Hello Games released Atlas Rises, update 1.3 on August 11th, on the one year anniversary of No Man’s Sky’s release. As you probably are aware, a lot of new features and gameplay improvements have been added to the game, and this has rendered most mods incompatible with the new update. monkeyman192 has written a helpful explanation on Reddit about the way this transition period will be handled, and a list of compatible mods has been started. A new Atlas Rises category for mod pages has been added, which should also help indicate which mods are working. In the mean time, enjoy vanilla No Man’s Sky!
The Pathfinder update is here, and with it comes a lot of mod breakage. The community has been hard at work at updating these mods for Pathfinder, and progress has been fantastic. There has been some misunderstanding on how No Man’s Sky Mods handles incompatible mods, so I wanted to clear this up. We currently unpublish broken mods so users can expect that most of what they download from the site will work with the version of the game most people are using. When a mod is moved back to a draft status, two things happen. It is removed from the index, and only the mod author and administrators of this site can update it again. When a mod is updated again, it is re-added to the mod index. If you find your mod has been unpublished, it is because someone tested it against the current version of the game, and it is no longer working.
The site managers have been discussing the best way to handle this, so it less confusing for modders and users. For now, I am adding two new categories – “Pathfinder” and “Foundation”. If you would like your mods to stay published when a new game update drops, it is recommended to add your mod to the version category it is compatible with. This will let users know if it is likely to work with their installed version of the game. I recommend not tagging versions of your mod or the game in the mod’s title, as doing that will reset the Disqus comments for the page.
Tub0Crisco has created an awesome tool for modding nms, check it out!
A little helper for creating mods for No Man’s Sky. This tool was created to ease up the process of putting a mod together. It’s primary aim is to cut down on some of the steps that are currently being done by hand but can be accomplished programmatically.
- Simple Interface
- Links to useful pages and other modding tools
- Setup the tool with directories you already use
- Unpack game files in a directory you choose
- Easily copy files into your project with their folder structure
- Decompile MBINs and Compile exmls with just a click
- Pack your mod with option to give it a name
- Smart mod packing. It will only pack the files needed for the mod.
- Settings for the mods you create for auto naming
- Version management for the mods you create
- Copy the mods you create to your PCBANKSMODS folder with a click
With the new update many mods no longer work, if you notice that your own mod isn’t working with the new update please kindly click ‘unpublish’ from your manage mods area under your profile, or from the mod page itself.
Mod users can also help assist with this, by using the report box on a mod page if the mod no longer works so then an admin can unpublish this.
Mods that are unpublished can always be updated to work with the patch and then published to make it public again.
User sorryaboutyoucats is doing interactive Streams of No Man’s Sky with various MODs on a daily basis by interactive – I mean that you can actually control the ship, the guy & pretty much anything in the game.
Check it out below
Thanks for being patient so far, we have been collecting Thanium9 and will initiate our pulse drive soon!
EDIT: Sites running far better now, we are still getting into the nitty gritty and making sure everything is running as smooth as a Gek’s ass.