No Man's Sky Mods

MBINCompiler has updated v3.34.0-pre2 :link:

Notes:

Remember to look at the report (click the badge on the main page or download it from downloads page) to see compatibility. Still no globals yet, but many general improvements across the board.

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MBINCompiler has updated v3.35.0-pre1 :link:

Notes:

This should fix many issues with globals. FleetGlobals still doesn’t recompile perfectly but I think it’s just an alignment issue, so nothing serious.

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NMS Base Builder has updated Release 1.3.3 :link:

Notes:

Thanks to Wormhole Badger (@MarkAlanSwann1) for supplying models and nice_name labels for this update.

  • Added a Fireworks category with firework items.
  • Added support for the following items.
    • Unlockables:
      • BASE_HOUDINI1
      • BASE_HOUDINI2
      • BASE_HOUDINI3
      • BASE_INFEST1
      • BASE_INFEST2
      • BASE_INFEST3
      • BASE_LAVA1
      • BASE_LAVA2
      • BASE_LAVA3
      • BASE_SWAMP1
      • BASE_SWAMP2
      • BASE_SWAMP3
      • BASE_TOYJELLY
      • SLIME_MED
      • SPOOKY_PLANT
      • SPEC_FIREWORK01
      • SPEC_FIREWORK02
      • SPEC_FIREWORK03
      • SPEC_FIREWORK04
      • SPEC_FIREWORK05
      • SPEC_FIREWORK06
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Kibbles 'n Bits

Version 1.1.0

  • Updated for Expeditions 3.3+.
  • Added the space station ship station under the general tech menu.
  • Added 18 additional Nexus themed “basic” snappable parts.
  • Added 5 Nexus themed “tube” prefab parts.
  • Both Nexus basic and prefab parts are now colorable.
  • All large Nexus props are now colorable.
  • The Nexus vents are now snappable.
  • Adjusted the chroma basic parts to reduce glow bleed.
  • Fixed snapping and collision issues with the Nexus doors.
  • Fixed an issue with a Nexus landing pad being raised up.
  • Fixed an issue with the glow not being visible in one of the large Nexus props.
  • Removed the space spawn entities to fix an issue with cross-play crashing.
  • Adjusted all space spawns for better placement and VR support.
  • Made the latest upcoming Quick Silver base items immediately available.
  • Reduced the brightness of the ambient lights by 25%.
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MBINCompiler has updated v3.36.0-pre1 :link:

Notes:

This fixes the default save data and the broken globals by this recent update (3xp.). A number of files are still known to not work, but they may be fixed in a release that I am guessing will come tomorrow… Enjoy!

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Hello ,
I am creating a Rallye event for the community. I ll add tracks here, that you can join by using portal glyphs shown in videos or screenshots.

Required paks from Fantasy Origins ( download link in post above ) :

  • _NMSFO-WORLDGEN-REDESIGNED_PORTALS_E3_STYLE__by_Redmas ( that pak has a side effect that sligty change the terrain shape around portals ( since they are bigger than in vanilla , that’s why some tracks can look different with & without it))
  • _NMSFO-GAMEPLAY_Fun_Exocrafts_Controls_by_Redmas

Recomanded pak from Fantasy Origins ( download link in post above ) :

  • _NMSFO-WORLDGEN-ARCADIA-ENDLESS-ODYSSEY_v1.3_by_Redmas

I ll add more track as i create them. You can also DM me a track that you have created , and i ll add them here.
I suggest to create the circuit quite close to a portal ( but not too close ) and also in creative mode, to easy the acces.

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As much as people begged for Sandworms, you would think more would be said about them. They are so cool to have near a base. Nice!

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They do look epic :star_struck: :snake:

Is there any way to interact with them? I can’t even scan them (is it possible it was out of range). I followed one in my ship for a bit.

They’re pretty quick and rare, I haven’t managed to jump on one yet in person to see what would happen. Will they be non-corporeal (so they can dive into the ground) or can I ride them (at least be dragged along a bit)?

Since I’m RPing a xenobiologist I have not attempted to shoot them, but I’m sure people have tried, for science? :wink:

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Sadly, there doesn’t appear to be, except for possibly being crushed/eaten. The un-scannable thing wouldn’t bug me as much if there wasn’t a big red dot on them! :face_with_raised_eyebrow: I hope HG addresses this… maybe hide them from the fauna list by default, but still allow them to be scanned for a bonus when encountered.

Yeah, yeah it was for science, that’s the ticket! No effect.

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Particulary on a race track, reminds me Split Second Game

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I can confirm they bump exocrafts out of tracks :smiley:

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MBINCompiler has updated v3.37.0-pre1

Notes:

The biomefilenames.mbin will still not be supported sorry. There is a PR with a fix in it which should get merged tomorrow I think!

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  • Sandworms spawn more often
  • Sandworms slides on planet surface
  • Sandworms have collisions
  • Sandworms avoid structures
  • Sandworms can be interacted with when close enougth ( loot Anciant bones )
  • Sandworms take damages
  • sandworms can performs 360 turns
  • Sandworms are more different in sizes ( much more bigger or smaller )
  • Sandworms are visible on bioculars and can be scanned
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Bless the Maker and His water.
Bless the coming and going of Him.
May His passage cleanse the world.
May He keep the world for His people.

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MBINCompiler has updated v3.38.0-pre1

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Happy Cake Day @DevilinPixy :fireworks: :tada: :gift:

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MBINCompiler has updated v3.40.0-pre1

Check No Man’s Sky Modding Discord for some additional details and info.

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MBINCompiler has updated v3.42.0-pre1

Note:
There are some issues with some globals wrt both the GUID and some do not decompile still. See: JSON Report for details on what fails still currently :monkey:

4 Likes