(5.52 "Worlds Part II" Compatible) Scanning overhaul to Freighter, Ship, and Signal Scanner capabilities. Find nearest building by type or planet by biome. Optional costs and tech requirements.
Requirements
This mod does not have any known dependencies other than the base game.
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Author notes
Creation and distribution of translations are welcomed and encouraged, provided you used the methodology described in the section titled "Translation Support" from the Nexus mod page.
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Updated for *Worlds Part II* compatibility (Hybrid EXML/MBIN).
Planetary scans for gas giants, water worlds, and deep ocean planets added. Requires access to Purple systems.
Tweaked Floating Island scan to be more reliable.
Version 5.20-2.6.3
Rebuilt for 5.20 ~ The Cursed
Updated language file functions (addChangeTable, createLanguageFile) to ensure compatibility with latest AMUMSS and prevent "unclosed string or CONTAINER" errors.
Added the text description of "Abundant Fauna" to the "Floating Islands" planetary query. This was an existing filter already present in the query, just not documented in the dialogue. Thanks to discord user beihaixingchen for the report.
Version 5.11-2.6.2
Rebuilt for 5.11 ~ Aquarius
Glitched biome has been added to Deep Space Scanning planetary biome list. Thanks to HerpTehDerp for the suggestion.
Version 5.10-2.6.1
Rebuilt for 5.10 ~ Aquarius
Version 5.03-2.6.1
Rebuilt for 5.03 ~ Worlds Part I
New Feature: GPS has hijacked the ship's Economy Scanner's dialogue to allow for menu access without using the mission selected methodology. Select the Economy Scanner in the quick menu, or assign a hot key for even quicker access. Market Surges are available under Deep Space Scanning > Generic Query. Thanks to ArcaneSmith for the idea.
Version 5.01.1-2.6.0
Rebuilt for 5.01 ~ Worlds Part I
Added scan: Deep Space Scanning > Planet Query > Outlier Pattern Query > Floating Island (Lush variant that uses the floating island assets.)
Refactored the ship bios backend to support alternate activation methods. However, no alternate activation methods are currently implemented; expect in future updates.
Version 4.71-2.5.0
Added scan: Deep Space Scanning > Generic Query > Unmapped Planet (A planet outside the current system not present in the player's catalogue)
Added scan: Deep Space Scanning > Generic Query > Unmapped Prime Planet (A prime variant planet outside the current system not present in the player's catalogue). Thanks tholwin for the suggestion.
Added scan: Deep Space Scanning > Planet Query > Resource Pattern Query > Robot Fauna (Undiscovered planet outside the current system with robotic creatures present)
Menu Tweak: The Focused POI scan menu on the Signal Scanner now has 4 items + next instead of 3 items + next, utilizing all dialog option slots supported by the UI of that device.
Version 4.71-.2.4.3
Rebuilt for 4.71 ~ Adrift
Version 4.65-2.4.3
Rebuilt for 4.65 ~ Orbital
Version 4.63-2.4.3
Rebuilt for 4.63 ~ Orbital
Version 4.50-2.4.3
Rebuilt for 4.50 ~ Omega
Fixed an issue where the Signal Scanner interface would display the "Not Found" OSD indefinitely.
Version 4.48-2.4.2
Rebuilt for 4.48
Version 4.45-2.4.2
Rebuilt for 4.45 ~ Echoes
Version 4.43-2.4.2
Rebuilt for 4.43 ~ Echoes
Version 4.41-2.4.2
Rebuilt for 4.41 ~ Echoes
Version 4.36-2.4.2
Rebuilt for 4.36 ~ Singularity
Version 4.30-2.4.2
Rebuilt for 4.30 ~ Singularity
Modified the corrupt sentinel planet queries to use the newly supported corrupt planet filter.
Version 4.26-2.4.1
Rebuilt for 4.26
Version 4.22-2.4.1
Rebuilt for 4.22 ~ Interceptor
"Corrupted Sentinels" planetary queries has been reworked. It now uses interceptor crash sites for feature detection, which is more reliable. However, it now approximates their location so further investigation will be required to pin-point a site of interest. This is primarily to balance its accuracy compared to other planet queries when using immersive mode.
Version 4.21-2.4.0
Rebuilt for 4.21 ~ Interceptor
New Planet Query ~ "Corrupted Sentinels" identifies any planet that has corrupted sentinels and is available in the "Resource" group. Note that as of 4.21, there are more plants that have currupted sentinels than are labeled with the "Corrupted Sentinels" when scanned from space. As the query looks for the feature, not the label, sometimes the label will be missing on found planets.
