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Releases: theFisher86/NMSMasterMod

NMS Master Mod v1.0

26 Mar 19:36
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New in this release

  • Version 1.0! There's been enough testing and fixes to where I'm comfortable calling this a full release!
  • Removed a lot of mods to improve compatibility
  • Added Constructs in a way that it won't cause problems (it spawns the same as the other new models mods)
  • Update to SimCity 5300
  • Lots of other behind the scenes fixes.

What's coming up in future releases

  • Definitely need to separate out all the models being spawned by the different mods into different Biomes. Might get to that this week.
  • More updates to SimCity 5300 in the pipeline.
  • Further performance optimizations and continued updates to included mods.

How To Install

  • Download 2 files the most recent Models file and the most recent Data file. They both not be included in every release but make sure you always have the most recent version of both. I'll try to include a link to the most recent version where I can.
  • Put both of these into your /PCBANKS/MODS/ folder in your NMS install directory
  • Make sure to delete/rename the DISABLEMODS.TXT file in /PCBANKS/
  • Profit!

NMS Master Mod v0.8

16 Mar 19:35
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New in this release

Some new mods added and some bug fixes from the last release.

  • Fixed an issue in SimCity 5300 that caused a bug with the vehicles. You now must build a garage and "hack" it to obtain the vehicle blueprints
  • Removed Dark Space due to performance issues. Hopefully they'll be fixed and it can be re-added
  • Switched my tweaked CJs Warp Mod for the normal version
  • Added Exocraft Scan Booster Remix
  • Added No Mans Customs
  • Added Better Landing
  • Removed Terrain Avoidance in the Flight Model
  • Added Origins an Untold story

What's coming up in future releases

  • Still working on figuring out how to add snap nodes to proc gen models. When this is figured out it'll be a game changer.
  • Still gotta figure out how to implement missions. With the newest version of MBINCompiler this should be possible.
  • Add more mods as they're released or requested.

How To Install

  • Download 2 files the most recent Models file and the most recent Data file. They both not be included in every release but make sure you always have the most recent version of both. I'll try to include a link to the most recent version where I can.
  • Put both of these into your /PCBANKS/MODS/ folder in your NMS install directory
  • Make sure to delete/rename the DISABLEMODS.TXT file in /PCBANKS/
  • Profit!

NMS Master Mod v0.51

14 Mar 22:58
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New in this release

Tons of new mods added/updated. Some new visuals, new buildable stuff, some QOL tweaks... This is a major update! This will also be the first update pushed out to the mod sites.

  • Updated SimCity 5300 to v1.5
    • Full Color Customization
    • Buildable vehicles
    • New Teleporter model
    • Ship Summoner
  • Updated Megalith to R6
    • Major Additions
    • R6 officially releases the first version of Megaliths 50%, a Megaliths branch that focuses on reduced scale and density for Megalithic objects!
    • x64, x32, x16 scale sizes are now x50, x25, and x13 respectively!
    • Density for all objects have been reduced by 50%.
    • Changes (applicable to normal and 50% edition)
    • Underwater Megaliths has been re-activated - a 'mistransplant' to the new Path Finder spawn list caused them to spawn only in underwater tiles but restricted above water level - which meant literally nowhere possible.
    • Frozen dead trees have been removed from x64 scale. Mountain-sized dead trees are kind of silly.
    • Still available at non x64 scale.
    • Underwater platform rock has been removed from x64 scale. Makes planets completley unlandable.
    • Still available at lower than x64 scale.
  • Added Constructs Alpha R3 R2
    • 7 new hand-crafted models by yours truly that use the game's freighter textures! All new Constructs will be built with re-usable textures in order to cut down on file size! (From 15MB per new Construct, to 300-500KB per Construct!)
    • Procedural skyscrapers in 3 archetypes and lots of parts to choose from!
  • Added SpaceFlight Overhaul
    • It is more “involved” and allows a higher top speed.
    • You can turn your ship in space and as long as you arent throttling, you can look around without your direction changing at any speed.
    • It features lower acceleration than the original pulse engine, but in turn you are able to reach a much higher top speed, allowing much more precise control of your speed.
    • When you release the boost button, you no longer lose your gained
      speed, so you can finally cruise in space at high speeds.
    • Turning is no longer instant, so you will have to plan your destination ahead of time, or risk hitting asteroids/space stations.
    • There's an actual point to using your brakes now.
    • The ability to hover on planets.
    • The ability to go in reverse on planets.
    • The ability to fly low on planets.
      - Reduced planetary thrust, increased planetary boost forces. (25% reduction to normal engine, 75% increase to booster) to better control your speeds
  • Added Custom Warp Effect based on CJs Warp Mod
  • Added Dark Space by jeveir
  • Added Everything Tradeable by Rapta
  • Added More Ships per System with Duds Asteroids packaged in it
  • Added Alien Structures V3
    • Additional tweaks made for compatibility with Megaliths/Constructs
  • Updated Splash Screen

What's coming up in future releases

  • Still working on figuring out how to add snap nodes to proc gen models. When this is figured out it'll be a game changer.
  • Still gotta figure out how to implement missions. With the newest version of MBINCompiler this should be possible.
  • Add more mods as they're released or requested.

