Diverse Environments

  • description Description

    IMPORTANT NOTE:

    starting with v1.36 of the mod, this mod wont be available via RayRod's overhaul modpack. i tried asking the mod maker of that mod to make their mod modular so that this mod can be made compatible with the overhaul in a modular way and they didnt want to do that and instead asked to include this whole mod in their modpack. hence this mod will no longer be available via Rayrod's overhaul . so get the latest version here. also report if anyone  finds any clones or copies of the mod being made, as i didnt give permission for that and i have put into 100+ hours into perfecting this mod.

    To use the mod with Rayrod's Overhaul or any other mod , just rename the version of the spawner pak you choose with a "zzzzz" at the beginning of the mod . that way this mod will work with other mods that alters the same files.

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    Works with the latest stable version of the game.

    ---ABOUT---

    This mod is made to reduce the "samey" feeling that we get once we visit about 40 or 50 vanilla planets. The mod makes it possible to have anywhere from 12^15 (in the TYPE 1 versions ) to 200^15 (in the TYPE 2 versions ) and 274^15 (in the TYPE 3 versions) varying types of environments/biomes , resulting in highly diverse environments/biomes on the planets. It achieves this by spawning about 9 to 15 additional props per planet in addition to the vanilla props.

    Fun fact: While the vanilla game has 18 quintillion planets (10^18) and comparatively less number of vanilla biomes (about 100 or so) , using the type 2 version of Diverse Environments Mod, you get about 3 Decillion (10^33 or 200^15) unique biomes or environments. Hence it would not be possible to explore all the environments or biomes made possible by the mod in the 18 quintillion planets in No Mans Sky. 

     

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    ---CHANGELOG---

    v 1.0 - intial release of the mod for pathfinder update.

    v1.34 - release for atlas rises update.

    v1.35 - complete overhaul of the mod, now introducing new type of spawning, which gives much more diversity.

    v1.36 - 1)Now adds NPC's that spawn in the open rarely, that are completely interactable and will give the usual missions etc...
                 2) adds a custom made plant to prop list. more props will be added in future updates.
                 3) followed a new modular system of mod implementation.

    v1.38 - Adds 19 new custom trees ,all custom made from the vanilla game trees.all custom trees are made from the vanilla game tree assets with more leaves, different branch and leaf configurations, different leaves with procedural texturing and some more changes.since they were made using the vanilla game assets itself, they resemble the vanilla trees closely and fit the game's theme.Collisions are not present yet for those custom trees ,since the model importing tool has not got the custom collisions working for nms 1.3 version yet. 

    v1.38a - introducing a new type 3 version, which restores a major part of the mod from pathfinder version of the game to atlas rises version, extending the number of possible biomes to 274^15.

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    ---FEATURES---

    1)Gives a maximum of 200^15 types of unique environemnts or biomes , giving more reason to explore more planets and find the 200^15 Diverse Biomes possible using the mod.

    2)Adds several new custom made props , some hand made by me and some made using the vanilla game assets itself.

    3)Possible to find unique forest patches on the planets which are dense and resemble some of the forests found on earth, diverse types of stuff like crystal forests, completely alien landscapes,swamps etc and more awesome environments are possible with the mod.

    4)Spawns NPC's randomly on the open field rarely , which gives missions ,rewards etc. they vary in size too.

    5) varying random prop sizes to give the effect of trees and plants growing, adding to the realism, since all plants dont have the same size all over the planet.

    6)offers 44 different spawning configurations to choose from.

    7)Adds several unused in game assets into the game: unused crystals, unused trees, unused alien trees, unused swamp biome props and more unused files are spawned by the mod. 

    8) This mod does not replace the vanilla biomes, so , a lush planet in vanilla game will remain a lush planet with the mod.

    9) The most diverse (in terms of visuals,diversity,quality and quantity) biomes ever possible in no mans sky, is possible with this mod. think of a biome that you might want to see in the game, then chances are ,you will find it with the mod in one of the 274^15 unique ,procedural biomes .

