Constructs

Mods chevron_right chevron_right Constructs
  • description Description

    CONSTRUCTS is a mod that attempts to introduce various fully custom sci-fi objects into the game, adding mysterious, artificial structures spread across different planets. This mod is also a tech demonstrator of the tools available for the import of new 3D assets into the game.

    ===[ FEATURES ]===

    • Adds a variety of objects, sometimes massive, into the game that spawn as part of the world!
      • There will be at least two variants per planet, appearing on all planets except dead planets!
    • Completely new models and textures created by yours truly!
    • Structures with procedural elements - only two types for now, demonstrating procedural texturing mixing and generation.
    • Structure with a functioning trade post and landing pads!

    ===[ ALPHA VERSION BRIEFING NOTES]===

    The CONSTRUCTS mod is at a very early stage of development and relies on tools that are still approaching maturity. As such, there are quite a lot of withstanding bugs that are frequently unsolvable despite the available tools. They are listed below:

    • Some models have broken collisions. You will either clip right through these models or the collision overall is incorrect.
    • A clipping/disappearing polygon issue occurs when getting too close to models that have large faces. This also occurs on vanilla objects, such as freighters and buildings. This is unfortunately due to the way No Man's Sky handles frustum culling and is an issue that can only be fixed by Hello Games.
    • Some models may experience graphical glitches, such as having strange box-shaped holes on small areas. This is an issue visible with Hello Games' default props!
    • Buildings do not yet support the use of imposter sprites and, as such, will pop-in. This will be most evident during flight.
    • Some structures have incorrect rendering of normals.

    If you have encountered any of these issues, be rest assured that I am aware of them and am constantly looking for a way to solve them especially as updates to the tools are brought by.

    ===[  PLANNED FEATURES ]===

    • Definitely MORE CONSTRUCTS in the future and as tools mature, more ambitious ones such as...
      • More procedurally-generated models.
      • Enterable structures with interiors such as dungeons!
    • Monolith-style interactions or something more complex!
    • Potential multi-phased quest system spanning different worlds!
    • Sandworm. Yes, that's right, sandworm. The sandworm, however, will most likely be built as an animated, dynamic prop (much like other CONSTRUCTS) that can hurt the player as opposed to being a scannable, AI-driven procedural creature type if mod tools ever allow getting there.
    • Stuff in space. Like space whales or asteroid ruins! That is, once a method to spawn-in objects in space is exposed. (so let's keep pressuring Hello Games for a formal mod SDK, explorers!)

    ===[ CREDITS ]===

    SPECIAL THANKS TO...

    gregkwaste - the man behind No Man's Model Viewer, the quintessential tool for testing custom content, and the Blender export plugin, allowing this mod to exist in the first place!

    monkeyman192 - maintainer of the MBINCompiler tool through which ALL modding rests upon! Also helped developed the Blender export plugin!

    Nadalee and thegamer3009 - for contributing ideas for models and techniques!

    ===[ DO YOU WANT TO SEE MORE CONSTRUCTS? ]===

    It takes GREAT time and effort to produce even just a single model! Help me get myself fed so I can work on more mod content and rescue me from my boring life of being a graphic design freelancer!

  • speaker_notes Installation

    Copy the .PAK file into your PCBANKS/MODS folder. If you do not have that folder, create it. Delete any text file that is labeled "DISABLEMODS.TXT" inside your PCBANKS folder. Be sure to clear your SHADERCACHE before running!

     

    ==[ INCOMPATIBLE MODS ]==

    Mods that attempt to modify BUILDINGTABLE are no longer compatible with CONSTRUCTS and as such, mods that attempt to change the density of in-game buildings will interfere, but all mods that add new models should naturally be compatible!

  • event_note Changelog

    [ ALPHA 2 ]

    This is a fairly rushed update focusing on improving compatibility with other mods!

    • Four new custom models have been added. It's a pretty small addition for now, I know!
    • CONSTRUCTS is now fully compatible with any other model-spawning mod, for as long as it does not use BUILDINGTABLE, including Megaliths!
      • CONSTRUCTS now uses a completely different spawning system, via BUILDINGTABLE, inserting themselves among the list of in-game vanilla structures such as outposts, depots, shelters, transmission towers, and the like!
      • At least two kinds of CONSTRUCTS will now appear per planet!
      • CONSTRUCTS in general have been made rarer, following the game's default building density.
      • CONSTRUCTS will no longer spawn clumped up or overlapping!
    • Fixed collisions for some older models and added more graphical effects!
    • CONSTRUCTS can no longer be destroyed by grenades!
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