New Planet Query ~ "Corrupted Core" identifies any planet that has an infested biome AND corrupted sentinels, and is available in the "Outlier" group. As an outlier query, it might not return a result immediately.
New Building Query ~ "Sentinel Salvage Site" (crashed interceptor) is available under Salvage Opportunities and in the Ship's quick search list.
New Building Query ~ "Harmonic Camp" (sentinel gun camp) is available under Salvage Opportunties.
Note: Building Queries only search the current system, use a planet query first to locate a suitable system.
Note: As these buildings do not exist in all populated systems, they will NOT be included in signal sweep or frigate flyby modes.
Version 4.13-2.3.0
Rebuilt for 4.13 ~ Fractal
Version 4.10-2.3.0
Rebuild for 4.10 ~ Fractal
Version 4.07-2.3.0
Rebuilt for 4.07 ~ Holiday Expeditions 2022
Version 4.06-2.3.0
Added work-around for portable scanner icons disappearing (vanilla bug). Scans created from this device will no longer aerial scan.
Added vanilla "find nearest building" option to second page of portable scanner.
Version 4.05-2.2.1
Rebuilt for 4.04 ~ Waypoint
Added experimental "Wealthy Lush" outlier deep space scan
Version 4.04-2.2.0
Rebuilt for 4.04 ~ Waypoint
Version 4.03-2.2.0
Rebuilt for 4.03 ~ Waypoint
Portable Signal Scanner: Adjusted a few text option labels as HG changed this device to use the option-only interface instead of the full dialogue interface.
Immersive Mode: Drop Pod costs have been changed to Nav Data as Drop Pod Coordinates have been depreciated.
Version 3.99-2.1.0
Updated for Endurance 3.99
Added two Outlier Planet scans: Lush Prime and Volcanic Prime
NOTE: Outlier scans may not find a match immediately and will enter hibernation mode to retry when certain events occur, such as warping. This retry functionality existed for all deep space scans in previous versions, but none were restrictive enough in their parameters to ever need it.
Added a local-only chat notification when a deep space scan did not find a target and has gone into hibernation until it's next search attempt. A setting to toggle notifications has been added to the ship and fleet navigator config menu. Notifications are enabled by default.
The Ship and Fleet Navigator will no longer "reboot" or end the conversation after initializing for the first time or toggling an option via the settings menu.
The Signal Scanner still needs to "reboot" for compatability with other missions that use the scanner, but I have added a "title card" aerial scan after initialization to serve as a quick indicator of SOME mod conflicts. If the aerial scan does not happen when initializing in a populated system, GPS is losing a conflict.
When scanning from a Living Ship with immersive mode enabled, a "Wormhole Brain" is now required to fulfill the technology requirement for both local and deep space scans.
For all interfaces, when immersive mode is enabled, technology requirements will now only be displayed in the menu if the requirement has not been fulfilled.
Deep space planet scan icons will now always be visible even if the mission is not currently selected.
Fixed an issue with the Frigate Recon mission that would prevent receiving the data cache if you interacted with the scanner too quickly after the flyby ended.
NEW CONFLICT FILE: GCDEBUGOPTIONS.GLOBAL.MBIN ~ This mod now uses it's own language MBINs instead of injecting its language entries into the games existing tables, but those new MBINs must be registered with the game in GCDEBUGOPTIONS. Unless you have another mod that changes that file, you should not notice this change. Using AMUMSS will resolve any conflicts. Furthermore, existing AMUMSS users will notice a reduction in processing time as the script no longer accesses an additional file for every language.
Version 3.98-2.0.1
Updated for "Endurance" 3.98
Version 3.97-2.0.1
Fixed an issue that could cause the Fleet Navigator to forget about installed Fleet Command Rooms
Fixed an issue that would prevent deep space scanning if all Fleet Command Rooms were in use
Allow the Fleet Navigator to use all their unique greetings again
Rewrote the Fleet Navigator's configuration dialog to not read like a computer terminal
Removed Settlements from frigate recon and signal sweep pools due to inconsistent behavior
Added BOUNDARY FAILURE (wierd planet ring computer) to the Ancient Sites exact POI menu
Version 3.97-2.0.0
New feature: Can now initiate all deep space scans (planet by biome, etc...) by speaking with your freighter's Navigator (Fleet NPC). Polestar compatible.
Freighter deep space scanning immersion settings are seperate from both the ship and signal scanner's settings.
