatures, fishes and birds )
x 2000 new procedurally generated ( not randomly generated ) space colors palettes
x 2000 new procedurally generated ( not randomly generated ) water colors palettes
x 2000 new procedurally generated ( not randomly generated ) sky colors palettes - support of constructs mod - it requires to place _MOD.MSSP.ConstructsVisions.Core.pak in the mods folder ( not for the preview version ) - adds sky biomes ( mystic floating objects that rarely spawns on planets ) - adds a layer of bigger props to the vanilla biomes ( on some planets ) - adds new biomes on beaches and add underwaters biomes diversity
adds vanilla rings buildings near deposits on every planets
adds E3 trailer’s large building on near every waypoints ( making them easier to find )
replaces all wordstones models by randomly disposed interactive E3 models wordtones.
replaces monolith plaques by interactive E3 looking plaque
replaces portals models by an E3 trailer’s interactive model
makes fully sand planets possible
space trading routes are no more visible
Adds custom made procedural crash sites for space derelic mission - ( derelic freighters rescue missions )
busy traffic : Makes Sentinels spaceships , Sail Spaceships, Living ships & Royal space ships often be buyable / encountered at all landing zones.
all vanilla planets tiles ( types of floor repartitions ) are changed - adds new biomes on montains and caves and hills ( mainly additional flowers )
adds space blur ( which gives a sci fi feeling to the space )
reduces the speed lines effects when at high speed in space
removes the contrails lines effects
remove spaceships trails ( depending on that pak versions , i sometimes replace the default trail by a E3 looking trails, that choice depends on how that change will look on the latest updates of the game
multiplicates space colors possibilities by 2000
Asteroid fields have better lod , are more sparse and are more realistic looking.
NMS pathfinder colours generation, but sand is white
a redesign of all the 10 default skins for each races + the 4 starting skins, with a sci fi inspired look ( wearing no backpack is possible , like shown in the picture)
the modded default skins have skins bones that are not possible in the vanilla game, giving you more customisation possibilities, like for instance human sized geks, giants , children size models for all races …
it also have gek head shapes not possible by editing in game, but that you can edit on top of it, giving very unique gek head shapes .
adds living frigates to NPC’s fleets ( not recruitable )
adds Normandy frigates to NPC’s fleets ( not recruitable )
adds unused E3 trailer’s Frigate models ( not recruitable ) to NPC’s fleets
increase spaceships npc traffics : Makes Sentinels spaceships , Sail Spaceships, Living ships & Royal space ships often be buyable / encountered at all landing zones.
trading routes are no more visible
Adds custom made procedural crash sites for space derelic mission - ( derelic freighters rescue missions )
more options for body shapes customisations
mining speed x2 ( or x10 )
capes movements are improved
overhaul improvements of character movements ( more acurate turns, jetpack can be use to travel )
jetpack have an emergency tank ( will still work for few seconds before stopping )
rocket boots jetpack upgrade is more efficient ( combined with the feature , it makes you able to freely fly )
player is swiming faster
jetpack tanks are improved
spaceship launch cost reduction (5% )
classic warp cells usage x5
pulse warp speed x 2
all spaceships have hover mode
rework of players and NPCs spaceships controls ( allowing cruising )
space combat is more dynamic
all exocrafts controls are reworked to be fun to control, and to allow travel on very complex / vertical terrain
Mech have precise flight controls and almost unlimited tanks ( making it the flying exocraft )
"- far cam while using the jetpack
far cam while using rocket boots
Improved cam for all exocrafts, easing the mining from an exocraft
Improved Cam for all spaceships, easing view in space combat + Larger cam rotation in 3rd person
increased F.O.V.in general
Better Cam Placement during system warps
no cam shakes ( exept for big events ( volcano, sandworms, pain hits, etc ) )"
hyperdrive range x1000
replace ressources crystals by E3 lique suare crystals
make Sentience Echo spawn on every planets
Unused dragonfly exocraft geobays spawn at trading posts
the dragonfly exocraft is replaced by a custom model that you can edit from the geobay
NPCs on setlements are now able to give missions
NPCs on freighters can now teach you language
Freighters hangars have ship customisations ( the ones from space stations )
Freighters hangars have trading terminals
Freighters hangars have nexus portals
Freighters bridges are reworked ( with less props and drapping )
Freighter’s Warp terminal is placed in a more convinient way ( to me )
Exocrafts geobays are buildable on freighters bases
Trading posts have new interactive assets that are portals, savepoints, missions givers + an interactive prop specific to a race ( ship customiser, suit upgrades, weapon terminal )
Redmas Interactive objects:
Farm more easily from your bases and spacestations :
o Plants pot decorations Generates Sodium, Salt, Carbone, or Oxygen.
o Fan Ventilation generates oxygene .
o Collect All ferrite substances in Large Flat Crates.
o Collect Silver, Copper, Platine & more in Cubic Crates.
o Collect Chromatic Metal, Ionised Cobalt,Nanites and more in Freighters Hangars & Space stations Crates.
o Collect Chlore on sea plants Decorations
o Scan environement from anywhere ( freighters or bases ). Large Computer Desks are signal scanners.
o Customise character skin from anywhere ( freighters or bases ). Lockers & Draws open character customization.
o Save from anywhere. Beds & Light Tables are save points. ( /!\ dont save while freighters derelic missions, you are not meant to do it /!\ )
o Upgrade your suit from your base. Roof Monitors open upgrade suit interface. (same costs that on space stations - this is only to avoid the travel).
o Weaponrack allows to buy infinitly new multitools (the seed depends on the weaponrack ‘s location).