How To Install

  • Download 2 files the most recent Models file and the most recent Data file. They both not be included in every release but make sure you always have the most recent version of both. I'll try to include a link to the most recent version where I can.
  • Put both of these into your /PCBANKS/MODS/ folder in your NMS install directory
  • Make sure to delete/rename the DISABLEMODS.TXT file in /PCBANKS/
  • Profit!

NMS Master Mod v0.33

12 Mar 18:05
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NMS Master Mod v0.33 Pre-release
Pre-release

New in this release

  • Asteroid Overhaul and Flight Atmosphere from Duds Sky added
  • Flight Mechanics re-worked to disable terrain avoidance
  • Minor update from v0.31

What's coming up in future releases

  • In a conversation between MsrSgtShooterPerson and myself we realized that conceptually we can add some functionality to the game that will be amazing... No Spoilers yet but I'm excited.
  • Snap Nodes are hard... gotta figure them out.
  • Setup higher costs for building the new buildings.
  • Figure out how the Harvester works (time delayed rewards) and implement a terminal for each building in SimCity 5300 that slowly generates credits. That way when you build buildings they provide revenue.
  • Still gotta figure out how to implement missions. With the newest version of MBINCompiler this should be possible.
  • Add more mods as they're released or requested.

How To Install

  • Download 2 files the most recent Models file and the most recent Data file. They both not be included in every release but make sure you always have the most recent version of both. I'll try to include a link to the most recent version where I can.
  • Put both of these into your /PCBANKS/MODS/ folder in your NMS install directory
  • Make sure to delete/rename the DISABLEMODS.TXT file in /PCBANKS/
  • Profit!

NMS Master Mod v0.31-alpha

12 Mar 16:20
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Pre-release

New in this release

  • Megaliths R6
  • While there isn't a full release of SpaceFlight Overhaul out yet I modified the original to get near the same functionality. You can't crash into the ground (or fly super close to it) yet but this works for now.
  • SimCity 5300 Added Now you can build your own bases, teleporters and cities!

What's coming up in future releases

  • In a conversation between MsrSgtShooterPerson and myself we realized that conceptually we can add some functionality to the game that will be amazing... No Spoilers yet but I'm excited.
  • Snap Nodes are hard... gotta figure them out.
  • Setup higher costs for building the new buildings.
  • Figure out how the Harvester works (time delayed rewards) and implement a terminal for each building in SimCity 5300 that slowly generates credits. That way when you build buildings they provide revenue.
  • Still gotta figure out how to implement missions. With the newest version of MBINCompiler this should be possible.
  • Add more mods as they're released or requested.

How To Install

  • Download 2 files the most recent Models file and the most recent Data file. They both not be included in every release but make sure you always have the most recent version of both. I'll try to include a link to the most recent version where I can.
  • Put both of these into your /PCBANKS/MODS/ folder in your NMS install directory
  • Make sure to delete/rename the DISABLEMODS.TXT file in /PCBANKS/
  • Profit!

NMS Master Mod v0.20-alpha

07 Mar 07:42
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Pre-release

New in this release

  • This is the beginning of city building. You can now build an Observatory! There's still some problems as I need to figure out what's causing the weird glow on the interior but proof of concept works!
  • Working Teleporter! You can teleport back to base now!
  • You can build a hologram but it doesn't show up after it's built. I think it needs to receive a broadcast to turn it on or something. This needs testing but may allow for switches to cause different states elsewhere in the base (possibly close and open doors?)

What's coming up in future releases

  • Will continue to figure out how this building spawning works.
  • Need to get the buildings added to have snap nodes somehow. I think the game may do that for me though.
  • Setup high costs for building the new buildings. But also figure out how to make a city earn you credits so that once you have a city up and running it actually generates revenue for you.
  • 2 words: Creature Spawner. I have no idea how to do it and I have a feeling it's not possible but I would love to be able to spawn creatures from a device.
  • Still need to move the spawning of constructs/megaliths/Alien Structures to Biomes.
  • Been looking into how the Base Building mission works and I believe that can be extended to allow for all sorts of cool mission scripting. Once this is figured out all the new technologies added by the contained mods will actually have to be earned via a quest (there will be a fork with all of the stuff given for free as it is now as well though).
  • Add more mods as they're released or requested.

