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Plumgen - A biome generation program for No Man's Sky. Create custom planets, update/remix legacy mods, and more.

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Plumgen (v1.3)

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App Features

  • Create detailed & unique biomes in as little as 30 seconds!
  • Import and merge multiple large biome mods.
  • Modify or remix existing biome mods.
  • Export directly to MXML & MBIN folders.
  • Easily change flora attributes, like scale and density.
  • Automatically rename and sort biomes to sub-biomes (lush, frozen, etc).
  • Quickly save, retrieve, and share individual biome presets.
  • Validates all input and data = stable mods.
  • Exhaustive error handling and logging, all done locally.
  • Responsive and intuitive interface.
  • Plus more!

Changelog

Update v1.3:

  • Please perform a clean install for Worlds Part 2: https://github.com/SunnySummit/PLUMGEN/releases
    • Tried to test everything myself, report any issues on github. :)
  • Added support for importing and modifying MXML file types.
  • Rewrote a few core parts, e.g. moved from PSARC Archive Tool to new HGPAKTool, made by monkeyman192.
  • New feature: Right-click 'New Biome' button, renamed from 'Add Biome', to generate multiple biomes.
  • Improved biome generation by doubling number of categories (keywords & suffixes) when matching similar props together.
    • This generates "themed" biomes e.g. trees grouped with grass, rocks, flowers, etc. Note: some randomized props still added.
  • The 'New Biome' button detects duplicate high density ground props and varies coverage/density if found.
  • New options for importing: Pre-Next, Next to Worlds Part 1, and Worlds Part 2 or later.
  • New top menu item to add all biomes to each sub-biome tile/tab, via. 'Biome Spawner' window: File > Add All Biomes To All Tiles.
  • Added Worlds Part 1 and 2 props to Vanilla+Pre NMS.csv. Added 2 new Worlds Part 2 CSVs (Reg & DeepWater)
  • Other:
    • Fixed an issue with missing props when clicking 'New Biome' = higher density biomes.
    • Reduced scale/draw distance of some props which caused clutter and/or low performance via. Vanilla+Pre NMS.csv.
    • Names of any empty Sub-Biome Tile Types/tabs found are now displayed when exporting.
    • Increased frequency of more varied props (when no CSV checkbox selected).
    • Colors and UI improvements.
  • IMPORTANT:
    • I decided to deprecate exporting to LUA. It isn't sustainable for me to maintain two export methods, esp. with Worlds-sized updates.
    • New features displayed in English. May update translations upon request.
    • Deprecated several custom export settings because EXML snippets are better for these types of mods (which don't require updates).

Update v1.2:

  • Reworked the 'Add Biome' button to create more aesthetically pleasing and detailed biomes.
    • Instead of adding 4 completely random props to a biome, now, 9-14 props can be added, all based on a similar biome category.
    • Before, what a biome used to look like:
      • Huge crystal, cactus, toxic plant, lush grass
    • After v1.2:
      • Large fan shroom, huge bounder, large blue shroom, medium boulder02, medium blue shroom, medium bounder01, small boulder, lush grass, small shroom cluster, decorative gravel
    • This basically categorizes each new biome into 1 (or more) of 25 categories (lush, frozen, etc), and only grabs new props from a similar pool.
    • More details:
      • 25% chance of adding 1 distant prop - biggest props & can be a huge eyesore if added to every planet.
      • 2-3 landmark props
      • 3-4 objects
      • 4-6 detail objects
  • Changed 'Auto-add Biome Objects to Tiles' menu item to sort more biomes, like biomes with Nevada and Alpine props.
  • Removed many huge props with short LODs from several CSVs (Vanilla+Pre NMS & FoundPathAtlas).

Update v1.12:

  • New dropdown menu item (File > Bulk Import & Update) for bulk updating many BIOMES folders separately in '_BIOMES Exmls Folder Goes Here' directory.
  • New export draw distance option for better performance: 'Near'. Can be used for biomes with demanding/high res custom models.
  • Added support for new prop attribute: 'Type'. Two values for this attribute: 'Instanced' or 'Single'.
    • Type is an obfuscated attribute which controls e.g. whether props despawn on slopes or if a floating prop has collisions.

Update v1.11.1b: Fix for importing outdated after-NEXT biomes.

Update v1.11.1a:

  • Fixed bulk editing certain prop attributes, like "Coverage."
  • Support for auto-renaming and auto-adding new 'Worlds Part 1' biomes.
  • Fixed issue with making a biome template (.csv) with outdated after-NEXT biomes.
  • Misc. bug fixes.

Update v1.11:

  • Updated to "Worlds Part 1"
    • Added support for 4 new prop attributes: MaxYRotation, MaxRaise, MaxLower & IsFloatingIsland.
    • Updated each biome .csv ("v2" in filename), added 'Worlds Part 1.csv' biome template - includes newest props.
    • Automatically updates old biome objects files, biome files, and presets.

