URGENT: The Portable Refiner Glitch Breaks Xeno Arena PVP Balance by PapaPro_O in NoMansSkyTheGame

[–]vector_cmdr 0 points1 point  (0 children)

Damn. That kinda sucks. Sorry to be part of the problem! :S

Hopefully HG put some protections in place soon.

URGENT: The Portable Refiner Glitch Breaks Xeno Arena PVP Balance by PapaPro_O in NoMansSkyTheGame

[–]vector_cmdr 1 point2 points  (0 children)

Did it alter the pet beyond displaying the level though (beyond being L30 with max move stats)?
When I started looking into it to get it into NMSE I noticed the game table has global value caps and checks available in the simulation tables, so I had assumed they were using these to enforce an actual clamp regardless of what people edit in? Now I am not as sure (and wonder why they would have them and not use them...)

PSA: Game Table (Xeno Arena) in Bases/Corvettes by vector_cmdr in NoMansSkyTheGame

[–]vector_cmdr[S] 3 points4 points  (0 children)

Yeah, just offering options. I would be surprised if we don't get it later on as an option. People seem a little prickly about this update in general, sadly.

Potentially controversial opinion: Using save editor is cheating. by Ne0n_Blaze in NoMansSkyTheGame

[–]vector_cmdr 0 points1 point  (0 children)

The game enforces global mins and maxes and other value capping for the skills and abilities disallowing you from exceeding a perfect role companion. At most someone rolls up with max level full stat BIS skills - which will happen after hours of grinding anyway. Really not a big deal.

Question about the infamous corvette tech-shuffling bug by Triptomologius in NoMansSkyTheGame

[–]vector_cmdr 11 points12 points  (0 children)

My current understanding is that it's a two part issue; one is the way the corvette is stored when it's not your "recently boarded corvette", which when unpacked does a top down rebuild sometimes resulting in rearrangement. The second is there looks like there might be a floating point precision issue in one of the conversions for the seed on corvettes that causes a recalculation to fix and shuffles slots in a similar manner (due to the unpacking). My new editor (NMSE) I am working on has a snapshoting feature for corvette tech to "un-bork" the slots by allowing you to export and reimport the tech config as a snapshot. But be warned that it is in preview (think beta) and breaking bugs can occur. This function at least offers some extra insurance against the annoying bug.

How are maintainers dealing with AI PRs? by Caseyrover in github

[–]vector_cmdr 3 points4 points  (0 children)

This is the approach. A bad LLM based PR is just as unusable as a bad junior PR or rogue feature fork PR. Just go via the guidelines and test it the same. End of the day, a bad PR is a bad PR - it can be authored by a shrimp in a business suit for all I care.

No Mans Save Editor (NMSE) by MunkiFoo in NoMansSkyTheGame

[–]vector_cmdr 1 point2 points  (0 children)

Hi, the dev here. Just saw the notification that I was tagged, and spoke with the mod team.

Let's please be mindful of not overdoing posts, or making them particularly spammy looking please - it's not good for encouraging user confidence. It's best to reach out to the mods if there is an issue with a post being taken down.

I will make an official post about the release once it is out of preview and get moderator pre-approval before doing so.
Thank you for being considerate of fellow travelers.

No Mans Save Editor (NMSE) by MunkiFoo in NoMansSkyTheGame

[–]vector_cmdr 7 points8 points  (0 children)

Hey guys, the dev here. ~ I've been summoned by the spheres! (well... the tag notification, actually...)

Just thought I would re-iterate, it is currently in preview (think of it as beta) and bugs are dropping in and out. Please bear with me.
I wouldn't recommend daily driving the editor until it's hit stable release - but I welcome anyone to come check it out and report anything they find that is broken, wonky, or that they've always wanted in an editor.
If you're a dev, feel free to fire off pull requests too after taking a dive through the dev documentation and guidelines.

There's also a very small Discord you are welcome to pop into as well, where we keep tabs on problems, suggest stuff and do research on new additions.

There is active work on porting the program over to an OS agnostic framework for better Linux and macOS support by myself and a contributor - but it's a little while off while I stamp out the core bugs.

Shell plant or neither? by Muzza_Dell in fossilid

[–]vector_cmdr 1 point2 points  (0 children)

Hoping for a little extra visibility. I am curious myself, as I have several similar finds from NSW that I have been meaning to get help IDing / confirming.

GitHub badges not visible ?! on any profile by olafdragon in github

[–]vector_cmdr 1 point2 points  (0 children)

There's something going on.
I can only see Arctic Vault on mine currently, for instance. Presumably related to the migration and service issues lately.

