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:
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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.
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.
Ive been looking through the lua code for a line that would allow me to extend the build distance in my freighter base. I'm building a race track on my ship thanks to you. I've tried changing ParagonDistance but it looks like that only affects the devices range. Do you know what value I could change to extend the build area?
Is there any way to fix issue with freighter parts on land? For some reason i only have building tabs for core and industrial modules, and there are no freighter modules from other groups in any tab of building menu.
Mod should be in GAMEDATA\MODS. Mod folder should be called _Beyond Base Building. If it is called Beyond Base Building with a string of numbers after it, then you did not extract the archive contents to MODS, you created a new folder named after the downloaded zip. If this is the case, go into that folder and cut\paste the _Beyond Base Building folder into MODS. See the troubleshooting section of the document at http://tinyurl.com/nmsmodding550
You do have the blueprints for the freighter parts, right? This mod does not make all the parts known automatically.
Thank you for help, will try suggested methods later. I have tested both on my old Classic save with all bp researched and on Creative save, same Problem on both. I used Vortex for the Installation, so it might be the cause of my problem. When I'm on my freighter, all researched building parts are available, the issue is only on planetary bases.
I have actually checked my mod folders, mod folder is called _Beyond Base Building, as it should be, everything is perfectly fine. But, again, there are only two groups in building menu with freighter parts when I'm on my planetary base, on the older save with legacy freighter parts they are put in the extra group which overlays the first group from the left.
Also makes new autophage settlements appear as regular building with missing parts and no settlers nor settlement hub, deleting the mod makes the settlements appear as normal
Edit. Not anymore, the autophage settlements appear as they should
Are we still waiting for this? I just updated to the current version of the mod and still not seeing the base parts (in case you're going to ask, yes I made sure to purchase the parts).
Another mod using that file, you'll need to look through the folders in MODS or read the DESCRIPTION tabs on the mod pages. Safe bet, if you remove all mods other than Beyond Base Building, the issue would be gone, proving it's caused by another mod.
If you need to troubleshoot in depth, this is a poor platform to do so. Better off going to the main NMS Discord in the modding channel or the NMS Modding Discord. There can post screenshots and troubleshoot in real time.
Just had a thought. Previous version of Beyond Base Building was .MBIN. If you didn't remove, before updating to the 5.70 version, then that old MBIN might still exist. Wouldn't replace as the new version is .EXML. Go into the Beyond Base folder in MODS, navigate through the folders until you see the files. If there are two files, BASEBUILDINGOBJECTSTABLE .MBIN and .EXML, delete the .MBIN one, it is outdated.
Thank you, I will try this. I'll double-check but I'm pretty sure Beyond Base Building is the only mod I use. Edit: Yes, this was precisely the issue. I deleted the remaining MBIN and it is resolved. You nailed it, thank you!
For the most part, this is already enabled, except some parts with known issues. You can manually configure METAL_PARTS_OUTSIDE_BASE to true by manually editing in the Lua. Line 35. If you wished, you could add {"BuildableOnPlanet", "true"}, at line 398 to cover a bit more.
I just now tested this mod with no luck, unable to build base parts outside of a base. I re-downloaded a fresh copy and removed all other mods. I do see the legacy and freighter parts in the menu so I know the mod is loading.
I notice some things are not included, for example the solar panels and batteries. Is that a known thing? Maybe that's why you've included the EM options.
Yes, those are objects which have known issues with being placed outside of a base. If you wanted to...... Edit the Lua, between lines 460-534ish, change any BuildableOnPlanet from false to true.
I added {"BuildableOnPlanet", "true"}, at line 398.
I edited the Lua and changed all BuildableOnPlanet from false to true.
Now the issue is, when building outside of a base, all of the items in the Power and Industry and in Industrial Component categories register as Biomass Generators when you try to use them. Also, the solar panels fold up as if it's nighttime, even during the day, they also show as Biomass Generator when clicked on to inspect. Everything else seems to be working normally. Everything also works normally inside a base boundary.
I told you, those object have known issues, which is why I had them set as false. Nothing I can do about any of that, hello games would need to make changes.
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.
Just coming back to this since I also ran into it, I meet all of the resource requirements but it shows that 0 are available to build when I try to place it. Thank you Babscoole for all your hard work on this! It's awesome being able to build so much more, and the old freighter modules are so nice. :)
Alright, I gave it my best shot over the last couple of hours, but I just cannot find a fix. I'm stumped! https://ibb.co/XZBpntVQ So the issue seems to be that all of the component requirements are met, and that it is in a location where it should be able to be built, but 0 are "available to build" even though the default should be 10.
I tested a lot of different things so I'm sure I won't remember it all, but here's some of what I tried:
Uninstalled all other mods
Reinstalled the mod, ensured it was the only one installed
Triple-quadruple checked the mod was properly installed
Pored over the lua and checked tweaks on AMUMSS multiple times, though I didn't think either of them would be amiss since it seems to work for everyone else. The lua options show that 10 are available, as default. For some reason it just shows as 0 in game.