    10) No two planets will be the same with this mod, (except of course the dead planets which the mod does not alter),giving the reason to explore and the surprise of finding the new biome on each and every planet.

    11) unlocks the full biome capability possible with the mod, producing immense variety on each and every planet.

     

     

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    ---PLANNED FEATURES---

    1) integrate the tornado mod with the mod

    2) add more custom made props to spawn list

    3) add random buildings to spawn along side with the vanilla buildings.

    and more stuff...


     

     ---WORKING OF THE MOD---

    you may ask , how does the mod add 10^33 biomes? let me explain with a analogy.

     consider 15 separate containers or buckets ( these are the slots where the props are placed on planets, the vanilla game has about 9 slots only. i extended it to 15 to make it easier for explanation. in the mod, i have added or increased the number of possible slots to 15 from 9). now assume you have 200 different playing balls (these are the different , unique props in the game) . now you can place one ball in each bucket at a time . here is where you get that many biomes. in the vanilla game, the 200 balls are split into 15 parts , say 15 sets of 13 balls each. each set corresponds to a specific biome ( which means a specific biome type ,say a vanilla lush biome, can have only so many number of prop combinations.) now , one bucket is alloted only one set of balls. the set alloted for one bucket cannot be used for another bucket and the ball selected for each bucket can only be selected from their respective alloted sets . so you have some where around 13^15 combinations (or biomes) (not counting the procedural generation of props itself) . now ,in this mod, the balls are not split into alloted sets, this means each of the 200 balls can go in any bucket. no restrictions. so this gives the possibility of filling the 15 buckets in 200^15 ways, which is roughly close to 10^33 or quintillion quintillion , resulting in the said number of 10^33 biomes in the mod description ( which does not take into account the procedural generation of props themselves ). so ,i hope this helps to explain how it allows for so many biomes are possible in the mod.

    in this mod, wherever the word "biome" is used, the word "biome" is defined using the following definition taken from the way a biome is done/desigend by hello games:

    in the vanilla game (as per the current way its done by hello games) , you can define a biome as a unique combination of props. so a combination of ten different lush trees (not counting their procedural generation) will count as say, one lush biome. so if it has another ten different lush trees, then it counts as another lush biome , where lush can be considered as a pleasant planet covered in grass . the mod extends the possible combinations to 200^15 or 10^33 unique combinations or biomes , resulting in said number of biomes.

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    ---USAGE---
     

    This mod follows a new modular system of mod implementation which is similar to systems followed in many other games for mods that alter the same files.

    To use the mod, two pak files are need , which are included in the zip file of the mod. they are listed below

    1) Copy the _DIVERSE_ENVIRONMENT_MOD_RESOURCES.PAK from the RESOURCE PACK Folder in the MODS folder. this PAk file is necessary for the mod to work.

    2) Then select any ONE pak file from the folder called SPAWNERS . it has four subfolders within it, that has different spawn categories which is used to spawn the props in the game . this is the second file that is needed. it is explained in detail below how to select one pak file from them.

    Best used in creative mode.
     
    Not compatible with any mod that alters level one objects.To make the mod work with any other mods that alter level one objects, simply add a zzzzz before the name of the spawner pak file you choose to use.For example if u choose to use the spawner called _MOD_DIVERSE_ENVIRONMENT_EXTREME_MAX_SCALE_7.pak , then renaming it to ZZZZZ_MOD_DIVERSE_ENVIRONMENT_EXTREME_MAX_SCALE_7.pak will make the mod work with any 
    other mod that alters level one objects folder.

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    ---CONTENTS---

    The mod includes two folders - RESOURCE PACK and SPAWNERS.
     

    The PAK file in the RESOURCE PACK folder is necessary for the mod to work.

    Only one pak file must be selected from the SPAWNERS folder .

    The SPAWNERS folder includes four sub folders namely, TYPE1 , TYPE2, TYPE3 and EXTRAS OF TYPE1.

    TYPE 1 - This folder has mods that gives a prop combination possibility of approximately 12^10 to 12^15 .