Slightly re-organized the deep space scanning menu to support new scan variations that are now possible by the game. Actual new scans will come in future versions.
Signal Scanner frigate recon flyby missions have been streamlined. Average duration reduced from 200s to ~50s.
Frigate recon flyby notifications have been either changed to the less invasive overlays or moved to local-only chat messages.
Frigate recon flyby missions now use the ambient flyby spawn pool instead of the Normandy to avoid conflicts.
Ship and Signal Scanner "Quick Search" now offers 6 relevant exact POI options instead of providing random group scans that duplicated the game's built in maps.
When immersion mode is on, "Quick Search" targets will not require technology but will still have a cost.
Switched all instances of the image-based "double-slash" icon to a text-based "//" in dialogue as the image version is not effected by the mod "Instant Text Display".
Translators: The language .lua file received significant changes. Please migrate your "LANGUAGE_TABLE" into the new script.
Translators: The language changes in this version are too many to list here, so I have included them in the .yml file available in the AMUMSS source download.
Version 3.97-1.3.0
Update for "Endurance" 3.97
Version 3.90-1.3.0
Updated for "Leviathan" 3.90
Version 3.88-1.3.0
Updated for "Outlaws" 3.88
Version 3.87-1.3.0
compatibility: updated for "Outlaws" 3.87
feature: (Deep Space Scan > Resource Patterns > Black Market) identifies nearby pirate systems with undiscovered populated planets.
user-experience: The "Black Market" and "Wealthy System" scans will now end when you enter the marked system instead of requiring you to go to a specific planet in that system.
package: The flyby config download has been removed for now as HG made significant changes to that table's layout and overhauled that mechanic. The scripts need to be overhauled so as not to interfere with the new ambient frigates added in "Outlaws". The core mod's Frigate Recon activity still functions as designed.
Language Keys Added: ALCH_SCAN_PQ_RD_DESC, ALCH_SCAN_PQ_RD_MENU, ALCH_SCAN_PQ_RD_TITLE
Language Keys Removed: (none)
Language Keys Changed: ALCH_SCAN_PQ_RC_DESC, ALCH_SCAN_PQ_RC_TITLE
Version 3.82-1.2.1
Rebuilt for 3.82
Sentinel Pillar scans now use the appropriate language keys from the original game source.
No mod-added language key changes, but translators should rebuild with AMUMSS as Hello Games made changes to the LOC7 files.
Version 3.81-1.2.0
update: Rebuilt for Sentinel 3.81
core[feature]: Sentinel Pillar added to building searches (Focused Search > Public Broadcasts). Note: Language keys missing for this search, will fix in future update.
core[feature]: (Deep Space Scan > Resource Patterns > Wealthy System) identifies nearby wealthy systems with undiscovered populated planets. Experimented with conflict-level and trade-category searches as well but the engine currently seems to ignore these filters.
lang[bug]: Certain building POI's will now use custom tooltips as intended (where HG had not provided any) via a fixed bug in my XML generator code.
lang[fix]: Added missing tip for Graves
core[cleanup]: removed several ScanEvents and Rewards that were unused from early development experiments.
Language Keys Added: ALCH_SCAN_PIO_GRAVE_TIP, ALCH_SCAN_PQ_RC_DESC, ALCH_SCAN_PQ_RC_MENU, ALCH_SCAN_PQ_RC_TITLE
lang[fix]: Underwater Treasure Ruins menu item now uses correct language key. Thanks greenback12!
core[revert]: "Complex Planet Queries" are still in development and weren't supposed to be enabled yet.
archive: main component download now compatible with Vortex
Version 3.75-1.1.0
lang[build]: The main download's language file now has english strings associated with every language. Those who have the game set to a language other than english will now see my mod's text in english instead of as LANGUAGE_KEY.
core[fix]: Fixed an invalid dialog reference for ship's "Deep Space Scanning" dialog that could occur while flying certain types of ships with technology requirements enabled. Thanks quozzerx for the bug report.
core[balance]: Frigate recon data cache rewards increased and now include anomaly scanners.
lang[fix]: A few spelling errors and typos, no keys added or removed.
lang[translation]: Add link to greenback12's German translation. Thank you!
Version 3.75-1.0.0
Initial version
Galactic Positioning System (GPS)
Overhaul to Ship and Signal Scanner capabilities. Find the nearest building by type or planet by biome. Configurable costs and tech requirements. Supports all game modes and VR.
FEATURES
Utilize the Ship and Deployable Signal Scanner to scan for Points of Interest (POIs) by category, exact match, or planetary biome.