Ensured all other base components worked
Ensured the recipe is known with a save editor
Tried moving the components around the exosuit inventory, freighter inventory, storage units. Recipe always shows that component needs are met but that 0 are able to be built.
Double checked that 0 are able to be built on freighter or on planets (with the option to do so enabled)
I'm assuming that your reply to the original post was correct in that it's a bug with the game, and not an issue with the mod. It's just strange that it seems to be just this room specifically. I've been playing this save since the legacy fleet command room was the default, so it definitely used to be buildable. The only things I haven't tried yet, that I can think of at least, are testing it on a fresh save and reinstalling the game entirely.
Thank you for your help. I'm not sure how to even reproduce the issue, so no worries if this is just a dead end, I can live without the room. If I end up finding a way to reproduce it or fix the issue, I'll let you know. Thanks again :)
Thanks. I'll also see what happens if I try placing at a planet base. Can also try on some other saves. My testing was done with the downloaded loose file version (which was made from the Lua, only default choices). If you join the Modding Discord, I'd like to see your mod MBIN file, to do a compare.
Edit, just tried on another save and no issue. Could be a known blueprint thing, maybe. The mod itself can't help with that, as it would be in a different file than the mod makes changes to. Could use a save editor to ensure that it's a Known Product. Give that a shot and see what happens.
If that doesn't help, play with the difficulty options, like crafting as free, and see if that gets it
I attempted to use a save editor to remove/relearn the known blueprint, no luck sadly. Just joined the modding discord! Next time I'm at my PC I'll send that file your way and give it a quick test on a fresh save. Thanks again for all your help Babscoole!
np. Hopefully we'll figure it out soon and quickly. Else, may have to sit for a week. Get my kids for a week on Friday and can't really do too much with modding then.
Just in case, here's the join link: https://discord.gg/22ZAU9H
1512 comments
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:
- "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.
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
Mod should be in GAMEDATA\MODS. Mod folder should be called _Beyond Base Building. If it is called Beyond Base Building with a string of numbers after it, then you did not extract the archive contents to MODS, you created a new folder named after the downloaded zip. If this is the case, go into that folder and cut\paste the _Beyond Base Building folder into MODS. See the troubleshooting section of the document at http://tinyurl.com/nmsmodding550
You do have the blueprints for the freighter parts, right? This mod does not make all the parts known automatically.
Edit. Not anymore, the autophage settlements appear as they should
If you need to troubleshoot in depth, this is a poor platform to do so. Better off going to the main NMS Discord in the modding channel or the NMS Modding Discord. There can post screenshots and troubleshoot in real time.
Question for you: What option do I select (or what item do I edit in the LUA file) to add the ability to built base parts outside of a base?
TIA
{"BuildableOnPlanet", "true"}, at line 398 to cover a bit more.
Thank you for your help.
I notice some things are not included, for example the solar panels and batteries. Is that a known thing? Maybe that's why you've included the EM options.
Cheers.
Edit the Lua, between lines 460-534ish, change any BuildableOnPlanet from false to true.
I added {"BuildableOnPlanet", "true"}, at line 398.
I edited the Lua and changed all BuildableOnPlanet from false to true.
Now the issue is, when building outside of a base, all of the items in the Power and Industry and in Industrial Component categories register as Biomass Generators when you try to use them. Also, the solar panels fold up as if it's nighttime, even during the day, they also show as Biomass Generator when clicked on to inspect. Everything else seems to be working normally. Everything also works normally inside a base boundary.
Sorry if I'm being a a pain!
Thank you, again.
Cheers
Autophage settlement not spawning correctly with latest update
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
<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.
https://ibb.co/XZBpntVQ
So the issue seems to be that all of the component requirements are met, and that it is in a location where it should be able to be built, but 0 are "available to build" even though the default should be 10.
I tested a lot of different things so I'm sure I won't remember it all, but here's some of what I tried:
I'm assuming that your reply to the original post was correct in that it's a bug with the game, and not an issue with the mod. It's just strange that it seems to be just this room specifically. I've been playing this save since the legacy fleet command room was the default, so it definitely used to be buildable.
The only things I haven't tried yet, that I can think of at least, are testing it on a fresh save and reinstalling the game entirely.
Thank you for your help. I'm not sure how to even reproduce the issue, so no worries if this is just a dead end, I can live without the room. If I end up finding a way to reproduce it or fix the issue, I'll let you know. Thanks again :)
Edit, just tried on another save and no issue. Could be a known blueprint thing, maybe. The mod itself can't help with that, as it would be in a different file than the mod makes changes to. Could use a save editor to ensure that it's a Known Product. Give that a shot and see what happens.
If that doesn't help, play with the difficulty options, like crafting as free, and see if that gets it
Just in case, here's the join link: https://discord.gg/22ZAU9H