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Norman Sky Vanilla Plus
About This Mod
Rebalancing some of the problematic aspects of No Mans Sky (walking, running, swimming, scanning, time buttons, slow text display, teleportation, multi-vehicle / S-class search and ship control)presents the deck
3.10 Compatibility
V.s29 Revision 22.11.2020
Lots of new settings.
To get started
This mode is balanced for both regular and regular gamers, not for demanding glitch breakers/reboots, but for true entertainment
An experience that presents more difficulties than usual, but less difficulties than survival / Permanent death
Please return if this mode will improve your gameplay
Please confirm your agreement and let me know.
1. Faster scanning, walking, sprint, swimming, electronic action, text viewing
1. 1 Scanning
> Scan the flora in 1, 2 seconds.
> Scan for 1.5 seconds.
> December browser resource increased by 25%%
> Scanner picks up objects 25% faster (helps quickly scan small flying insects/birds)
> Accelerate scanning of waypoints and marks
> December scanning trip point and beacon increased by 2 times.
1. 2 movements
> + 25% walking speed
> +25% working speed
> walking/running speed +20 on an abandoned cargo vessel%
> + 20% underwater speed
> + 15% speed of underwater jet pack
(The jet pack itself is intact because it will later become quite powerful and cause certain overloads in the vehicle)
> Binocular zoom walking speed: Level 1: + 40% Level 2: + 30% Level 3: + 20%
1. 3UI and Acceleration
> AMI move faster (not instantly) when you press the E key, but still feel natural
> Although it still seems natural to speed up the conversation (not instant), the text now looks much faster.
> Improved player torch: best light cone, best tracking camera
> Menu parallax effect is disabled.
> Light bloom is off - good redness - no more blind light.
> No automatic grip on the ladder
> Small Cursor 16*8
1.3.1 Detection messages
> Drive - Total Planet Time - 40%
> Planet discovery reported at 40% time
> Signal transmission time - 40%
> Signal transmission time-40%
> Radio tower transmission time - 40%
2.Tiered inventory and actual storage projection
I wonder why your big cargo ship can only store 10 maggot cores, 10 tetracobalt cores or 20 microprocessors?
Or why, despite the fact that technical slots are few, the stock of costumes is as much as ever.
After all these years, the entire inventory/storage process is still not very convincing.
The survival margin is ridiculously low, and the normal regime for a substance is ridiculously high.
There's no difference between the space suit's deck storage compartment and the cargo compartment of a giant cargo ship.
It is not enough, and we can do better. At least you can mimic some degree of credibility even though nothing is happening.
There are currently 5 floors of storage facilities.
Layer I: Tool Storage: Max. 48 Slots
Level II: Suit Shipping: max. 32 slots
(IF YOUR CARGO EQUIPMENT IS > 32 SLOTS, SET UP OR CHECK THE EQUIPMENT BEFORE LOSING ITEMS.)
The costume of the player has the maximum possible value. Out of 24 possible process slots
LEVEL III: Space vehicle/vehicle
Level IV: Freight vessel
Level V: Basic
The above would be a moderate management of stockpiles, while providing greater utility
Storage capacity for substances and products according to the hierarchy.
(Added extra files to survive with reduced memory)
3. Starship, multiple tools and instruments
3.1. Starship and Deca Class S with multiple vehicles
The possibility of the class being introduced is that there is no point in spending hours assembling vehicles and ships of class S using glitches that avoid absurd savings and time reboots, and can't find things of class S when you regularly play with them. You can play the game now, and S-Class ships and vehicles will appear naturally, without being everywhere.
3.2 Starship and upgrade of multi-tool class
Upgrading a first- and second-class spacecraft is cheaper, but upgrading an S-class spacecraft is more expensive, which is like a big step forward.
The cost of upgrading the multi-tool class was reduced, as it was unnatural that it would cost as much as a ship rather than a large spacecraft.
3. 3 slots for spaceship equipment and technology, multi-purpose slots
All classes of ships now have a balance between their maximum payload and technical deck, reflecting their main use and class. Bonuses are not affected for all classes.
Explorer has only a maximum of 30 standard compartments but has 35 technical compartments, while Carrier is currently the only ship with 48 cargo compartments (excluding cargo vessels), while the upgrade to S-Class includes only 21 technical compartments.
All vessels (small, medium and large, regardless of hull) should be of maximum class A capacity only, so do not hesitate to wait for an S-class aircraft carrier with 48 compartments. You need to design all the ships yourself. The exceptions are exotic, foreign and cargo vessels, which may appear in their largest inventory.