    TYPE 2 - This folder has mods that gives a prop combination possibility of approximately 200^15.very diverse biome combinations are possible with the mods in this folder. (recommended to use this type for more plausible variation. )

    TYPE 3 - This folder has mods that gives a prop combination possibility of approximately 274^15.the most diverse biome combinations are possible with the mods in this folder. (recommended to use this to get more alien landscapes)

    EXTRAS OF TYPE1 - This folder includes some additional variations of the type 1 mods.

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    ---SELECTING A MOD FROM THE SPAWNERS FOLDER BASED ON THE NAME OF THE PAK FILE---

    select one pak file either one of the Subfolders of the SPAWNERS folder. the meanings of their names are explained below.

    DENSITIES:

    NORMAL - indicates normal density of spawn rate.

    HIGH - indicates high denstiy of spawn rate.

    EXTREME - very high density of spawn rates.

    SCALING OF PROPS:

    The maximum scale value of the props is given by the number following MAX_SCALE_x in the mod name (where x= 1 to 7 )

    the purpose of scaling is to give the effect of plants and trees growing, since not all plants have the same size in all planets.it adds to the variation and realism of the environment that is generated on the planets.

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    ---FPS ISSUES---

    No fps issues when testing any version of the above mods . however a few fps may drop if you use very high or extreme versions.

     

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    ---COLLISION ISSUES---

    Collisions for the stuff that is added by the mods are disabled for most stuff when on flight or in a exocraft, but most of the stuff spawned by the mod has collisions when on foot. also some props that are spawned inherently did not have collisions in the first place when hello games made them, hence collisions for such stuff dont exist - this is the case of most of the unused props that the mod spawns. maybe they can be added in a later mod update.

    In the type 3 version , collisions have been turned off when both on foot or vehicle due to a small bug, the collisions will be added to type 3 version in the next update.

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    ---MOD USAGE AND CREDITS---

    YOU CANNOT DISTRIBUTE THE MOD AS IS NOR MAKE ANY TINY ADJUSTMENTS AND UPLOAD IT AS YOUR MOD. YOU CANNOT INCLUDE THE ENTIRE MOD IN MODPACKS. TO INCLUDE THE MOD IN A MOD PACK , READ THE BELOW PARAGRAPH.

    This mod uses a new modular system for working. This way the custom resources files are separate from the vanilla game files. So the vanilla files modified by the mod CAN be included in the MODPACKS but the custom resources made by me CANNOT be included in modpacks. (  The METADATA folder can be included in modpacks. the CUSTOMMODELS folder cannot be included in modpacks and must be downloaded from here. )

    So for integrating it with mod packs, only the pak files in the SPAWNERS folder of the mod can be included. The _DIVERSE_ENVIRONMENT_MOD_RESOURCES.PAK from the RESOURCE PACK Folder CANNOT be included in the Modpacks as it includes custom stuff made by me and needs to be downloaded from either of these websites:

    https://nomansskymods.com/mods/diverse-environments-2/

    http://www.nexusmods.com/nomanssky/mods/493/?

    so , while adding the mod to mod packs, notify the users to get the resource pack from the above sites, without which the mod wont work ; and credit the modder name as "thegamer3009" or "moddingaccount"

     

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    CREDITS:

    thanks to @monkeyman192 for providing the proc gen file which made this mod possible and thanks to @ziulits, @Ket and @gaticushax and other modders for testing the mod.

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    ---BUGS AND BUG REPORTS---

    please report any bugs in the comment section of mod download page.

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    ---KNOWN BUGS---

    some props inherently dont have collisions.

    rare instances where the props overlap on the buildings and structures (mostly in the extreme versions of the mod with scaling above 5).

    some of the props like the large red crystal maybe not mineable and wont give any resources to the player.it will be fixed in a later version.

    rare cases where a lot of props might overlap with each other making landing on planets difficult ( mostly in the extreme versions of the mod with scaling above 5)

     

    Recorded a small video for the mod. available here:https://www.youtube.com/watch?v=VgY5DDP6VlY ...there maybe some lag and stuttering due to the recording that was going on during the gameplay.


