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Exosolar Sparky NeptuneX3 Babscoole

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1470 comments

  1. NeptuneX3
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    How to check if the mod works?
    Spoiler:  
    Show
    Simply try to build an underwater part on the ground out of the water, at one of your bases (except for the marine shelter, which is still an underwater part only).
    If you can do it, and if the mod is updated for the last NMS version (check the short description in the "FILES" tab), you can be pretty sure that the mod is working as intended.

    3 things to check if the mod does not work:
    Spoiler:  
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    - Mods conflicts: try to launch the game with this mod only. If it works this time, at least one of your other mods is probably conflicting with this one. You can also use AMUMSS to detect conflicts, or to resolve them (see the AMUMSS guide at the bottom of the mod description).

    - "DISABLEMODS.TXT" must be renamed/removed from "(...)\No Man's Sky\GAMEDATA\PCBANKS" -> this file can sometimes be recreated after a game update.

    - There's a new "MODS" folder which can be pretty confusing: your mods (the .pak files) must be installed in "(...)\No Man's Sky\GAMEDATA\PCBANKS\MODS", NOT in "(...)\No Man's Sky\GAMEDATA\MODS".


    For the full changelog, please take a look at the "DOCS" tab.
  2. Exosolar
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    I'm thrilled to see so many enjoying the mod, and I'm also very pleased to see the bug reports, suggestions, etc. Thank you! I do my best to make this one a good, well rounded, powerful, and polished mod, but unfortunately "The entire construction system" is not something I can test well all on my own so I depend on all of you to talk to me about it.
  3. Babscoole
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    If you use and enjoy the mod, please take a moment to endorse.  :)

    If anyone cares to make a donation, can use the paypal links at this mod and it'll get to me.  Better Colorful Planet Rings at No Man's Sky Nexus - Mods and Community.  Or if you'd rather, there's a GoFundMe, Fundraiser for Scott Klassen by Britt Frey : Urgent: Help Babscoole (Scott) Survive Cancer
  4. WarPigs01
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    Hello. By fully compatible, does this mean that Vanilla players can see and interact with all these things?
    1. Babscoole
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      This mod does NOT add any non-vanilla objects to the game or build menu, so yes.
  5. silveraindays
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    IT is literally my favorite mods in NMS, thank you soo much and keep the great work

    btw: do you think the scaling limit can be increase even further? i kinda dream of making a little forest with HUGE trees, anywayss im just asking like that
    1. Babscoole
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      Yes, but you'll need an additional mod to do so.  gBase Scaling WPII - Base Building Increased Item Size at No Man's Sky Nexus - Mods and Community  Does not conflict with Beyond Base, as it make changes in a different game file.  :)
    2. silveraindays
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      ty for the suggestion i appreciate that, i will go try that now :)
  6. Quan13th
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    I am using AMUSS to change the default options, but it does not create a mod with the changes.  The only change i did was I edited the lua script to use different timeout defaults.  Here is the excerpt from the AMUSS Report.lua after trying to generate beyondbasebuilding with the changed options:

    ========================================================================================
    Starting to process script #1/16 [[+++++++Beyond Base Building.lua]] {
       [[WARNING]] Unknown member 'MXML_CHANGE_TABLE' in MBIN_CHANGE_TABLE[1]
        'Prompt' [TIMED OUT] [[Do you want GeoBays on Freighters?  Default = Y.  Press ENTER for default value.]]: [Y] (default)
        'Prompt' [TIMED OUT] [[Do you want to farm in any biome?  Default = Y.  Press ENTER for default value.]]: [Y] (default)
        'Prompt' [TIMED OUT] [[Do you want to place Base Storage Containers on Freighters?  Default = N.  Press ENTER for default value.]]: [N] (default)
        'Prompt' [TIMED OUT] [[Do you want to place Freighter Tech and Bio rooms on Planet Bases?  Default = Y.  Press ENTER for default value.]]: [Y] (default)
        'Prompt' [[    Choose a multiplier for Storage and Rates and EMAnywhere status:
        1 - Vanilla multiplier no EMAnywhere
        2 - Vanilla multiplier with EMAnywhere
        3 - 2x multiplier no EMAnywhere    WARNING: Bases built with these changes cannot be uploaded for multiplayer.
        4 - 2x multiplier with EMAnywhere  WARNING: Bases built with these changes cannot be uploaded for multiplayer.
        5 - 5x multiplier no EMAnywhere    WARNING: Bases built with these changes cannot be uploaded for multiplayer.
        6 - 5x multiplier with EMAnywhere  WARNING: Bases built with these changes cannot be uploaded for multiplayer.
        7 - 10x multiplier no EMAnywhere   WARNING: Bases built with these changes cannot be uploaded for multiplayer.
        8 - 10x multiplier with EMAnywhere  WARNING: Bases built with these changes cannot be uploaded for multiplayer.
        Default = 1 | Current = >> 1 <<
    ]]: [1] (default)
        ^^^^^^^^ Done running script internal code in 15.610 sec
    >>> Including lua script source in MOD
    >>> Mod by Babscoole after NeptuneX3 after Sparky after Exosolar (Unknown script author), version 5.63
    >>>>>>> Loaded script [[+++++++Beyond Base Building.lua]]
    >>> METADATA\REALITY\TABLES\BASEBUILDINGOBJECTSTABLE.MXML
        MapFileTree creation/update done by 2nd thread
         on File: [METADATA\REALITY\TABLES\BASEBUILDINGOBJECTSTABLE.MXML]
      Ended with a total of 0 action(s) made

