NoMansSky:2.3.0/changelog: Difference between revisions
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:* Removed the script errors and warnings produced in AMUMSS from all Resource Files | :* Removed the script errors and warnings produced in AMUMSS from all Resource Files | ||
:* Updated many line numbers within all files | :* Updated many line numbers within all files | ||
: {{AlertSmall|type=notice|text=Instead of providing detailed changes, like in the past, the below file changes will be summaries from this version forward.}} | |||
: '''Projectile Table''' | : '''Projectile Table''' | ||
:: Newly added is the ''Projectile Table'' located at: <code>..\METADATA\PROJECTILES\PROJECTILETABLE.MBIN</code>. | :: Newly added is the ''Projectile Table'' located at: <code>..\METADATA\PROJECTILES\PROJECTILETABLE.MBIN</code>. | ||
::* | ::* The following ship weapons have had their ranges increased by ~1/3: ''Gun, Shotgun, Minigun, Plasma Gun, ''and'' Rocket'' | ||
::* The Squad's gun damage has been increased to something sensible to make them more useful | |||
: '''AI Spaceship Globals''' | : '''AI Spaceship Globals''' | ||
::* | ::* Many adjustments made to improve player and NPC ship landing | ||
: '''Graphic Globals''' | : '''Graphic Globals''' | ||
::* | ::* Forwarded a missed setting from [[{{NAMESPACE}}:Rotating_Atmosphere|Rotating Atmosphere]] | ||
: '''Player Globals''' | : '''Player Globals''' | ||
::* added ''PirateFlybyAttackProbability'' set to 0.2; default=0.5 | ::* added ''PirateFlybyAttackProbability'' set to 0.2; default=0.5 |
Revision as of 08:18, August 13, 2022
NoMansSky:2.3.0/changelog
< All NoMansSky changelogs | NoMansSky:2.3.0 Guide

WARNING
This guide is not current! It may contain information that is incorrect or not in line with the current state of the game!View the current changelog instead
Post-Release Changes
Any changes made to the current version of the live guide.
Mods
Resource Files
What's New
This is the official v2.3.0 release of our No Man's Sky modding guide.
Asteroid Generation
Much of this release was focused on taming the asteroid fields. Many settings have been added and tweaked in towards that goal. Overall the fields will be more sparse, however, the asteroid orientation has been changed as well. Players will find smaller asteroids nearer orbital bodies with the larger asteroids starting to appear further out. Keep in mind that each system's generation will still be unique so some systems may have more or fewer asteroids than others.
Pirate Attacks
The probability of a few events causing pirates to appear have been lowered by half or more. After playing for some time, we came to the realization that the Outlaws updates caused pirates to appear more often. It seemed every few flights pirates would appear, which is rather annoying after a while. Turns out one of the settings was set at 50%, which meant it was literally the flip of a coin for pirates to show during these events.
Planet Biome Generation
Changes to the planet biome generation is the largest addition in this release. Please understand that this is a very large change from the vanilla generations! There is problem in the vanilla game with the way Hello Games have planet biomes set up. Even though procedurally generated, biomes are rather limited by their tables. After enough gameplay players will notice that similar categorized planets start looking very similar to one another, regardless of system. This can become apparent even before the end of the start mission, if players warp around enough.
The only way to remedy this is to completely rebuild the tables and allow biomes to access more of the game's assets for each biome. There are a few mods that accomplish this, however, Step has chosen to use Better Planet Generation (BPG) for this task. It accomplishes all that is needed and does so in a way that is true to the vanilla style. Players will experience a far broader range of planet biome variations, and should rarely, if ever, encounter planets that are identical like vanilla allows. BPG also reintroduces some biomes that was cut from the vanilla game, like a water world.
Ships
Several settings aimed to smooth out and improve most ship docking/landing events have been added. Also, all of the ships gun's and rocket's firing range have been increased with approximately one-third distance added. This was added due to the increase in loading distance to the asteroids and other elements. Since those increases, the distance the vanilla weapons fired always felt shallow; therefore, they've finally been addressed.
Guide-Level Changes
This update is to officially support No Man's Sky:Endurance.
- Moved Quality of Life mods section up to the end of the mod list.
- Updated small bits of the AMUMSS setup and initialization
Mod-Level Changes
Legend
Added | new mod added (add these mods)
Moved | mod was moved to a new ModGroup (move these mods)
Updated | mod instructions updated
Incorporated | mod is included in the Step Patch - Conflict Resolution (remove these mods)
Dropped / Replaced | mod was removed (remove these mods)
05-Animation & Physics
Dropped
- Better Asteroid Explosions | Endurance came with improved visuals for asteroid, therefore vanilla is now used.
06-Models & Textures
Added
Dropped
- Blackhole BAAA | Endurance included an impressive new black hole, therefore, this mod was dropped.
- Mangroves | Redundant with the addition of Better Planet Generation.
Updated
- Clean Space Origins | Instructions updated; Darker Space and Speedlines LUAs no longer used.
09-Fixes
Added
16-Interface
Added
18-Lighting & Weather
Added
Resource Files (aka, 20-Patches)
Updated
Step NoMansSky Resource Files | The following has changes happened the Resource Files:
- Incorporated Dark Space from Clean Space Origins and customized it further to produce darker space fog and "sky" colors while improving nebulas
- Incorporated Reduced Speedlines from Clean Space Origins due to CSO's version being outdated
- There have been numerous adjustments to various settings throughout the files for refinement
- Removed the script errors and warnings produced in AMUMSS from all Resource Files
- Updated many line numbers within all files
- Projectile Table
- Newly added is the Projectile Table located at:
..\METADATA\PROJECTILES\PROJECTILETABLE.MBIN
.- The following ship weapons have had their ranges increased by ~1/3: Gun, Shotgun, Minigun, Plasma Gun, and Rocket
- The Squad's gun damage has been increased to something sensible to make them more useful
- Newly added is the Projectile Table located at:
- AI Spaceship Globals
- Many adjustments made to improve player and NPC ship landing
- Graphic Globals
- Forwarded a missed setting from Rotating Atmosphere
- Player Globals
- added PirateFlybyAttackProbability set to 0.2; default=0.5
- Solar Generation Globals
- added LocatorScatterChanceOfPirates set to 10; default=20
- added LargeAsteroidFadeTime set to 0.3; default=0.1
- added Scale settings for the asteroids to generally make them larger
- Common: Step=0.54 / default=0.28
- Ring: Step=0.33 / default=0.15
- added AsteroidCreatureRichSystemProbability to be calculated with the other low probability settings; Step=0.015 / default=0.005
- added the asteroid Noise Ranges that were dropped in the last update. They are custom and no longer align to any mod.
- added common and rare asteroid Noise Scales to push them further out
- increased the asteroid Spacings to spread them out more
- Common: Step=4200 / default=1000
- Ring: Step=2100 / default=200
- Large: Step=6000 / default=9000
- Rare: Step=2400 / default=850
- Spaceship Globals
- added GroundHeightBrakeMultiplier set to 2.4; default 1.2
- removed the previously adjusted hover height the ship hovers during take-off. Vanilla is now sufficient.