     

     

    Hope you enjoy the mod.Happy exploring

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  • speaker_notes Installation

    ---USAGE---
     

    This mod follows a new modular system of mod implementation which is similar to systems followed in many other games for mods that alter the same files.

    To use the mod, two pak files are need , which are included in the zip file of the mod. they are listed below

    1) Copy the _DIVERSE_ENVIRONMENT_MOD_RESOURCES.PAK from the RESOURCE PACK Folder in the MODS folder. this PAk file is necessary for the mod to work.

    2) Then select any ONE pak file from the folder called SPAWNERS . it has four subfolders within it, that has different spawn categories which is used to spawn the props in the game . this is the second file that is needed. it is explained in detail below how to select one pak file from them.

    Best used in creative mode.
     
    Not compatible with any mod that alters level one objects.To make the mod work with any other mods that alter level one objects, simply add a zzzzz before the name of the spawner pak file you choose to use.For example if u choose to use the spawner called _MOD_DIVERSE_ENVIRONMENT_EXTREME_MAX_SCALE_7.pak , then renaming it to ZZZZZ_MOD_DIVERSE_ENVIRONMENT_EXTREME_MAX_SCALE_7.pak will make the mod work with any 
    other mod that alters level one objects folder.

    ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
    ---CONTENTS---

    The mod includes two folders - RESOURCE PACK and SPAWNERS.
     

    The PAK file in the RESOURCE PACK folder is necessary for the mod to work.

    Only one pak file must be selected from the SPAWNERS folder .

    The SPAWNERS folder includes four sub folders namely, TYPE1 , TYPE2, TYPE3 and EXTRAS OF TYPE1.

    TYPE 1 - This folder has mods that gives a prop combination possibility of approximately 12^10 to 12^15 .

    TYPE 2 - This folder has mods that gives a prop combination possibility of approximately 200^15.very diverse biome combinations are possible with the mods in this folder. (recommended to use this type for more plausible variation. )

    TYPE 3 - This folder has mods that gives a prop combination possibility of approximately 274^15.the most diverse biome combinations are possible with the mods in this folder. (recommended to use this to get more alien landscapes)

    EXTRAS OF TYPE1 - This folder includes some additional variations of the type 1 mods.

    -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

    ---SELECTING A MOD FROM THE SPAWNERS FOLDER BASED ON THE NAME OF THE PAK FILE---

    select one pak file either one of the Subfolders of the SPAWNERS folder. the meanings of their names are explained below.

    DENSITIES:

    NORMAL - indicates normal density of spawn rate.

    HIGH - indicates high denstiy of spawn rate.

    EXTREME - very high density of spawn rates.

    SCALING OF PROPS:

    The maximum scale value of the props is given by the number following MAX_SCALE_x in the mod name (where x= 1 to 7 )

    the purpose of scaling is to give the effect of plants and trees growing, since not all plants have the same size in all planets.it adds to the variation and realism of the environment that is generated on the planets.

     


    NOTE: you need to extract the rar/zip file using 7zip or winrar to get the folders.

  • event_note Changelog

    ---CHANGELOG---

    v 1.0 - intial release of the mod for pathfinder update.

    v1.34 - release for atlas rises update.

    v1.35 - complete overhaul of the mod, now introducing new type of spawning, which gives much more diversity.

    v1.36 - 1)Now adds NPC's that spawn in the open rarely, that are completely interactable and will give the usual missions etc...
                 2) adds a custom made plant to prop list. more props will be added in future updates.
                 3) followed a new modular system of mod implementation.

    v1.38 - Adds 19 new custom trees ,all custom made from the vanilla game trees.all custom trees are made from the vanilla game tree assets with more leaves, different branch and leaf configurations, different leaves with procedural texturing and some more changes.since they were made using the vanilla game assets itself, they resemble the vanilla trees closely and fit the game's theme.Collisions are not present yet for those custom trees ,since the model importing tool has not got the custom collisions working for nms 1.3 version yet.

    v1.38a - introducing a new type 3 version, which restores a major part of the mod from pathfinder version of the game to atlas rises version, extending the number of possible biomes to 274^15.

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