Update v1.1:

  • New Update menu item - Fetches and downloads latest PLUMGEN update. You no longer have to manually download updates.
  • Added support for 10 languages - Reworked all text elements, translated each via. DeepL (take these with a grain of salt). ;)
    • These include: Chinese-Simplified, English, Finnish, French, German, Italian, Japanese, Korean, Portuguese, Russian, Spanish
  • Fixed issue - Bug preventing bulk editing model paths.
  • Readme clarifications.
  • Security improvements.
  • New prompt asking to download latest MBINCompiler update - You can export offline or continue modding with outdated NMS/MBINCompiler versions.

Full Release v1.0:

  • Overhauled exporting. AMUMSS no longer required. You can now export directly to .PAK using PLUMGEN's new efficient export system.

    • 10x faster export time vs. LUA - Exporting 20,000+ biomes now takes ~3 minutes, compared to 30+ minutes via. LUA/AMUMSS. [1]
    • Improved stability - PLUMGEN's new export to PAK system is highly resilient against game updates. [2]
    • Export all files - EXMLs, MBINs, LUAs, and PAKs. Immediately locate and import exported modded biomes/EXMLs.
    • Automatic updates - Exporting fetches latest MBINCompiler and extracts vanilla game files = easily mod vanilla biomes too.
    • Enhanced custom sub-biome support - Replicate modded or even outdated sub-biomes with a new export menu (should the issue arise).
    • LUA now optional - Exporting still generates 2 LUA files, but making use of them (via. AMUMSS) is now optional.
    • Please see updated 'Requirements' and 'Exporting Info' sections below for more info.

    *[1] lxml wraps around C libraries = highly optimized EXML parsing/processing. Plus, I just understand Python better than I do LUA.

    *[2] lxml follows XML standards for syntax, structure, & validation. This improves long-term EXML compatibility with NMS updates.

Requirements

Exporting Details

After exporting, you'll find a folder inside '__Exported Mod Files' containing subfolders:

  • MBINs - Your mods aka compiled MXMLs. How to install mods: https://nomanssky.fandom.com/wiki/Mods#Summary

  • MXMLs - Look for any 'BIOMES' (or 'CUSTOMBIOMES') folder -> copy it to PLUMGEN's '_BIOMES Xmls Folder Goes Here' -> import. [1]

    *[1] If you have multiple BIOMES or CUSTOMBIOMES: Rename the others, e.g. BIOMES2, BIOMES3, etc. PLUMGEN can auto-merge multiple mods via. this method: https://youtu.be/zzaeyRAobOQ?t=867

Known Issues

  • Using 'Reset Auto-Rename' on a filepath with multiple underscores can erase almost all of the path's name.
  • If a link opens a new browser, then you quit PLUMGEN, the app will stay active until you quit the browser.
    • This does not happen when your browser is already open. This issue seems to occur when creating the EXE via. cx_Freeze.

Q&A/Troubleshooting

  • When running the app, I encounter a window that says, "Windows protected your PC"

Click "More info" -> "Run anyway." This is a false flag from your antivirus. PLUMGEN is safe to use. You can view the source code on github.

  • Is this difficult to learn?

In my (100% unbiased) opinion, no. You do not need any programming or scripting knowledge to use PLUMGEN. Nearly everything is done via. a graphical interface.

  • Is this a paid app?

No, although donations are accepted.

  • Will my exported biome mod break after game updates?

If it breaks, import your mod and export it again. Note: wait for MBINCompiler update after game updates (check here for updates).

Although rare, if a new game update fundamentally changes game structure/biome files, wait for a PLUMGEN update. Check for updates via the top "Update" menu item.

  • The PLUMGEN window looks blurry and parts are cut-off by the edge of the window, like the tooltip.

This shouldn't happen after v1.0. If it does, please let me know.

  • I changed the language, and now text elements appear cut off, like the tooltip/info box.

Simply expand the window. This should let you see the rest of the text. Some translations require more space than the English version.

  • Some translations are not accurate.

Yeah, I used DeepL and a few other machine learning sources to translate. Consider opening an issue on github with any suggested improvements. :)

Need Help?

Credits & Acknowledgements

  • HGPAKtool modified to decompile directories - Decompiles PAK files to MBIN
  • MBINCompiler - Decompiles MBIN files to MXML
  • lxml - Parses EXML/MXML files
  • cx_Freeze - Creates executables, high performance, cross-platform

Disclaimer & Notes

  • PLUMGEN lets you import and mod almost any biomes. Always seek permission before distributing others' work.
  • Note: If a mod author grants you permission to share their work, they cannot later retract it, per Nexus Mods rules.
  • Do not restrict permissions on any present or past vanilla game biomes using PLUMGEN (not including changes to prop attributes).

Other

Give a tip 🍻 - Easy and secure transactions using Buy Me A Coffee & Stripe. No pressure whatsoever :) https://buymeacoffee.com/sunnysummit

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Plumgen - A biome generation program for No Man's Sky. Create custom planets, update/remix legacy mods, and more.

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