    Ended script processing with [[0 action(s), 0 files/groups of files ADDed]]
    'Saved to disk'/'Discarded unchanged' MXML file(s) in MOD folder
        'Discarded': METADATA\REALITY\TABLES\BASEBUILDINGOBJECTSTABLE.MXML
    'Saved to disk'/'Discarded unchanged' MXML file(s) in memory

    Starting final MBINCompiler and MOD creation phase...

       DONE Compiling
       [[NOTICE]] Nothing to create. Not creating MOD for this script
    .         Make sure all your file extensions are UPPERCASE


    Ending MBIN/MOD phase...
    Ended script [[+++++++Beyond Base Building.lua]] in 16.265 sec
    ========================================================================================}
    Any suggestions?  I have been using AMUSS to create my own mods (mostly cosmetic) for a couple of years now, so you can be as technical as needed.
    1. Babscoole
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       Change the three instances of 'MXML_CHANGE_TABLE to 'EXML_CHANGE_TABLE
    2. Quan13th
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      Perfect!  There were still a few warnings about some missing elements, but those I can track down. I can now build geobays on the freighter.  I'm still trying to wrap my head around the new format.
  7. SeanB4210
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    Is there a way to separate searches for non-gas giants from actual gas giants?

    For example, will the "SystemNeedsGasGiant" & "NeverAllowGasGiantSystem" fields affect systems with normal giants?
    1. Babscoole
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      What's that got to do with this mod?
  8. Yamigata
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    Greetings and first of all thank you for all your hard work on this mod over the years.

    I see the Fleet command room has been restored on the Legacy Freighter Modules section (maybe it's been there a while and I hadn't noticed). However the game will not let me build it. It says I'm missing components but I have all the materials needed.

    Is there a way to override this? I really just want the room, don't care if it lacks the functionality.

    Thanks in advance
    1. Babscoole
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      These are the build requirements for that room, which BBB doesn't touch, in a different game file than the mod uses:
      <Property name="Requirements" value="GcTechnologyRequirement" _id="ASTEROID1">
      <Property name="ID" value="ASTEROID1" />
      <Property name="Type" value="GcInventoryType">
      <Property name="InventoryType" value="Substance" />
      </Property>
      <Property name="Amount" value="60" />
      </Property>
      <Property name="Requirements" value="GcTechnologyRequirement" _id="ASTEROID2">
      <Property name="ID" value="ASTEROID2" />
      <Property name="Type" value="GcInventoryType">
      <Property name="InventoryType" value="Substance" />
      </Property>
      <Property name="Amount" value="40" />
      </Property>
      <Property name="Requirements" value="GcTechnologyRequirement" _id="ROCKETSUB">
      <Property name="ID" value="ROCKETSUB" />
      <Property name="Type" value="GcInventoryType">
      <Property name="InventoryType" value="Substance" />
      </Property>
      <Property name="Amount" value="10" />
      </Property>

      These would be Silver, Gold, and Tritium.  Could possibly be one of the game bugs still going around too.