Multi-tools can now be upgraded to 32 slots in Class S
3.3 The price of updating the starship and multi-tool
The price curve leading to the upgrade of the Starship docking station was fairly flat, compared to the 300 million for the last docking station.
The increase is no longer linear. It follows a group of 4 slots that start out more expensive for the first slot, but the gain is much smaller than vanilla's and much lower than the original price.
3.4 Inventory tools and upgrade slots
Currently, the player team has a maximum of 48 regular slots, 24 technical slots and 32 cargo slots.
The price was fixed, taking into account valuable high-tech slots such as cargo and technology, and was more important.
In addition, players can always follow the October coordinates and get high-tech slots for free.
The process stack was increased from 4 to 5 times to a maximum overload of 3.5 times
3.6 Convenient protection against danger
> Hazard protection (toxic, radiation, cold, hot) increased by 20%
Risk Enhancement Module Charging Increased to > 100
3.7 Life support kit
> Life support has increased by 20%.
> You need 100% oxygen for full charging
> Oxygen was removed to recharge underwater ventilation
> Underwater ventilation 30%
> Danger protection charging time-50%
> Extract Dioxins for Charging + Appropriate User Interface
4. Base building
> Battery increased to 120,000
> Maximum connection length + 300%
> Extension of base radius + 150%
> Minimum base radius +100%
> Maximum planetary radius + 50%
> Space maximum radius + 100%
> Building location distance +50%
> Unstructured welding 75%
4.1 Insidious Biofuel Generator
.Take all your carbon (3600) to run it. Provide 1 hour and only 50 km/h. When you exit the game and return after 1 hour, the real-time story is calculated and taken into account, so the 3,600 cubic feet of carbon coming in just before you exit on this horrible device, go away.
I can't change the game time calculation, and using 0Ressource is illegal, instead I increased its output power to 6 hours and 85 kp to increase the generator's full load operation time. So now you can install this thing, and if it lasts 6 hours of game session or runs half stack with C key up to 1800, it will still work for 3 hours, so you can go back to doing any action, and the generator is still running.
5. Solar Power System
5.1 Planets
> Your spacecraft can move around the planet (there is no return flight on the planet)
5.1.1. Terrain, LOD, draw distance
> Total towing distance increased by 50% to prevent formation of dirty ground/rough terrain
This may affect the frame rate on lower-power GPUs. I noticed a slightly higher power consumption with super lock on 1440p75 frames per second with RX5700xt
5.1.2 Storms
> Decommunized time between storms is 20 minutes
> The maximum time between storms is 40 minutes dek
> Minimum storm lasts 4 minutes
> The strongest storm lasts 8 minutes
> The storm warning was announced 1.5 minutes before the incident
> The storm's formation and collapse time is 1.5 minutes
5.2. Gap
> Destroy an asteroid during impact motion
> The field of asteroids is spreading further and further
> Asteroids generate a little more resources
> Pulse engine speed 25%
> 500 impulse engine charge
5.3. Damage model
After hours of gameplay and several costume upgrades and several cars, there is nothing left on the planet to pose for
Even the slightest threat to the player. The same applies to the field if the player has a positron ejector.
To counterbalance this, certain environmental values are set so that they can pose a threat to the player if he moves unintentionally.
> Adjusted/increased damage from living creatures, poisonous plants, drones, ships and falls.
> The hunter will notice the previous player, run faster, and get higher reload bonuses
> All creatures, drones, pedestrians, etc. The number of hits increased.
> The drone's shooting speed increased slightly
> Aggressive shark in water
> Pirates take extra damage
> Fall Damage + 300%
> Danger of damage from asteroid impact!
6. General changes have not yet been classified and appointed
> The new game offers players random ships and random multiple vehicles.
> A mountain laser and a ground manipulator require 200 charges
> The default communication range of the ship was increased to 250.
> Ship teleportation receiver increases teleportation range by 750, and new user interface
6. 1 Receiver of emergency broadcasting
Price Curve Flat End
7. Future developments
To make a list:
-------------
7. 1 Personal Words
The value of this mode is that it represents what I consider to be a vanilla game, and how I play it. I like to think you're different, but don't ask me to make a special version of your AMI just with the values and things you want for yourself, it all takes a long time to do and have fun. It takes a lot of time, a lot of changes, so it doesn't service the lua file. Cunningly..
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