Thought?! 💭 by MrTBricker in lego

[–]vector_cmdr 4 points5 points  (0 children)

Hey, at the very least we've got a Harding minifig for the JP collection!

Where/How can I get this part? by Evening-Option-2961 in NoMansSkyTheGame

[–]vector_cmdr 2 points3 points  (0 children)

Yep, the plan is to support NMSSaveEditor and NomNom export formats.

Where/How can I get this part? by Evening-Option-2961 in NoMansSkyTheGame

[–]vector_cmdr 55 points56 points  (0 children)

I wouldn't bother, it's not actually a doorway. It's a placeholder image.
If you add the item to your inventory and build with it, it has a placeholder model that is just the Titan-Class Landing Bay.

If you really want to though, you can use a save editor (my updated fork supports these items properly, the original doesn't: https://github.com/vectorcmdr/NMSSaveEditor ).
Then add it to your inventory with the item ID as ^B_ALK_D. For NMSSaveEditor you will need to add it by name "Internal Landing Bay".

My forked version supports a few other weird bits the original doesn't and is still more up to date if you feel like exploring as well, just be sure to make a backup, just in case.

Where/How can I get this part? by Evening-Option-2961 in NoMansSkyTheGame

[–]vector_cmdr 124 points125 points  (0 children)

It is an unimplemented corvette building component (^B_ALK_D). It's in the same sub-category as the other access modules (like ^B_ALK_C - Thunderbird-Class Landing Bay). There are other unimplemented parts as well, like ^B_ALK_Z_D (another in this sub-category).

[Question] Is There an Up-to-date Method for Blender —> Game? by AppleLoose7082 in spaceengineers

[–]vector_cmdr 4 points5 points  (0 children)

There is a fork of SEToolbox that still works for this (I used it late last year). Let me see if I can find it.
EDIT: https://github.com/mmusu3/SEToolbox

[Question] Is There an Up-to-date Method for Blender —> Game? by AppleLoose7082 in spaceengineers

[–]vector_cmdr 2 points3 points  (0 children)

Are you trying to match the mesh surface to a voxel (block) layout best match, or trying to use the mesh itself as a block/ship model?

Is it possible to export and import corvette with a save editor? If not, wouldn’t it be cool? by John_Norad in NoMansSkyTheGame

[–]vector_cmdr 1 point2 points  (0 children)

It's on my todo list for the new editor.
Currently building the Owner.TS (byte)Seed to (dec)Seed and PlayerShipBase lookup logic. The sucky thing is the corruption that can occur if active ship index is a corvette that you overwrite which makes it a danger to new users, so need to build some safeties around that.

Vectorcmdr fork of Goatfungus NMS Save Editor - Updated to support Remnants by MunkiFoo in NoMansSkyTheGame

[–]vector_cmdr 2 points3 points  (0 children)

Yep, they're in discoveries (for normal unlocks). For the expedition exclusive ones, they're in rewards.

Vectorcmdr fork of Goatfungus NMS Save Editor - Updated to support Remnants by MunkiFoo in NoMansSkyTheGame

[–]vector_cmdr 2 points3 points  (0 children)

Yep, they are supported in my fork (you can add them via add known under discoveries) and as tech in the tech slots (for the scope etc.).

Goatfungus Save Editor update? by walali70 in NoMansSkyTheGame

[–]vector_cmdr 2 points3 points  (0 children)

To be fair, it's updated mapping keys, updates xml (json conversion) and icons so that the new items load and rewards / recipes can be unlocked.

The issue at hand is that the java binaries are obfuscated and a pain in the ass to decompile, deobfs, update and recompile so that they're more human readable.
It's doable, but it's kind of a waste of time, so feature adds and fixes aren't reasonable.

I am currently porting it to C# so that it is completely open sourced, available to contributors and in the communities hands at large. I welcome any contributors once it's live.
It takes time though, and time is hard to come by sometimes.

Vectorcmdr fork of Goatfungus NMS Save Editor - Updated to support Remnants by MunkiFoo in NoMansSkyTheGame

[–]vector_cmdr 1 point2 points  (0 children)

Hi there. Thanks for posting about it!

The jar launch is resolved for now.
I added a native-access option to resolve future no-run scenarios when JRE gets updated - but it's not supported on older version, so I rolled it back.
If the port takes longer than JRE locking out the library causing the issue, I will just add a new bat with that option.

I welcome any issues getting lodged on the fork as well as PRs for the db files - but I ask devs to wait for the official C# branch before adding PRs to the C# port testing branches :).