How To Install

  • Download 2 files the most recent CustomModelsAndEffects file and the most recent Data file. They both not be included in every release but make sure you always have the most recent version of both. I'll try to include a link to the most recent version where I can.
  • Put both of these into your /PCBANKS/MODS/ folder in your NMS install directory
  • Make sure to delete/rename the DISABLEMODS.TXT file in /PCBANKS/
  • Profit!

Requires NMSMasterMod-v0.18-CustomModelsAndEffects-alpha.pak

NMS Master Mod v0.18-alpha

07 Mar 05:48
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Pre-release

New in this release

  • Added Crystal Interactions. This is an NMSMasterMod exclusive feature currently. Any large crystals you see are now interactable. You can walk up and interact with them for a chance to mine large amounts of any of the rare substance types! But beware there's also a high probability that you'll be injured in the process.
  • Separated the CUSTOMMODELS and CUSTOMEFFECTS folders from the rest of the code to make upload/download easier for the mod. Future releases that don't contain any new custom models will not require you to re-download that folder. Just keep both .pak files in your MOD folder and everything should be fine.

What's coming up in future releases

  • Still need to move the spawning of constructs/megaliths/Alien Structures to Biomes.
  • Been looking into how the Base Building mission works and I believe that can be extended to allow for all sorts of cool mission scripting. Once this is figured out all the new technologies added by the contained mods will actually have to be earned via a quest (there will be a fork with all of the stuff given for free as it is now as well though).
  • Apparently MonkeyMan192 already figured out how to do the teleporters. Need to polish that but it'll be added shortly.
  • Add more mods as they're released or requested.

NMS Master Mod v0.16-alpha

04 Mar 22:13
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Pre-release

New in this release

  • Updated Buildable Bases to utilize the newest version (accidentally had the old version before). You can now get the blueprints for buildable bases and a mobile shop from the small cabinet right inside the door to any standard base.
  • Minor tweaks to LEVELONEOBJECTS to make stuff not spawn like crazy. It's not done yet because now there's not enough spawning in my opinion. But it's closer to what it should be. You shouldn't have as many problems spawning inside of stuff and forests being too thick, if anything they're not thick enough in this release (that's what she said).

What's coming up in future releases

  • Still need to move the spawning of constructs/megaliths/Alien Structures to Biomes.
  • While the method of rewarding the blueprints from Buildable Bases is better and more compatible now I'd still like to make it more difficult or quest based.
  • Recently started working on a new feature to allow you to build teleporters anywhere in the world and either teleport back to your base or possibly to a second teleporter PORTALs style. Haven't quite got it figured out but if I do get it working this will be rewarded by a similar quest like I mentioned I want for Buildable Bases above.
  • Add more mods as they're released or requested.

NMS Master Mod v0.15-alpha

02 Mar 15:20
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Pre-release

New in this release

  • Added Alien Structures v3. Note : It was only added to the FULL.MBIN not the FULLSAFE.MBIN. So they won't appear on every planet. This is a temporary fix to ensure that it's not over populated.

What to expect next update

  • Going to make the buildings from Constructs and Alien Structures spawn via the biome specific object lists instead of the level one objects list. This will allow greater control over how and where objects appear and will prevent over-population.
  • Would like to tweak Buidable Bases to be rewarded via quest or at least more difficult to get (maybe a random drop via interacting with an existing in-game object with a 50/50 chance to spawn sentinel dogs or give blueprint). Drops from Sentinels seems a little too easy to me (will most likely include an optional fork that just gifts the blueprints on a new game start.
  • Nadalee's mod should be ready soon. That'll be a lot of new models and will need to be made compatible as well.

NMS Master Mod v0.14-alpha

02 Mar 04:52
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Pre-release

New in this release

  • Removed Alien Structures do to it causing quite a bit of lag (I believe the textures in this mod were the culprit).
  • Added Buildable Bases
  • Added Working Portals
  • Updated Splash Screen

What to expect next update

  • Tweaked settings to make for a better experience (with all the mods adding stuff it seems too much stuff is spawning on every planet. Need to widen out the low end of the spawn probabilities so it's more likely to have planets with little to no extra stuff.
  • Would like to tweak Buidable Bases to be rewarded via quest or at least more difficult to get (maybe a random drop via interacting with an existing in-game object with a 50/50 chance to spawn sentinel dogs or give blueprint). Drops from Sentinels seems a little too easy to me (will most likely include an optional fork that just gifts the blueprints on a new game start.
  • Nadalee's mod should be ready soon. That'll be a lot of new models and will need to be made compatible as well.