Electro Magnetic generators always give power ( can be turned off in the lua script )
you can decorate your setlements & place decorations anywhere on planets
( for example, you can use the drawers decoration to change apparence from anywhere on the planet )
almost every objects can be resized ( not geobays )
underwater structures can be build anywhere
older freighters rooms can be built on freighters bases
geobays and other player’s technology can be picked inside the inventories
more objects are buildable on planets bases
you can build any base tech anywhere on planets ( for example, shield generators, or health stations, that can also be picked inside inventories )
almost all planet’s base building objects are available to build in freighters bases
nomad is now a wheel exocraft ( very fun and different handling ) ( picture on the left )
roamer looks more like a rallye car
pilgrim is redesigned using the vanilla nomad cockpit ( picture on the left )
Collossus is redesigned with a Mass Effect Mako inspired custom model
all exocrafts controls are reworked to be fun to control, and to allow travel on very complex / vertical terrain
Mech size is x4
Mech have precise flight controls and almost unlimited tanks ( making it the flying exocraft )
mech slides longer ( can be used to glide on slopes )
"- Walk animation as default
Controlled falling ( instead of panic animation )
Onfoot fighting is more dynamic
Shield gives unlimited sprint
Longer stealth use
Jetpack precise controls ( included in REDMAS UTOPIA GAMEPLAY REVAMP )
Faster underwater jetpack ( included in REDMAS UTOPIA GAMEPLAY REVAMP )
Fast Swiming ( included in REDMAS UTOPIA GAMEPLAY REVAMP )
effective rocket boots ( included in REDMAS UTOPIA GAMEPLAY REVAMP )
accurate rotations ( included in REDMAS UTOPIA GAMEPLAY REVAMP )"
jetpack have an emergency tank ( will still work for few seconds before stopping )
player walk as default ( it is balanced by the very high flying abilities & the better exocrafts controls from others paks )
mining speed x10
capes movements are improved ( included in REDMAS UTOPIA GAMEPLAY REVAMP )
trident fighters wings are possible
fighters engines are redesigned
fighters noses can have additional fins
fighters wings can have additional fins
fighters engines can have additional fins
2 new cockpits are possible for fighters ( “sphere” & sail spaceships cockpits )
shuttles are rescaled to the cockpit size
shuttles can have dropships accessories
squid spaceships have a variation that is redesigned as an actual looking squid
royal spaceships have procedural wings positions
fighters can have X-wings
scientific spaceships accessories are redesigned
slightly change the terrain generation ( not very far from vanilla )
slightly change the terrain generation ( not very far from vanilla but dive craters )
→ every thing is procedurally generated inside NMS game engine
about Euphoria Worlds Generation mod
Almost unlimited planet variations
adds sky biomes ( mystic floating objects that rarely spawns on planets )
adds a layer of bigger props to the vanilla biomes ( on some planets )
adds new biomes on beaches and add underwaters biomes diversity
adds vanilla rings buildings near deposits on every planets
adds E3 trailer’s large building on near every waypoints ( making them easier to find )
replaces all wordstones models by randomly disposed interactive E3 models wordtones.
replaces monolith plaques by interactive E3 looking plaque
replaces portals models by an E3 trailer’s interactive model
how it works :
i ve mixed, keeping the vanilla biomes gameplay rules, several layers of auto generated biomes layers ( one layer for grass, one layer for plants and rocks, one layer for trees, on layer for large objects, etc )
the layers are autogenerated from several lists of assets ( generated in a lua script )
E3 assets
x 2000 new procedurally generated ( not randomly generated ) water colors
x 2000 new procedurally generated ( not randomly generated ) sky colors "
a large amount of additional exclusive custom-made assets
I didn’t expect Worlds Part I to have so many semi-functional features which could be re-enabled in game, which is why I compiled the mostly functional ones into a mod which integrates them seamlessly into gameplay here, including things I held off on uploading seperately, such has the new fauna and the Iron Giant. I’ve packaged it up as being modular so that people can pick and choose what to use (since the focus build mode is a little weird on the controls currently), and each “module” .Pak file should be usable separately and can be loaded with other .Paks from the same mod letting you mix features from the individual modules.