Experience locational relevance, ensuring scans match the nearest POIs when in planetary atmosphere or on the surface.
Mark all POIs from a specific category effortlessly using frigate reconnaissance flyby or ship signal sweep mode.
Conduct thorough searches in remote systems with the specialized Deep Space Scanning utility, locating systems and planets by biome, rare resource, or complex pattern.
Immerse yourself in the game with resource costs and technology requirements, allowing in-game configuration per save slot.
Quick Start
Deployable Signal Scanner: Deploy planetside using the in-game build menu. Access the placement menu to choose the desired location.
Ship Scanning: Once you've taken off in your ship for the first time, a mission will appear in your mission log. Follow the instructions provided to access the scanning interface.
Deep Space Scanning: The Fleet Manager on your freighter can assist with deep space scanning. Speak with them after completing the fleet management tutorial to unlock this feature.
OVERVIEW OF SCANNING
Locational Relevance
When scanning from a planet’s surface (via Signal Scanner) or from within its atmosphere (via Ship), the following differences can be observed when compared to charts.
Scans will not fail if a building type has already been marked; instead, the marker will be moved if the new result is closer.
Scans favor "nearby" buildings. This is usually the closest Point of Interest (POI), but it's not a guarantee. Scans from the ground or atmosphere are likely to yield more desirable results than from space.
Where applicable, buildings that have been overridden or resolved will not be marked by subsequent scans. Note that some building types, which can be "resolved," ignore this filter (such as Crashed Freighters), so this is not a guarantee.
Costs and Technology Requirements
For those who want a more immersive experience, a way to maintain balance with the convenience of finding what you need at any moment is provided. All scanning methods and targets can have costs and technology requirements associated with them. If this is not something you want, toggle them off through the mod's in-game menus for each scanning interface. It’s your game; balance it to your liking.
Costs and technology requirements can be toggled separately
Ship Scanner and Signal Scanner have separate configurations
Configuration is per save-slot, without the need to toggle different versions of the mod
SCANNING INTERFACES
Deployable Signal Scanner
Upon building and deploying the Portable Signal Scanner, the user can initialize ground-based scanning activities by interacting with the device. During certain narrative and multiplayer missions, the Signal Scanner will revert to its original behavior. Complete your assigned task to restore advanced functionality.
Quick Search ~ Mark common POIs from a concise list ~ Navigation Data
Focused Search ~ Mark the exact POI from a categorized list ~ Navigation Data ~ Atlas Pass
Frigate Reconnaissance ~ Mark all POIs from a category ~ 50 Frigate Fuel
Ship Scanning
While the Ship Scanning Interface mission is selected in the Mission Log during flight, use the ship's scanner to initiate complex signal analysis. Atmospheric flight may reveal closer sources and enables Signal Sweep mode to reveal all targets of a given frequency type. Space flight enables Deep Space Scanning allowing the user to locate planets in remote systems that match the given query parameters.
Quick Search ~ Mark common POIs from a concise list ~ Navigation Data
Focused Search ~ Mark the exact POI from a categorized list ~ Navigation Data ~ Conflict Scanner
Planetary Sweep ~ Mark all POIs from a category ~ Anomaly Detector ~ Conflict Scanner ~ Atmospheric Flight
Deep Space Scan ~ Search for systems and planets in remote space ~ Anomaly Detector ~ Economy Scanner ~ Space Flight
Deep Space Scanning
The Deep Space Scanning utility allows the user to locate planets in remote systems by biome, rare resource, or complex pattern. This feature can be accessed through the Ship Scanning Interface mission while in space or by speaking with your freighter's Fleet Navigator.
Biome and Resource planetary scans will always search outside the current system.
Complex Pattern planetary scans will limit the result set to "undiscovered" planets.
Upon initiating a search, an entry will be added to the Mission Log for tracking the query’s progress. The search can be abandoned through the Mission Log or will complete upon entering the atmosphere of the target planet.
In the event that the search pattern cannot be found in a “nearby” system, the mission will go into stasis until you warp or change systems, when it will awaken and try again.
GETTING STARTED
Installation
Download the mod and put everything in to `<No Mans Sky>/GAMEDATA/MODS`.
THANKS
Hello Games for galaxies, stars, and all the worlds and life within.
monkeyman192, WinderTP, and team for MBinCompiler so we can see behind the curtain.
Mjjstral, Wbertro, Babscoole, and team for AMUMSS, making it easier to tug on the threads.