      This being said, I'll take a look when I can and try building one myself, just may be days before I can get back in-game.
  9. Demandred1957
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    @Babscoole
    I used the current LUA you just posted with the MXML_CHANGE_TABLE to EXML_CHANGE_TABLE change, but doesn't seem to be working when generated.
    AMUMSS makes the mod file, put when I install it (via Vortex) I can't farm in any biome, and my scaled down EM generator isn't working. (selected option 2 EManywhere with vanilla output). I disabled all other mods after vortex declared a conflict with Fade-Hide Notifications, but still no luck. Any thoughts?
    1. Babscoole
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      I think you made the change in one place, but not the other needed.  I think it was lines 285 and 585, or therabouts.
    2. Demandred1957
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      I actually used the "replace" function to search and replace the needed text. it found and changed 2 sections. I can send you the report lua via dm if that would be helpful to you?
      EDIT: I also just dbl checked the file using find for MXML_CHANGE_TABLE and found none. only EXML_CHANGE_TABLE is in there now. one place in a comment and 2 places in code.
    3. Babscoole
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      Come to the modding Discord.  Much easier to share files, drag\drop and can look and respond in real time.  https://discord.gg/22ZAU9H .  I can't speak to Vortex usage, at all.  Don't use it myself.  So simple to extract into GAMEDATA\MODS and Vortex has had issues with NMS mods in the past.
    4. Demandred1957
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      Ah, that was the issue..
      When I manually dragged the folder into the mods folder it works..
      Although Vortex was putting the folder in the same spot, it must have been doing something funny to it.
      Thanks for the reply, and I joined your discord as well in case something comes up in the future.
      Cheers!
    5. Babscoole
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      Sounds great.  Glad to hear you're all fixed up.  :)
  10. hypnoboggled
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    I love this mod but it seems a patch may have broken it. I can start the game with the mod installed but loading my save causes the game to crash. I have tested it with this as my only mod. My save loads without it installed. Sorry to add more work to you ❤️
    1. Babscoole
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      Updated for 5.63
  11. StormyG7
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    Somehow, my frigate keeps breaking with this mod. Rooms disappear, and once I got stuck in a room aboard, and couldn't get out or place anything that connected to it, so I had to build a regular portal to get out. 
    1. Babscoole
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      Has nothing to do with frigates
    2. StormyG7
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      I'm just letting you know what I observe. I remove the mod, and now I have no issues. That doesn't mean the bug is or is not directly caused by this mod. Frigates have a basebuilding component, so presumably one can effect the other. 
    3. Babscoole
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      Thanks.  That's what's confusing, frigates don't have a build component.  Build menu comes up empty on a frigate, even the one landing with the portal on it.  Only thing I can think of is if the frigate you're trying is really close to your freighter and partially being covered by the freighter base build box, but that would cause nothing but problems, just like attempting to build in one small spot in the freighter hanger, where the freighter base build box extends to.  Will cause crashes and nothing mods can do to change that, building in hangar and frigates is meant to be off limits.  NMS modding isn't about changing what you want, it's about changing the limited amount that HelloGames allows.
  12. conmac7
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    Dude, you saved my game! I couldn’t place more than three refiners in a room, and my production was terrible. Thanks to you, I can now have as many refiners as I need to run my setups. You're awesome, man—thanks! 
    1. Babscoole
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      Enjoy.  :)
  13. SapphireGem
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    Hi... my understanding of these things is so very limited I'm afraid, and about all I could cope with is making the MOD folder and putting the things into it. And sadly, it didn't work. The whole Anumms and lua stuff is really over my head in a big way... but I did get the mod to work once before by dragging and dropping the files. 

    However before the WORLDS 2 update, I removed all MODS like you're supposed to (apparently?) so my game didn't crash etc, and now I can't get any of them to work like they did before. Except the gas giant finder one, which seemed to conflict with the base building one or something. I'm not sure. 

    Anyway, long story short... is there an easy way to get the base building one to work? A way that non-programming people such as myself can understand? Because Anumms and lua and all those scary steps have me staring at my screen in complete bewilderment. I'm so sorry! I'm sure you explained it really well, but I'm just not that way minded :( I did try... but I ended up making a huge mess, so deleted the whole lot and have a clean slate now. Please... a little help?

    Thank you so much! I loved this mod.
    1. WobblyHog
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      Having the same problem, have yet to get a response. The base builder just isn't working.
    2. Babscoole
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      Extract from .zip to GAMEDATA\MODS, you'll then have the mod folder in there.  If your game has crashed, then the game will automatically disable all mods.  To fix, delete No Man's Sky\Binaries\SETTINGS\GCMODSETTINGS.MXML.  It'll be recreated next time you start the game, with mods re-enabled.  If you have another mod which makes changes to the BASEBUILDINGOBJECTSTABLE.MBIN game file that is MBIN only, like this one then there's no choice but to combine via Lua scripts and AMUMSS.  It's the only means of getting conflicting MBIN mods to work together.

      Install of this mod is no different than any other NMS mod and this new system is new to all of us, only being fully implemented for NMS 5.58 onwards.
    3. SapphireGem
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      Hi again. Sorry it took a while to respond. Work etc. So I did the things you suggested, and still not working unfortunately. I don't have any other mods installed. I even deleted the No Man's Sky\Binaries\SETTINGS\GCMODSETTINGS.MXML file. Still nothing.

      I can appreciate that this is difficult for many people, especially with major updates.
    4. Babscoole
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      Let's go back to beginning.  How do you know it's not working\loading?

      BTW, may want to go to https://discord.gg/22ZAU9H for assistance.  POSTS is about the worst way to troubleshoot as it's difficult to share pictures, needing to upload to a 3rd party site and can take days for a simple back and forth.  What can take a week here can usually be resolved in a few minutes, real-time, on the modding Discord.
    5. SapphireGem
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      Heya.
      Discord is a good idea. I'll check it out soon as I can. I can tell it's not working because I can't resize anything that technically "shouldn't" be able to be resized (like the storage containers, or refiners etc. Plus, I can't build anything underwater that shouldn't be underwater or vice versa. And.. before, when the mod was working, I was able to use regular base building parts on my freighter. I can show pictures in Discord as proof of what I mean by that as I still have them in my game. Now I can't as they're no longer available in the build menu.

      Anyway, I'll hop onto the Discord server as soon as I'm able. Either tonight or tomorrow. Thanks again :)

      EDIT: Just out of curiosity, because I had a look on the Discord server and immediately was overwhelmed with the number of different channels... which one do I go to to post my issue?
    6. Babscoole
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      mod-help usually a good catch all
    7. SapphireGem
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      Thanks! :)